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[freeciv-ai] Re: Idea for a AI testcase

[freeciv-ai] Re: Idea for a AI testcase

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To: "Per I. Mathisen" <per@xxxxxxxxxxx>
Cc: freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Re: Idea for a AI testcase
From: Jordi Negrevernis i Font <jorneg@xxxxxxxxxxx>
Date: Sun, 15 Jun 2003 14:01:30 +0200

En/na Per I. Mathisen ha escrit:

On Sun, 15 Jun 2003, Raimar Falke wrote:
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.

Does the city have a barracks? Are the units supported by the city? If the
latter, then the city is the victory condition. Otherwise everything must
be killed (no strategy involved, just small-scale tactics).

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)

Units should fortify correctly, and I don't remember if we fixed all the
new don't-fortify-correct bugs that were introduced. Also going to a
barracks to heal is a good idea, and we do that. We defend cities.

We do not exploit defensive terrain. Recognizing defensive positions is a
hard problem.

But you forgot one important action: Stopping out of range of enemy units
when you do not have enough movement to attack it outright. We do this,
but we are not good at breaking a deadlock of units both doing this.

In fact, when a horseman - or a unit with two or more movement points - attacks a city, it stops in front of the city and does not attack. So, in the next turn, a defender or attack unit in the city attacks and kills the unit. Why that unit does not attack inmediatly?

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