Complete.Org: Mailing Lists: Archives: freeciv-dev: September 2004:
[Freeciv-Dev] (PR#10183) Moving loop
Home

[Freeciv-Dev] (PR#10183) Moving loop

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: desman@xxxxxxxxx
Subject: [Freeciv-Dev] (PR#10183) Moving loop
From: "Mateusz Stefek" <mstefek@xxxxxxxxx>
Date: Sun, 19 Sep 2004 10:23:55 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=10183 >

> [desman@xxxxxxxxx - Sun Sep 19 02:34:43 2004]:
> 
> 
> Hello,
> 
> First of all, you did a "marvelous" work and I thank you
> for all your hard work. 

Thanks
> 
> So, as I play alone, like with old Civ, can you give
> me some explainations about diplomatic AI ?

see ai/advdiplomacy.c (I'm talking about the version in CVS)
Basically in most cases AI player has its own diplomacy "target", who
isn't changed often. AI players try to gung upon theirs targets and kill
them. See war_desire() and ai_diplomacy_calculate() for the algorithm,
which chooses targets.
This system is quite easy to implement and behaves naturally in most
cases, but there are also some problems. The worst one is that AI always
has a war with somebody (the target). This is the worst strategy in
generator 4.

> Why AI players are so
> "hard" ?? 
> Why is it no possible to speak whith them before war ????

They never speak with their war targets. What for?

> I know that you have many things to do but, if you can give me some
> "tricks" on your programs and
> sub-routines, maybe can I try to write
> a diplomatic AI less "agressive". First of all, what are the
> meaning
> of variables in the saved games and what is the synopsis of a
> diplomatic meeting ?

IMO we need diplomacy system rewritten, but not a new one, but rather
some kind of generalized "personalities" system.

--
mateusz


[Prev in Thread] Current Thread [Next in Thread]