[Freeciv-Dev] Re: AI strategy
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--- Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx> wrote:
<snip>
> > > > There is no reason a complete client side AI could not be built.
> Raimar?
> > >
> > > (uhuh double negation). I see no general problems building a complete
> > > client side AI. Smaller problems include cheating (how to allow it),
> > > extra bandwidth usage and extra complexity (spawning civbot).
> > >
> > > Raimar
> >
> > Allowing cheating is dangerous. All of a sudden we would return to the bad
> old days of players using packet sniffers. And I am not going to implement
our
> own > encryption standard.
>
> If such a cheating flag is set it is broadcasted to all players. I
> don't see a problem here.
>
I read this statement. I'm not sure I know what you are driving at here.
It's not a problem that the normal players can find out stuff like where
all enemy units are located? If we implement cheating in ais, there's bound
to be an upsurge in hacks.
> > The extra bandwidth issue is the only really big problem. Ideas?
>
> It isn't a problem for the civbot scenarios.
>
> > I've got the obvious compression of packets applying those patches
> > like
>
> > short_worklist(have they been reviewed yet?)
>
> No. I didn't got any comment.
>
Can you post the newer versions of the patch if they exist? I'll review it.
I didn't comment before because your patch would take lots of testing to make
sure no bugs crop up.
> > A smarter client - keeps some state info instead of all server
> > side. This could be more hassle than it is worth.
>
> For bandwidth saving it is best to do such a "do only send info if is
> has really changed" solution. Maybe a compression can also be
> used. With such code in place I think that a cheating client will not
> need much more bandwidth than now (this is only a guess).
>
Do you want to thrown some nos around? The client side AI will need at a
minimum
for N = no of ai players
N * initial maps
N * initial tech_tree and change in tech_tree
N * unit change in pos and/or enemy unit within visual range
I'm sure there is other stuff I missed. What do you think will be an approx
figure?
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- [Freeciv-Dev] Re: AI strategy, (continued)
- [Freeciv-Dev] Re: AI strategy, Raahul Kumar, 2001/12/02
- [Freeciv-Dev] Re: AI strategy, Petr Baudis, 2001/12/02
- [Freeciv-Dev] Re: AI strategy, Greg Wooledge, 2001/12/02
- [Freeciv-Dev] Re: AI strategy, Raahul Kumar, 2001/12/03
- [Freeciv-Dev] Re: AI strategy, Raimar Falke, 2001/12/02
- [Freeciv-Dev] Re: AI strategy, Raahul Kumar, 2001/12/03
- [Freeciv-Dev] Re: AI strategy, Raimar Falke, 2001/12/03
- [Freeciv-Dev] Re: AI strategy,
Raahul Kumar <=
- [Freeciv-Dev] Re: AI strategy, Petr Baudis, 2001/12/03
- [Freeciv-Dev] Re: AI strategy, Per I. Mathisen, 2001/12/03
- [Freeciv-Dev] Re: AI strategy, Petr Baudis, 2001/12/03
- [Freeciv-Dev] Re: AI strategy, Raimar Falke, 2001/12/03
- [Freeciv-Dev] Re: AI strategy, Raahul Kumar, 2001/12/04
- [Freeciv-Dev] Re: AI strategy, Raimar Falke, 2001/12/04
- [Freeciv-Dev] Re: AI strategy, vze2zq63, 2001/12/04
- [Freeciv-Dev] Re: AI strategy, ccrayne, 2001/12/04
- [Freeciv-Dev] Re: AI strategy, Petr Baudis, 2001/12/04
- [Freeciv-Dev] Re: AI strategy, ccrayne, 2001/12/04
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