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[Freeciv-Dev] Re: Client AI development
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To: cameron@xxxxxxxxxx
Cc: Tony Stuckey <stuckey@xxxxxxxxxxxxxxxxx>, freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Client AI development
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Fri, 20 Apr 2001 11:48:11 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Thu, Apr 19, 2001 at 01:43:03PM -0500, Cameron Morland wrote:
> La 2001-04-19, Tony Stuckey skribis:
> 
> > Except for the "and marks information on the map", this is already done.
> 
> This is a critial point, because it lets intelligence emerge from the
> combination of environment and entities (map and units). If you think this
> doesn't happen in real life, try coding something big without referring to
> anything. :)
> 
> > > This deals with individual units. An additional bit of code is
> > > required to make each city an autonomous unit. The city controls only
> > > setting production, placing citizens, and some unit control (shields,
> > > happiness). Cities communicate again via the map, both with each other
> > > and with units.
> >
> >     This is already done.  What specific problems do you have with
> > server/cityturn.c: auto_arrange_workers()?
> 
> Sounds good; I guess this is what happens when I click on the city in the
> city dialog.

AFAIK yes. However it is unknown to me what goal stands behind
auto_arrange_workers(). auto_arrange_workers() also doesn't take city
revolts and entertainers into account.

> It has to be made smart enough to realize when units are required,
> as well.

Or it has to be made more flexible.

> >     The current Freeciv AI is already programmed bottom-up.  Each city
> > greedily gobbles up the best land, produces units until it can't support
> > any more, builds city improvements with the most immediate impact on
> > production.  Each unit makes it's own decisions based upon incomplete
> > information about where to go and what to do.
> 
> OK, so it's just a matter of moving it to the client side. Once there,
> how good it is can be evaluated, additional/better layers added where
> needed, and so on.

ACK.

        Raimar

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 email: rf13@xxxxxxxxxxxxxxxxx
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