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[Freeciv-Dev] Re: Changed AI behaviour in 1.14 BETA
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[Freeciv-Dev] Re: Changed AI behaviour in 1.14 BETA

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To: "Per I. Mathisen" <per@xxxxxxxxxxx>
Cc: Freeciv Developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Changed AI behaviour in 1.14 BETA
From: "Anthony J. Stuckey" <astuckey@xxxxxxxx>
Date: Thu, 5 Dec 2002 19:39:10 -0600

On Thu, Dec 05, 2002 at 11:38:51AM +0000, Per I. Mathisen wrote:
> This is going to be a persistent problem - when generalising and removing
> ugly kludges in the code, the AI may get worse.
> 
> A solution is to move such kludges into the rulesets. For exampe, I think
> that Navigation and Steam Engine should have a new tech flag AI_Goal which
> makes the AI crazy to get them, since it is almost impossible to calculate
> beforehand that you really need these techs (maybe not Navigation,
> but certainly Steam Engine).

        Why is this "almost impossible to calculate"?  Are you saying that
calculating win percentages for each unit, ranking those units in tech cost
per win percentage order, and then quickly researching the techs to enable
the "best bang for buck" units is painful?


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