On Mon, 2012-09-17 at 03:18 -0400, Gilles J. Seguin wrote: > On Sun, 2012-09-16 at 14:52 +0200, Matthias F. Brandstetter wrote: > > Hi Freeciv Team! > > > > I am a PhD candidate at De Montfort University in UK, working on > > Computational Intelligence for Computer Games. > > you got the right name, AFAIK the (meta-)heuristic date back > like 15 years, where unit like fighter and stealth were not implemented. > In a time where connection was made with 14.4 kbps. > > The game is design such that the lowest latency player win > (at least in combat). And receive commands can frooze the gui. > If you do not understand, then search "simulation time" > and increase the thing to like one seconde, and send 50 units, > everything will break loose. > > > For my current studies > > I am thinking of using Freeciv as test bed for my research on AI in > > games. > > send me your progress. > Even more the library and scheme you intend to used. > Obviously, the CI will need to be put in a thread, and report when fast > enough. > In warciv, we used a custom island, to give same chance to every > players. the island is copy to to fit in the map. > > designing fair map is also a challenge, when not using identical island. > Example, without using sea. you should see the problematic, and how > computer intensive it is. > > http://www.mapeditor.org/ can be some help for making map. > i find the isometric of no used for playing or analyzing strategy, you > may differ. > > > On your web site I have seen that you are currently re-writing the AI > > code for v2.4. > > i do not their intention/design, i am from warciv version. > > > Is there any document describing the "big picture" for > > custom AI's? I have skipped through the latest source code a bit, seen > > the AI stub and ai.* files in the "common" dir, but I am not sure > > about each of these functions in detail,m when they are called, etc. > > i can not help there. Part of the AI is also CM(city Management). > > > Also, I am new to Freeciv dev in general, have not worked on the code > > so far, only played the game in the past. > > > What would be the best way > > of debugging my own development? When writing a new AI for Freeciv, I > > of course want to see how it works bit for bit, so a debugging feature > > would be very handy! > > recording/replaying would be very useful > - for testing > - for debugging > > Since CI/AI is a client thing, it means gui(graphic user interface) is > in the way.
from received comments - civserver is running the CI(computational Intelligence) code. because the CI is cheating, he is using all informations. That is the server play without even any client connected. - civserver should start client processes. reason being that it is CI(computational intensive) if on same computer, use pipe not TCP. > The easiest thing for debugging is to used two computers. > That is, you do not want input to mess up the gui event loop. _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev