Complete.Org: Mailing Lists: Archives: freeciv-ai: June 2003:
[freeciv-ai] Idea for a AI testcase
Home

[freeciv-ai] Idea for a AI testcase

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Idea for a AI testcase
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Sun, 15 Jun 2003 12:24:06 +0200

A big island and two players. Each player has a city and an equal
number of units of the same type. These are places like this.


       uuu                                 UUU
  c    uuu                                 UUU   C
       uuu                                 UUU

Both players know the whole map. The island has random terrain. The
cities can't produce new units. Units can't be upgraded.

Good actions by the AI:
 - move unit to a tile with a high defence value
 - fortify unit
 - move unit to a tile with a high defence value and fortify unit
 - move unit into city
 - move unit into city to heal
 - planned attack (multiple units vs one enemy unit)

Bad actions would be:
 - stay idle
 - unplanned attack (one unit against multiple enemy units)
 - bad attack (attacking a best defended units first)

I have no idea what the current AI will do in this case.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
  "Heuer's Law: Any feature is a bug unless it can be turned off."



[Prev in Thread] Current Thread [Next in Thread]