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To: Michele Slocovich <m.s@xxxxxx>
Cc: "'freeciv-dev@xxxxxxxxxxx'" <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: suggestion
From: Grzegorz Borowiak <grzes@xxxxxxxxxxxxxxx>
Date: Mon, 23 Apr 2001 12:51:25 +0200 (CEST)

On Sun, 22 Apr 2001, Michele Slocovich wrote:

> Idea
> scripting language for client side ai implementation

My proposals: C, C++.

All other are too slow to provide good ai.

> Description
> implementing the possibility of -initially- scripting some macros and
> further to 
> have bots playing.

I see it as common skeleton, whose purpose is:

- fetch/update current state of game from server
- call a user-defined function, which does ai action
- respond to server.

So it would be a skeleton for such client agents. What you put in user
function is what you want to; neural networks, case-based reasoning or
just imperative algorithms.

It would consist some modules:
- actual skeleton, which does what above and is a kind of software
interface;
- some useful functions for data processing;
- user-defined module.

Future:

1. International contest of bots (bot vs bot etc.). Something like core
wars.

2. Gallery of bots. I see it as a web page on www.freeciv.org containig
many bots to download and short characteristics for each. E.g.: "good on
land, but poor across the ocean, smartly uses mountains and hills for war
operations; winner of international bot contest on Aug 2001 in category
'troubled land'". For built-in ai of freeciv server corresponding
characteristics could be: "very good on oceans, average on land, extremely
poor in air; so far the best known freeciv ai in the world".

                                         _____________
Grzes                  \_______________________|_______________________/
grzes@xxxxxxxxxxxxxxx                         (_)
http://gnu.univ.gda.pl/~grzes/
'Nam chodzi o odglos paszczowo.'  'Patataj patataj patata...'




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