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MrBaggins
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The AI is a significantly complex and sizable part of the CtP2 code.
Evaluation, debugging, improvement and modification of it, is a significant task... and more suited to teamwork, because of the scale, rather than individual effort...
I was just looking for the interest of forming a loose team to deal with this... with a bit more structure than we have at the moment.
Maybe an irc chat even? (although its understandable that we all might be busy for a while what with the holidays)
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:33
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Count me in. At the rate I'm making progress on this it will take forever.
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Keygen
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Athens, Hellas
Jan 2000 time: 07:33
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That's a good but between the lines already suggested idea, along with other major parts like multiplayer, SLIC engine/Editor, Linux port and others. That was part of the idea between the "Interest Area" section of the sign up thread as well.
I am not sure it's the right time yet but it wouldn't heart either if we would form a team for it. Do you feel you have the means to lead this team MrBaggins?
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MrBaggins
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Well... I don't know we need a team definitively yet, either. I know we will eventually, and I know that if we don't form some form of cooperative informational process then a number of us will be duplicating work trying to figure things out/fix things... and thats the one thing we don't want to do.
I'm not sure I want to be team leader, I've learnt its best not to volunteer for these kind of things, but I do have time right now...
I'll organize an AI chat... and those interested can discuss their findings and proposals, and develop some kind of plan for how we want to approach things.
How does that sound?
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MrBaggins
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Ok... How about an AI Chat on Sunday? 4 O'Clock Eastern, maybe... so 9pm UK... 10 Germany?
How does that sound?
Or would people prefer it earlier?
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Keygen
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Athens, Hellas
Jan 2000 time: 07:33
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The date and time is fine with me.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:33
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I'll be there. And, yes, we should think of what we want to discuss.
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MrBaggins
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Looks like I'll be out of here (well... not able to devote time to coding... can't say I'll be totally absent) for a while... a week or two probably, dealing with a significant project.
I'll do my best to make the AI chat.
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J Bytheway
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England
Jul 2001 time: 05:33
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I'll try to come along too. I have a few ideas for the AI... Where would the chat be?
Last edited by J Bytheway on 21-08-2004 at 19:38
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UGHQ_Tempus
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The AI project still going??
I'd like to join up if you guys are still looking for bodies.
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UGHQ_Tempus
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Sounds good.
Thanks for the link E. I'll start digesting and see where I can help.
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sekel
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São Paulo
May 2004 time: 05:33
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I´ll add them to my messenger and restart my ICQ, for many people don´t use messenger.
thanks for the tip
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sekel
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São Paulo
May 2004 time: 05:33
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A problem I noticed is that the AI city placement is too bad. They leave huge areas unpopulated and aren´t agressive enought in putting cities near the human player. I´d like to see something like Civ3, where the AI will agressively populate every space near your borders that you don´t colonize.
I´m not sure yet witch files I should be looking at, but I´ll seek for them.
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Maquiladora
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Martin, is it possible to tell the AI to respect a certain radius around each city depending on map size?
Example for gigantic maps, tell it to respect that each city gets 2 rings around each city before it starts overlapping? Or if its a small map tell it only 1 ring?
Of course there should be exceptions too if its stuck on a small island on any size map to tell it to settle for only 1 ring.
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sekel
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São Paulo
May 2004 time: 05:33
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quote: Originally posted by Martin Gühmann
In which version of the game did you observe this? I fixed this problem in GoodMod for instance, and it should now be fixed in the source code edition as well.
The other question is whether the locations chosen for cities are the best locations in comparision to other locations. Maybe there are some factors missing, but if it is just filling the available space then strategies.txt and terrain.txt are enough.
-Martin |
I´m more interested in filling the spaces first now .... then I´ll think about best locations.
I noticed this problem in a game started in an unmooded Playtest from september, but now I can compile the game, so I will start new games in the new version and see if I have the same impression.
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Protra3211
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The first playtest that came out I found that the AI did a better job of settleing than the 1.11 version. Seems that the AI builds more cities on hightest level - expands so fast that if you are too slow the AI hems you in till your unable to find land to build new cities.
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Protra3211
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Just one more point. The first playtest used the same numbers for settlenig in Strategies text file as in the 1.11 patched version. But seems to settle more.Must be change in code. I feel that if the AI settles cites to close together this will allow more room for the human player to expand his empire . Best plan for AI is to take as much ground as it can.
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Maquiladora
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But not so much that it settles too far apart, then it becomes harder for the AI to form stacks quickly for defence.
As i said before i think map size and starting island/continent size is important for choosing what minimum radius to allow. Of course the AI cant know this until it explores its coast, so thats important to do as soon as possible, but thats important anyway for its own immediate security.
quote: I don't think so. The spacing is one thing. And the other thing is that the location's value is already precomputed. There is something like a settle map in the game. So all it would need would be a better computation method and more factors. |
Will the terrain score really ever be good enough though? I dont think so, but unfortunately it means more work to make a new system, is that what you mean by more factors? Or adding to the terrain scores idea? For example counting the total of each 3 resources on immediate ring, food, production and commerce and have a minimum score total for each resource for settling a new city in certain game situations.
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