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To: Raimar Falke <i-freeciv-lists@xxxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: agents, tiles, recycled IDs
From: nikodimka <nikodimka@xxxxxxxxx>
Date: Mon, 20 Oct 2003 10:25:53 -0700 (PDT)

--- Raimar Falke <i-freeciv-lists@xxxxxxxxxxxxx> wrote:
> On Thu, Aug 21, 2003 at 02:58:06PM -0700, nikodimka wrote:
> > 
> > Hello
> > 
> > During the development of puppetter interface
> > I came to the following questions I'd be happy to find answers for:
> > 
> > 1) Easy one:
> >    Is there a guaranty that unit/city IDs never recycled?
> >    I mean can I assume that if for example a unit has been killed
> >    its id will never be used again in the same game?
> 
> That is a good question. I don't know the answer because if a
> unit/city is killed you get a notify and can remove your data about
> the object.
> 
> > 2) Are there any plans on extending agents interface to react
> >    on map tiles as it reacts on units and cities?
> 
> No. But if you need them, just add them. I would accept such a patch.

okay. this is what I do in puppeteer,
Right now I'm trying to preserve NEW/CHANGE/REMOVE 
semantcs, but it is not very adequate for representing:

unknown->known->fogOfWar -> known unchanged--> fogOfWar
                         \> known changed   /

may be it requires me to think some more

> 
> > 3) It would be usefull when getting notification on unit change
> >    to access the old state of the unit. 
> >    So agents can easily determine which of unit fields have changed.
> >    With no access to the old state the only possibility for agent to 
> >    figure out changes is to keep track of all available units.
> >    I have already asked the question at freeciv-ai@ but unfortunately got 
> > no answer. :(
> 
> I also thought about this problem and my solution was an
> agent. Surprise surprise. This means that there an agent which tracks
> all changes and provides the other agents with a history. 

I haven't seen/recognized any API for agents to communicate.
only callack API for agents to register in client and get notification.


> Think of it
> as an historian. So this history agent (HA) can answer such questions
> like "what was the previous state of this object?", "how did this unit
> changed?", "what is known about the enemy city at tile (3,4)?", "what
> is known about enemy units on this island?", "what unit types does
> enemy player foobar controls?".

Looks like I not get the ideas behind the agents
in the whole wideness. :(
Is there any ideas description document I can
read? Or may be you described the agnts ideas
to the list so I could search for such a description?

> 
> No code was written for this history agent yet.
> 




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