[Freeciv-Dev] Re: Why client-side AI could be a Bad Thing
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Steven Burnap <sburnaplinux@xxxxxxx> writes:
> An ideal bot would throw together a quite set of commands, and then
> improve them over time. This would mean that it would be "done"
> whenever all the human players were.
The problem with this is the not-100%-turnbased nature of FreeCiv. If
the AI decides "Ah, my howitzer, which is standing right in front of
his howitzer, will surely win, so I'll attack at the end of the turn"
won't have much chance to do that, since the human would attack
first. I'd rather just move as decisions are made.
Falk
- [Freeciv-Dev] Re: Why client-side AI could be a Bad Thing, (continued)
- [Freeciv-Dev] Re: Why client-side AI could be a Bad Thing, Jules Bean, 2000/01/28
- [Freeciv-Dev] Re: Why client-side AI could be a Bad Thing, Arkadiusz Danilecki, 2000/01/28
- [Freeciv-Dev] Re: Why client-side AI could be a Bad Thing, Tobias Brox, 2000/01/28
- [Freeciv-Dev] Re: Why client-side AI could be a Bad Thing, Stephen Hodge, 2000/01/28
- [Freeciv-Dev] Re: Why client-side AI could be a Bad Thing, Tobias Brox, 2000/01/28
- [Freeciv-Dev] Re: Why client-side AI could be a Bad Thing, paulz, 2000/01/30
- [Freeciv-Dev] Re: Why client-side AI could be a Bad Thing, Arkadiusz Danilecki, 2000/01/30
- [Freeciv-Dev] Re: Why client-side AI could be a Bad Thing, Steven Burnap, 2000/01/30
[Freeciv-Dev] Re: Why client-side AI could be a Bad Thing, Philippe Fremy, 2000/01/28
Message not available
[Freeciv-Dev] Re: Why client-side AI could be a Bad Thing, ½²«íµØ, 2000/01/30
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