[Freeciv-Dev] Re: (PR#4111) Client-side AI
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On Fri, May 02, 2003 at 05:14:40AM -0700, Gregory Berkolaiko wrote:
>
> On Fri, 2 May 2003, Raimar Falke wrote:
>
> > On Thu, May 01, 2003 at 04:57:51PM -0700, rwetmore@xxxxxxxxxxxx wrote:
> >
> > > Afterall, what is a CMA but a crutch for a human who can't do the
> > > complex computations nearly as quickly. CMA in the server or CMA in
> > > the client makes no practical difference to its computed result or
> > > way in which it is used.
> >
> > Here you forgot one fundamental advantage: flexibility. If you change
> > the CMA you don't have to update the servers. If for example the
> > support for unhappy cities is added you don't have to update all
> > servers at pubserver. You only have to update the clients. If CMA was
> > a server thing you would have to update both server (obviously) and
> > client (add another button or scale to the GUI).
>
> Although this is more related to "server-side agents" than to "client-side
> AI", I cannot stop myself from sharing this idea:
> we can develop an "agent protocol" where at the connection time the server
> informs the client what sort of agents it has, sends the GUI specs to the
> client (like "slide button named Production Weight, check-box
> named Celebrate, check-box named Self Destroy on Size 8; tied to a city").
> The client then dynamically makes up the dialogue, user fills in the
> values, client sends them over, server applies.
Sure this is possible. And it would also be nice. BUT who will
implement this. We would need something like glade-light for this. For
all GUIs. Possible but a lot of work.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"On the eigth day, God started debugging"
[Freeciv-Dev] Re: (PR#4111) Client-side AI, Gregory Berkolaiko, 2003/05/02
- Message not available
- [Freeciv-Dev] Re: (PR#4111) Client-side AI,
Raimar Falke <=
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