Complete.Org: Mailing Lists: Archives: freeciv-ai: October 2004:
[freeciv-ai] Re: Discussion about ai

[freeciv-ai] Re: Discussion about ai

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Guillermo L?pez Alejos <glalejos@xxxxxxxxx>
Cc: FreeCiv-ai mailing list <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: Discussion about ai
From: Benoit Hudson <bh@xxxxxxxxxxxxxxxxxxx>
Date: Sun, 24 Oct 2004 18:44:34 -0400

On Sat, Oct 23, 2004 at 11:26:45PM +0200, Guillermo L?pez Alejos wrote:
> I have three (good :) reasons for doing this:
>     - FreeCiv code doesn't need to handle the AI players data structures.
>     - The AI player can be implemented in a language different than C.
> CLIPS (or perhaps CLISP) are more appropriated languages for this.
>     - The AI player is seen by the rest of the components of the game
> as a human player.

Two reasons not to do this:
- lots of work
- computationally more expensive
- the AI would (at least temporarily) get stupider, since it
  sometimes cheats, unless I'm mistaken.

One more reason to do this:
- probably makes it easier to have different AI players with different
  strategies ; in particular, it means we can have AI player

        -- Benoît

[Prev in Thread] Current Thread [Next in Thread]