From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 23800 invoked by alias); 11 Jul 2004 09:49:04 -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 23792 invoked from network); 11 Jul 2004 09:49:03 -0000 Received: from unknown (HELO av8-2-sn2.hy.skanova.net) (81.228.8.111) by sourceware.org with SMTP; 11 Jul 2004 09:49:03 -0000 Received: by av8-2-sn2.hy.skanova.net (Postfix, from userid 502) id BC5D837E4A; Sun, 11 Jul 2004 11:48:58 +0200 (CEST) Received: from smtp2-1-sn2.hy.skanova.net (smtp2-1-sn2.hy.skanova.net [81.228.8.177]) by av8-2-sn2.hy.skanova.net (Postfix) with ESMTP id 9BF3237E44; Sun, 11 Jul 2004 11:48:58 +0200 (CEST) Received: from [212.181.162.155] (h155n1fls24o1048.bredband.comhem.se [212.181.162.155]) by smtp2-1-sn2.hy.skanova.net (Postfix) with ESMTP id E876737E42; Sun, 11 Jul 2004 11:49:02 +0200 (CEST) X-Sender: u22611592@m1.226.comhem.se Message-Id: In-Reply-To: <200407110601.i6B61f307570@panix5.panix.com> References: <20040709171610.15208.qmail@web13123.mail.yahoo.com> (message from Elijah Meeks on Fri, 9 Jul 2004 10:16:10 -0700 (PDT)) <20040709171610.15208.qmail@web13123.mail.yahoo.com> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Sun, 11 Jul 2004 10:08:00 -0000 To: Jim Kingdon From: Hans Ronne Subject: Re: AI Help Cc: xconq7@sources.redhat.com X-SW-Source: 2004/txt/msg00704.txt.bz2 >> I'm wondering, though, if there's a way to take a little pressure off >> the coders and put it into the hands of the designers. > >Seems like a good thing to have. I especially like the idea of being >able to tweak the AI with some parameters, and play the resulting AI's >against each other. That's the big problem with oplayer/mplayer/etc - >it is just too hard to create new AI's so we haven't really been using >the different AI's to experiment with different techniques. > >I do kind of wonder whether the designers will necessarily make the >most advantageous choices. Did the designers of the standard game >anticipate that the optimal strategy was to build no ships, for >example? (in my experience that is true, although of course I could be >biased from too much play against the AI and almost none against >humans). True. One could of course implement this as setup options. The main problem in that case is that you also have to write new interface code, and we have several interfaces. Just adding a new doctrine or GDL table that is set from within the game file is much easier. Hans