[Freeciv-Dev] Re: AI strategy
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Originally to: David Bryan Smith
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Date: Thu, 6 Dec 2001 02:12:32 +0100
From: Jacek =?iso-8859-2?Q?Pop=B3awski?=
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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: AI strategy
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pasky@xxxxxxxxxxx on Sun, Dec 02, 2001 at
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On Sun, Dec 02, 2001 at 11:06:00AM +0100,
Petr Baudis wrote:
> 2, Make AI _MUCH_ more smart. Diplomacy may
be one step. Reason? As AI will be
> moved into separate client, it won't be
allowed to cheat anymore. And without
> cheating current AI is almost lost against
a little more expierenced players.
I think when AI code will be more clear, and
- maybe - there will be
documentation - it will be much easier to
write real AI client. It can be very
simple at beginning, but then people can
extend it and run tournaments to check
which strategy is better (like corewars or
genetic programming).
As I wrote before - IMHO it is possible to
write dimplomacy with some kind of
score system. Every AI should also have its
own random "feelings", for example
AI player can hate one other nation, and
always try to make war with it. One AI
player can try to discover map making and
settle other islands, while other can
try to discover gunpowder and build
defences/fight neighbours.
--
Oh I see his face! Where is your star?
Is it far, is it far, is it far?
When do we leave?
I believe, yes, I believe
"Stargazer" - Ronnie James Dio
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