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[Freeciv-Dev] Re: patch: make ai understand peace and alliances 2 (PR#12
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[Freeciv-Dev] Re: patch: make ai understand peace and alliances 2 (PR#12

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To: Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: patch: make ai understand peace and alliances 2 (PR#1277)
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Mon, 25 Feb 2002 17:45:38 -0800 (PST)

--- Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx> wrote:
>  --- Raahul Kumar <raahul_da_man@xxxxxxxxx> wrote: 
> > 
> > --- Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx> wrote:
> > >  --- Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx> wrote: 
> > > > On Mon, Feb 25, 2002 at 02:07:00AM -0800, Per I. Mathisen wrote:
> > > > 
> > > > So we have now active diplomacy and passive diplomacy. The question
> > > > is: is it worth implementing passive diplomacy because you have to
> > > > reaudit the code when active diplomacy is implemented?
> > > 
> > 
> > That is a big if. Unless you know someone else is working on a diplomacy
> > patch, better the current patches go through.
> 
> quite right
> 

Greg, do you know any way to get rid of < that pop up when we reply to mails?
It's really annoying me.

> > > 
> > > I am fully supportive of what Per is doing.  My reasons:
> > > 1. Passive diplomacy is useful, fx for scenarios
> > > 2. "Reaudit" is a strong word.  To add active diplomacy on top of
> passive,
> > > you wouldn't need to touch most of the existing code.  It would probably 
> > > amount to
> > > profit estimation and hysteretic decision making.  
> > 
> > Hysteretic decision making. Sounds cool, but conveys no meaning to me.
> 
> Suppose you have one function dip_attitude(player1, player2), which takes
> into
> account everything (historical love/hatred, military fear/sense of
> superiority).  When dip_attitude is <0 you would probably like to have a war.
> 
> When it is >0, you want peace.  Then you'd set up two boundaries, say -20 and
> 20 and say: when dip_attitude drops below -20 we switch state to WAR, when it
> rises above 20, we switch state to PEACE.  In science this effect is usually
> referred to as hysteresis.  In particular it prevents you from switching
> WAR-PEACE if your attitude oscillates around zero.
> 

That is the ai's biggest problem. It tends to get stuck building units. If you
mess around with military values like Ross did it tends to get stuck building
improvs and spacerace components. It tends to go from one extreme to another.



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