From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 27418 invoked by alias); 8 Dec 2003 00:28:34 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 27410 invoked from network); 8 Dec 2003 00:28:33 -0000 Received: from unknown (HELO smtp10.hy.skanova.net) (195.67.199.143) by sources.redhat.com with SMTP; 8 Dec 2003 00:28:33 -0000 Received: from [212.181.162.155] (h155n1fls24o1048.bredband.comhem.se [212.181.162.155]) by smtp10.hy.skanova.net (8.12.10/8.12.10) with ESMTP id hB80SRCj020105; Mon, 8 Dec 2003 01:28:28 +0100 (CET) X-Sender: u22611592@m1.226.comhem.se Message-Id: In-Reply-To: <20031207223421.GB1151@leonardo> References: <20031206224329.GA473@leonardo> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Mon, 08 Dec 2003 01:23:00 -0000 To: Peter Garrone From: Hans Ronne Subject: Re: plan_transport Cc: xconq7@sources.redhat.com X-SW-Source: 2003/txt/msg00995.txt.bz2 >> Perhaps this could be an additional U_PROP or UU_TABLE rather than >> an AI heuristic. That way the game designer has the flexibility >> to designate units in some 'ai-occupant-helps-transport' table. >> Another thing that I have been thinking about for a couple of >> months now is whether 'ai-peace-garrison' and 'ai-war-garrison' >> are really the best ways to go about specifying occupant/transport >> recommendations to the AI. I think that perhaps these should be >> TableUU things, so that the AI (with proper coding added) can be >> more discriminating about which units to garrison with. >> >I thought it would be better to have the AI analyse the basic >capabilities of all the units and have it do it itself, rather than >embed it in the GDL. However I am not yet very familiar with the GDL so >I cant really comment. for the moment, I dont really propose to extend >the GDL anyway. The main reason why we have things like ai-peace-garrison and ai-war-garrison (and also doctrines) is that the AI is not smart enough to handle all possible situations in all possible games. Usually, the game designer understands the game better than the AI will ever do, and this is one way for him to help the AI. If we had a really good all-purpose AI, we would not need this kind of stuff. Hans