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[Freeciv-Dev] Re: (PR#11005) Question about Freeciv 2.0.0 (maybe)
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[Freeciv-Dev] Re: (PR#11005) Question about Freeciv 2.0.0 (maybe)

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Subject: [Freeciv-Dev] Re: (PR#11005) Question about Freeciv 2.0.0 (maybe)
From: "Ed Earl Ross" <edearl@xxxxxxxxxxx>
Date: Sat, 13 Nov 2004 20:34:00 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=11005 >

Jason Short wrote:

><URL: http://rt.freeciv.org/Ticket/Display.html?id=11005 >
>
>Ed Earl Ross wrote:
>  
>
>><URL: http://rt.freeciv.org/Ticket/Display.html?id=11005 >
>>
>>Prior to running Freeciv 2.0.0, it was possible to see the edge of a 
>>shore whenever the land was undiscovered.
>>    
>>
>
>Yes.
>
>  
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>>Is there an initialization value that I've mucked up?
>>Or, is Freeciv 2.0.0 different than 1.4.x in this regard.
>>    
>>
>
>2.0 is different than 1.14.  In 2.0 you can no longer "cheat" by seeing 
>tiles you haven't yet discovered.
>
>  
>
>>If Freeciv 2.0.0 is different in this regard, is this a bug or a 
>>feature? If not a bug, the AI players can see shores that are 
>>undiscovered, and regularly make trips from  their home shore to another 
>>that is invisible to a human player.
>>    
>>
>
>It is a feature.  The AI does cheat and most AI players can see the 
>whole map.  This is arguably a bug, but is completely unrelated to the 
>question of what human players are allowed to see.
>
>  
>
I'd call this behavior an AI kludge. It is important to human players 
who play against AI, because it gives AI an advantage, and thereby 
changes the dynamics of humans playing AI between 1.14.x and 2.0.x. If 
it is too much of an advantage, it may make AI players too powerful.

I assume that this advantage is given because humans are better players 
than current AI players. In general, this is an inferior technique for 
making AI players better, but making a good and honest AI player is 
difficult.

>jason
>
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>  
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