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[Freeciv-Dev] Re: (PR#4111) Client-side AI
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[Freeciv-Dev] Re: (PR#4111) Client-side AI

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To: Gregory.Berkolaiko@xxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#4111) Client-side AI
From: "banjo@xxxxxxxxxx" <banjo@xxxxxxxxxx>
Date: Wed, 30 Apr 2003 02:30:05 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Wed, 2003-04-30 at 10:23, ChrisK@xxxxxxxx wrote:
> On Tue, Apr 29, 2003 at 03:03:51PM -0700, Gregory Berkolaiko wrote:
> > 
> > The purpose of this thread is to collect the arguments for and against the
> > client-side AI and to discuss possible dangers and advantages.
> > 
> > PRO:
> > 
> > 1. The cheating is absolutely controlled by what server is sending to the
> > client.
> > 
> > 2. The introduction of such AI will promote the distillation of the rules
> > into a module separate from the server.
> > 
> > 3. AI will no longr be in danger of mucking the server up by its buggy
> > actions.
> > 
> > 4. It will create infrastructure for writing AIs in other (possibly more
> > specialised) languages.
> 
> 5. The same infrastructure can be used for player controlled modules which
>    support different parts of the game (think CMA) (CAF Computer Aided
>    Freeciv).
> 
> 6. Users can write AI modules.
> 

One place to start coding for this is packets.c

protocolize the network chat
  - reduce sending redundant info
  - formalize and cut down on what clients can see
  - reduce client side cheating
  - make it easy for client side AI interfaces to connect

make a client lib that perl, lisp, python, ruby, java, ..
can connect to, and let the ai hackers loose.

-- 
banjo <banjo@xxxxxxxxxx>




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