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This is an automatically generated e-mail. To reply, visit:
<a href="http://git.reviewboard.kde.org/r/112747/">http://git.reviewboard.kde.org/r/112747/</a>
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<pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">Can a human player use the kDebugs to cheat?
Also you say that the Becai uses blinds that human can't see if playing with them enabled, maybe we should disable the Becai AI in that case so it's not unfair?</pre>
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<a href="http://git.reviewboard.kde.org/r/112747/diff/3/?file=200909#file200909line24" style="color: black; font-weight: bold; text-decoration: underline;">players/ai/becai/becai_gui.cpp</a>
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(Diff revision 3)
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; "></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; "> <span class="n">PlayerGui</span><span class="p">(</span><span class="n">i18n</span><span class="p">(</span><span class="s">"Becai"</span><span class="p">))</span></pre></td>
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<pre style="margin-left: 2em; white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">Is "Becai" something players would recognise? I don't, but I'm not a konquest player either :D</pre>
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<p>- Albert Astals Cid</p>
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<p>On October 13th, 2013, 1:40 a.m. UTC, Alexander Schuch wrote:</p>
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<div>Review request for KDE Games.</div>
<div>By Alexander Schuch.</div>
<p style="color: grey;"><i>Updated Oct. 13, 2013, 1:40 a.m.</i></p>
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<b style="color: #575012; font-size: 10pt;">Repository: </b>
konquest
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<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Description </h1>
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<pre style="margin: 0; padding: 0; white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">Becai now plays quite well against Default Normal and Default Hard in nearly all situations - 1on1 and FFA. It is mainly tested in games with two other players, 22x22 board with 40 neutral planets with 0-2 neutral production.
It works nicely in cumulative games as well.
The only known "issue" is that it uses neutral kill percentage for target selection even in blind games, where the player cannot see the kill percentage.</pre>
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<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Diffs</b> </h1>
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<li>CMakeLists.txt <span style="color: grey">(b67b4ba)</span></li>
<li>dialogs/newgamedlg.cc <span style="color: grey">(7a2924a)</span></li>
<li>players/ai/becai/becai.h <span style="color: grey">(PRE-CREATION)</span></li>
<li>players/ai/becai/becai.cpp <span style="color: grey">(PRE-CREATION)</span></li>
<li>players/ai/becai/becai_gui.h <span style="color: grey">(PRE-CREATION)</span></li>
<li>players/ai/becai/becai_gui.cpp <span style="color: grey">(PRE-CREATION)</span></li>
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<p><a href="http://git.reviewboard.kde.org/r/112747/diff/" style="margin-left: 3em;">View Diff</a></p>
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