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Re: Up next: facility_worth?
- From: Lincoln Peters <peters2000 at mindspring dot com>
- To: Stan Shebs <shebs at apple dot com>
- Cc: Hans Ronne <hronne at pp dot sbbs dot se>, Xconq mailing list <xconq7 at sources dot redhat dot com>
- Date: 26 Jul 2002 10:06:06 -0700
- Subject: Re: Up next: facility_worth?
- References: <l03130301b965c7daca58@[217.115.38.79]> <3D40E6D0.9080708@apple.com>
That's the way it looked to me. You need some way to ensure that the AI
knows what to build and why. I don't know if a generic PLAN_BUILD could
do that or not.
It does seem that there is significant overlap between the current
PLAN_IMPROVING and the other plans. The most obvious example I can
think of is that city walls and barracks could be considered defensive
units. Maybe construction of defensive (and possibly repair) facilities
should be made into a subsection of the defensive plan, and
PLAN_IMPROVING should only deal with growth/production facilities
(granaries, factories, amulets of power...). By the same logic,
offensive facilities (e.g. the Ring of Power, the Lightning Stone) could
be handled by a subsection of the offensive plan.
On Thu, 2002-07-25 at 23:06, Stan Shebs wrote:
> I don't remember if I ever heard your several reasons, but there isn't a
> generic
> plan to build because there are very few games in which building is a
> goal in
> itself. The purpose of building is to have units that can achieve some
> goal,
> and unit doing the building must know what that goal is. So even if you
> have
> a plan to build, you still end up needing to go through the same computation
> of whether you need to attack or defend more, and then choose a unit
> type that
> seems most appropriate - but you build it instead of going to do the job
> yourself (at least if you're immobile and untransportable :-) ).
>
> Another consideration is games like galaxy, where you want units that
> build their projectiles while moving in for the attack.
>
> Incidentally, the whole plan type idea was a copout, started because I was
> having trouble turning goals into specific tasks. In real life, you
> want a unit
> to be able to have more than one goal, such as a primary goal to explore
> and a secondary to defend against enemies, and there shouldn't have to be
> a need to reset the whole plan type, just because the secondary goal needs
> to take precedence temporarily.
>
> >Accordingly, the function should start by checking if facility_worth(u)
> >already is set to a non-zero number. If it is, we just leave it alone. I
> >think in general that the game designer can make a much better guess as to
> >the usefulness of different facilities than any worth function that we
> >could come up with.
> >
> There would be interesting interactions with game design in any case,
> since the
> worths would reflect designer prejudices as much as actual value in the
> game.
> Lenat's Eurisko was infamous back in the 80s for winning Traveller
> tournaments
> by finding and exploiting edge cases not anticipated by the human
> organizers.
>
> One of the uses of putting worths into doctrine is that you could then
> have an
> AI with designer-suggested weights play against an AI without, and see who
> wins.
>
> Stan
>
>