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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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Subject: [Freeciv-Dev] Re: (PR#4111) Client-side AI
From: "Raimar Falke" <rf13@xxxxxxxxxxxxxxxxx>
Date: Fri, 2 May 2003 06:11:26 -0700
Reply-to: rt@xxxxxxxxxxxxxx

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"




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