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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: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Thu, 11 Sep 2003 14:19:27 -0700
Reply-to: rt@xxxxxxxxxxxxxx

ue80@xxxxxxxxxxxxxxxxxxxxx wrote:
> On Thu, Sep 11, 2003 at 09:40:27AM -0700, Gregory Berkolaiko wrote:
>>On Mon, 1 Sep 2003, ue80@xxxxxxxxxxxxxxxxxxxxx wrote:
>>>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 ...)
>>I am working under assumption that when you play against the AI, you want 
>>a strictly turn-based game.  I certainly do.  And humans don't have a 
>>chance to react to AIs moves, so why should AI have the privelege?
> That's hard to decide if i want a blocked moves or not.  
>  - There shouldn't be differences between a game human/human and
>    human/AI

There are fundamental differences between playing against humans and 
computers.  The lag is much slower for a computer.

Playing turn-by-turn makes for a superior game; the only drawback is 
that you have to wait while the other player moves.

>  - As human i want to have to react when an ememy unit is in front of my
>    city. 
> A turn is really long, and with end-of-turn and begin-of-turn moving an
> AI can kill very much in very short time, a human can't handle more then
> 2-3 units in short time, but AI ... especially teamed AIs ...

The current situation is completely fair: the AI moves in one phase, and 
the humans in another.  (The only exception is the double-moves bug.)

> We have concurrent moving, i think AI should be able to do it so.

I agree that the AI should be able to be able to do non-movement actions 
during human turns.  But I don't think there's any reason the AI should 
be able to move units.

> How should an AI work which isn't on the server? 

A client-side AI would work just like a human player.  Which is another 
argument for supporting synchronous turns (in addition to the 
asynchronous ones we have now).


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