← Back to team overview

widelands-dev team mailing list archive

Re: [Merge] lp:~widelands-dev/widelands/tibor-ai6 into lp:widelands

 

Hi,

thanks for feedback - well you just run into shortcomings and limitations of AI. Most of them I am aware of...

Well if AI fails to find and mine raw materials - it is bad, can happen but not very frequently. Special situation is when it have to fight and loose some soldiers. I tried to tweak the AI so that this happen as little as possible. 
The question of training sites - I can postpone them until mines are found, but f.e. barbarians have battle arena and training camp. I would be reasonable to postpone training camp (due to its extensive inputs) after AI has some mines, but battle arena can be built before mines are acquired. Allright to you?
The same can be done for other tribes/training sites.

As to quaries and lumberjacs - here the aproach of AI is very primitive - built them if resources are around. This is "one solution for all situations". AI just cannot distinquish as a human. Not good but entire AI is built this way. 

Another problem is that AI checks resources or enemies in radius without considering obstacles/unpassable areas. I know about this, but to fix it would kill performance of AI. So this is something that is now tolerated.

Fish breders are built randomly and fishers where fishes are. Again, this will not beat a human player but 'generally works'.

So in the summary, training sites can be improved, and it would be quite easy

-- 
https://code.launchpad.net/~widelands-dev/widelands/tibor-ai6/+merge/238767
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/tibor-ai6 into lp:widelands.


References