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[freeciv-ai] Re: (PR#5633) Order of AI activities.

[freeciv-ai] Re: (PR#5633) Order of AI activities.

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To: per@xxxxxxxxxxx
Subject: [freeciv-ai] Re: (PR#5633) Order of AI activities.
From: "ue80@xxxxxxxxxxxxxxxxxxxxx" <ue80@xxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 1 Sep 2003 11:36:36 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Mon, Sep 01, 2003 at 11:10:19AM -0700, Jason Short wrote:
> ue80@xxxxxxxxxxxxxxxxxxxxx wrote:
> > On Sun, Aug 31, 2003 at 12:38:26PM -0700, Jason Short wrote:
> > 
> >>Gregory Berkolaiko wrote:
> >>
> >>>This was discussed over IRC and we came to an agreement that AI
> >>>activities should be all performed in one place, either in the end of
> >>>the turn or in the beginning.  Now I started implementing it and thought
> >>>of a good reason not to do it.
> >>>
> >>>It has to do with urgent purchase of defenders.
> >>
> >>AI movement should (must) all occur in the same place.  Other AI actions 
> >>(like purchasing) may be done elsewhere, but I'm not sure this will 
> >>solve all possible problems (I can imagine there might be a whole class 
> >>of problems similar to the purchase-of-defenders one).
> > 
> > 
> > I think it's possible to split up some of the AI-activities.
> > 
> > A human has to rethink about his moved units when he sees new enemy
> > units in front of his city. (Double turns)
> > 
> > And i think the same is true for the AI. When i land with a transport
> > full of horses and the AI can't do anything after i've done that the AI
> > will never have a chance to beat me. (Ok the same is true for humans
> > with AI-double turns ...)
> A "correct" AI implementation would have the AI's movement alternating 
> with that of humans.  So when you land with a transport full of horses, 
> the AI will get to react before you get a chance to move again.

Yes, after every action a human or another player has done, the other
players should have the possibility to react and do something.

Would lead to something like chess ... after each turn from a player the
other player has to move 1 of his units ... 

With some players that would make the game very much slower, but you
have pingindependent, clientindependent games after such a change.

You only have to ensure that there is no infinit loop. But when you only
count moves which needed MP/Airlifts(...) as a move there will be an
end. A unit which uses railroads doesn't move in terms of that rule.

> > The AI should try to move its units at the begin of a round, but change
> > production at the end of a round. And reacting on enemy moves after the
> > enemy has moved.
> Non-movement actions (production, tax rates, etc) should be doable at 
> any time.

I know, but at the end of a turn you have most information about the
next round, and the more information you have, the better you can
schedule for the next round(s)
> Many times the idea of non-concurrent movement has been proposed.  I 
> think it would be quite feasible (both technically and game-play-wise), 
> but I don't think any of the maintainers are ready to take on such a 
> project yet.

I hope the default option will allways be concurrent movement.

Thomas Strub  ***  eMail ue80@xxxxxxxxxxxxxxxxxxxxx
jb: people are stupid, they don't want to learn.

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