[Freeciv-Dev] Re: how to improve the AI's attack (was: old/bad code in a
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I agree. I hesitate to bring this up again, but I think a client side
AI would be great. People could plug in their AI code (and run AI
tournaments). A library of helper routines (communication, etc.)
would
help this along. I bet someone would even create a Perl package. :-)
Todd
>>>>>>>>>>>>>>>>>> Original Message <<<<<<<<<<<<<<<<<<
On 5/3/00, 8:47:10 AM, "Peter Schaefer" <schaefer@xxxxxx> wrote
regarding [Freeciv-Dev] Re: how to improve the AI's attack (was: old/bad
code in autoattack.c (PR#351)):
> >On Tue, May 02, 2000 at 11:47:41PM +0200, Reinier Post wrote:
> >> + the AI has no sense of 2D space
> >>
> >> When AI cities defend, *all* cities defend equally well, even those
> >> that are 20 tiles from the enemy borderline. In assessing the need
> >> for defense, a flood fill algorithm should be used to determine the
> >> proximity of enemies, under the assumption that it will be sufficient
> >> to defend the borders. In assessing the direction of expansion or
> >> conquest, the same algorithm can be used to determine defensible
> >> borders.
> Well I tried some code that changed the cities where the AI builds
walls,
> by adding my version of border detection, but it got awfully slow
since my
> code went in a double loop over all cities, making it O(cities)
squared.
> Not smart enough :-| .
> We need a way for people to replace the AI with their custom AI, so
people
> can have fun working on it and compare it with the standard AI.
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