[Freeciv-Dev] Re: suggestion
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Consider those poor disadvantaged folks who have no net access, and want to
play a game against 10 or 15 AI players on a cold December night. It would
be very nice to keep the AI time to a minimum. 15 seconds a turn doesn't
scale very well.
But I am all for having support for multiple scripting languages (anchored by
a c interface, of course), so those who are more serious could plug in their
favorite language for better performance. But I speak for the little people
who have little or no scripting experience -- give them their C based UI
first, and then let all the gurus add their favorite languages later.
That gives us a huge potential for complexity, while not losing sight of
those who just want to play a quick game on the bus. I even envision a day
when some people would prefer to create and play very complex AI bots instead
of playing themselves.
Jordan
--
-- embed this! http://www.microwindows.org --
On Monday 23 April 2001 07:51, Glenn Taylor mentioned:
> Grzegorz Borowiak wrote:
> > 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.
>
> That's a pretty broad generalization. What time-critical
> decisions have to be made in FreeCiv that would necessitate
> as-fast-as-possible-AI? And can you give specific examples from
> that 'all other' category to show how they're not appropriate?
>
> glenn
>
> --
>
> Glenn Taylor Soar Technology, Inc
> P: (734) 327-8000 F: (734) 913-8537
> http://www.soartech.com
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