[Kde-games-devel] Review Request 112747: add new Becai AI player
Albert Astals Cid
aacid at kde.org
Sat Oct 19 17:57:21 UTC 2013
> On Oct. 16, 2013, 9:26 p.m., Albert Astals Cid wrote:
> > players/ai/becai/becai_gui.cpp, line 24
> > <http://git.reviewboard.kde.org/r/112747/diff/3/?file=200909#file200909line24>
> >
> > Is "Becai" something players would recognise? I don't, but I'm not a konquest player either :D
>
> Nemanja Hirsl wrote:
> I agree. Who/What might Becai be? For now we have default weak, normal/offensive and hard/defensive players - so maybe a name which would indicate strategy?
>
> Alexander Schuch wrote:
> I do not really care for what the GUI displays. We can call it "Becai (sophisticated)", but that does not say much more either. And in my opinion, "normal" and "hard" are misleading as well, as depending on the strategy, normal can be harder to defeat than hard.
>
> Just play a game with plenty of planets, normal versus hard. Normal keeps a smaller defence, so it attacks earlier. This results in normal getting more planets quickly. Due to a much higher ship production then, it can easily conquer hard. - I just tried that with weak versus hard and weak plays about as good as hard does. Out of 10 games it is roughly 1:1 ratio of winning. My setup is 30x22 board with 50 neutral planets and 1 neutral production.
>
> Furthermore, I am developing Becai 2 as well (will take some time, though) and I use Becai as benchmark. How should that AI be called then - "more sophisticated"? Dropping Becai in favour of Becai 2 might not be a good idea either as the gap between default and Becai 2 will be larger then.
>
> I personally like the idea to give distinct unique names to AI implementations, as done for C-evo, OpenTTD and other empire games. It just is not possible to summarise decision making (a strategy) in one or two words. That's why we later on should add a description field where the strategy of the selected player controller is shown, in plain easy English.
>
> Maybe at least use "PlayerGui(i18nc("A distinct unique name", "Becai"))" to not astonish translators about the term.
>
> Albert Astals Cid wrote:
> Well, if you can't summarize Becai in two words, then you probably should edit the documentation and explain there what's it about?
User documentation i mean, the .docbook file
- Albert
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http://git.reviewboard.kde.org/r/112747/#review41843
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On Oct. 19, 2013, 1:16 a.m., Alexander Schuch wrote:
>
> -----------------------------------------------------------
> This is an automatically generated e-mail. To reply, visit:
> http://git.reviewboard.kde.org/r/112747/
> -----------------------------------------------------------
>
> Review request for KDE Games.
>
>
> Repository: konquest
>
>
> Description
> -------
>
> 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 enemy kill percentage and defence fleet size for target selection even in blind games, where the player cannot see those values.
>
>
> Diffs
> -----
>
> CMakeLists.txt b67b4ba
> dialogs/newgamedlg.cc 7a2924a
> players/ai/becai/becai.h PRE-CREATION
> players/ai/becai/becai.cpp PRE-CREATION
> players/ai/becai/becai_gui.h PRE-CREATION
> players/ai/becai/becai_gui.cpp PRE-CREATION
>
> Diff: http://git.reviewboard.kde.org/r/112747/diff/
>
>
> Testing
> -------
>
>
> Thanks,
>
> Alexander Schuch
>
>
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