[freeciv-ai] Re: Starting the implementation of the AI client
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>
> In fact you should probably start with a "cp -r gui-stub gui-ai".
>
> However I don't think you'll get very far with this approach. The GUI
> hooks are at too high of a level to work for the AI. For the CMA and
> other agents Raimar has had to add new hooks. But I don't really
> understand the situation well enough to say for sure.
>
> jason
>
I know that building an AI program will be harder with the information
that a GUI can provide, but that's the idea, have a program that take
decisions with the same information that a human player has. Such
interface will allow to make the AI program using CLIPS or a more
appropiate language than C.
Now the agents; if I have understand correctly, they're programs that
perfom small tasks (like moving a unit from A to B, etc...). I've traced
an action of the CMA (now I don't remeber what action) and it didn't
notified the server what was it doing... I wonder if that's desirable (I
think it could cause data inconsistency). Perhaps, I've not understand
some details of this client / server structure.
To start building this interface, I need to know a few things more:
- How the agents affect a GUI
- What parts of the game are syncrhonous and what asyncrhonous
- The correct return value of the functions in "gui-stub/"
Well, I've got too many questions... hum, perhaps this isn't the correct
list to post about this topic, better in freeciv-dev?.
Thanks and regards,
--
Guillermo López Alejos - N.I.A. 100030179
Universidad Carlos III de Madrid
Ingeniería Técnica en Informática de Gestión
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