December 16, 2003, 21:30
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#1
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Prince
Local Time: 14:44
Local Date: November 2, 2010
Join Date: Jun 2003
Posts: 525
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Ai_gang _up _factor ??
This in the DiffDB file. Its set at 1.
Anyone try to see what would happen if you chaneged this number . I know some things were kept in but never finsihed or coded in.
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December 17, 2003, 04:44
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#2
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King
Local Time: 14:44
Local Date: November 2, 2010
Join Date: Jan 2000
Location: Gone Fishin, Canada
Posts: 1,059
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That's something I've always wondered about. In fact, it's not used. Neither is 'AI_INTELLIGENCE_FACTOR'. I just checked the source files.
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December 21, 2003, 13:33
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#3
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Super Moderator
Local Time: 16:44
Local Date: November 2, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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Obviously this was never finished, but it could be possible to use it for the process cycles to make it difficuilt depentent.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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December 21, 2003, 13:44
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#4
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Deity
Local Time: 17:44
Local Date: November 2, 2010
Join Date: Sep 2000
Location: Latvia, Riga
Posts: 18,355
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Apparenty it's something that was intended for difficulty-level based modifiers, but to the best of my knowledge, those two are not used.
Martin - do you think it would be a good idea to implement these in the source code?
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Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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December 21, 2003, 14:39
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#5
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King
Local Time: 14:44
Local Date: November 2, 2010
Join Date: May 1999
Posts: 1,528
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Its actually surprisingly difficult to implement "degrees of intelligence" in AI.
The tactic most often used to achieve this is to limit the number of iterations of strategies that will be considered, limiting the "depth" of thought.
Other aproaches such as limited "vision" and knowingly bad strategies or even mistakes aren't usually used.
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