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[Freeciv-Dev] Re: Agents and network (Was (for reasons unnown): Path fin
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[Freeciv-Dev] Re: Agents and network (Was (for reasons unnown): Path fin

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To: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Cc: "Per I. Mathisen" <per@xxxxxxxxxxx>, Freeciv Development List <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Agents and network (Was (for reasons unnown): Path findig)
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Tue, 26 Nov 2002 20:07:04 +0100

On Tue, Nov 26, 2002 at 05:19:57PM +0000, Gregory Berkolaiko wrote:
> On Tue, 26 Nov 2002, Per I. Mathisen wrote:
> 
> > On Tue, 26 Nov 2002, Gregory Berkolaiko wrote:
> > > Possible solutions are:
> > > 1. Make client fully rules-aware (duplicate rules engine in client)
> > > 2. Move theagents to the server.
> > >
> > > Option 1 is boring.
> > >
> > > Option 2 will impose some limitations on the client and is certainly a
> > > very brave thing to do.But it will be very interesting to code and will
> > > also stop many compatibility problems.
> > 
> > Yes! Finally someone agrees with me.
> > 
> > Agent backends should go into the server. CM preferences should be sent to
> > the server and applied there - end of many CM problems. Path and path
> > parameters should be sent to server and executed there.
> 
> And we can actually go a bit further.  At the connection time server tells 
> the client what agents are available and what are the parameter fields and 
> options for each agent.  The client uses this information to create the 
> agent dialogue, collects the parameters, sends them to the server.  Server 
> applies the parameters, the results are sent to the client using normal 
> update packets.  So there are no actual agents in the client, but there is 
> universal client support -- no compatibility issues!
> 
> It sounds a bit like SciFi, but I am sure it's implementable.

But you both know what _client-side_ AI means?!

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 Q:  Do you know what the death rate around here is?
 A:  One per person.


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