[freeciv-ai] Re: Idea for a AI testcase
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On Sun, Jun 15, 2003 at 11:52:04AM +0000, Per I. Mathisen wrote:
> 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).
Both (primary goal is kill all units and primary goal is destroy city)
> > 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.
Also: if both players are defending there is no action. Without action
we can't judge the "small-scale tactics". One way would be to give one
side more units to force an attack.
"Transported to a surreal landscape, a young girl kills the first woman
she meets and then teams up with three complete strangers to kill again."
-- TV listing for the Wizard of Oz in the Marin Independent Journal