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Re: AI Help


>> 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



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