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[Freeciv-Dev] Re: AI Reenginering
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To: "Luis Palma" <lpalma@xxxxxxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: AI Reenginering
From: Thue <thue@xxxxxxx>
Date: Wed, 3 Jan 2001 23:39:16 +0100

On Wednesday 03 January 2001 21:46, Luis Palma wrote:
> Hi.
> I'm new to freeciv.
> I heard AI module needs improvement.
> I am available to initiate a reestruturation of the AI module. No hurry,
> since the game is running anyway. So in a first phase I think it's worth to
> develop some kind of conceptual model from wich in the future we can
> develop a world-class AI infraestructure. I would like freeciv experts to
> tell me if this is a good idea, or not. If it'a a good idea I need
> volunteers to work in this subproject of the whole great freeciv project.
> Just tell me what you think.
>
> Luís Palma

The problem is that no one is really responsible for the AI right now.

But if you want to work on an area I suggest ai_eval_buildings in 
ai/advdomestic.c . That code is out of sync with the way buildings are 
defined in the rulesets, it would be nice if it was updated. This function is 
also used for selecting an autobuild option for human players.
(you may need to also look at related functions)

Currently there is a bug in the AI that makes set luxery rates very high. If 
you could fix that it would improve the AI short term. Look in 
ai/aihand.c:ai_manage_taxes()

I make no garanties that I will personally take the time to proffread, test 
and commit your patches.

-Thue



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