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[Freeciv-Dev] Re: [Patch][RFC] AI can fly
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[Freeciv-Dev] Re: [Patch][RFC] AI can fly

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To: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [Patch][RFC] AI can fly
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Sat, 2 Mar 2002 19:26:05 +0000 (GMT)

On Sat, 2 Mar 2002, Per I. Mathisen wrote:

> On Sat, 2 Mar 2002, Gregory Berkolaiko wrote:
> > This flag is for AI _information_ only.  It doesn't enable anything,
> > doesn't affect any effects ;)  It only affects AI behaviour.  As such, it
> > doesn't really belong to "rule"set, it's more "info"set.
> >
> > In general, I am toying with the idea to have an infoset for AI, an advice
> > database of sorts, which would contain info like:
> > 1. what to build to protect from unit_type1
> > 2. what to build to attack a city defended by unittype2
> > 3. what research to go for in such and such situation
> > etc
> 
> I don't see how you can do this without duplicating the data in the other
> rulesets (which would be very bad since it would require twice the effort
> to write a modpack).

As Tony mentioned, 1 and 2 can be computed using win_chance and such, so 
if such "infoset" ever surfaces, it would be possible to write ruleset 
processor to obtain info.  the whole idea of 1 and 2 is to avoid looping 
through _all_ possible units every time anybody threatens one of your 
cities.

3 is very tricky indeed, needs a lot of thinking and coding and is not 
likely to be implemented.

> It doesn't hurt to put AI hints in the current rulesets, as long as it is
> marked properly as AI only stuff, so the modpack people don't get all
> confused.

yes, I will comment it properly if and when I submit the patch for 
inclusion.

G.




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