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[Freeciv-Dev] Re: (PR#14763) Advanced govt patch
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[Freeciv-Dev] Re: (PR#14763) Advanced govt patch

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Subject: [Freeciv-Dev] Re: (PR#14763) Advanced govt patch
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Sun, 15 Jan 2006 07:21:03 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=14763 >

Concerning the AI:

I remove the current AI code dealing with governments, and instead added a
random choice of government among those not already marked as having a
better alternative in the ruleset. This is the government the AI will work
towards. It is called in the code for the AI's "personality", and I intend
to use it to implement AI personalities with the new government code.

When the game starts, the AI is randomly assigned to eg a "Authoritarian
Feudalism Conquest" personality. This should say something about its
priorities and its diplomatic tone, as well as its research priorities.

This is clearly not as optimal for the current ruleset, as it will not try
to figure out which is the more optimal government for the present, eg go
over to Communism when it has lots of units and upkeep. Instead it should
attempt to change its playing style so that it fits whatever government
"personality" it has. So a Democracy personality AI will not build a lot
of units and get into the too-much-unit-upkeep quagmire in the first
place.

The reason for this approach is 1) that the current governments evaluation
code became unviable with 5x5x6 combinations of governments, and 2) it
seemed superfluous to make the AI choose a personality and then select the
governments that suited its personality, when it the AI instead could
_express_ its personality through its choice of governments and diplomatic
actions. This also means that the human players will not know the AIs
personality early on (as they can in MoM and Moo2 eg), but can only learn
it when the appropriate governments are available, or by inferring it from
the AIs diplomatic actions.

  - Per





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