: : : For each state, we define a rating.
: :
: : What is a state?
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: State (i.e. a situation) of the game. Does that clarify it?
More or less. It still depends on what factors are included in the evaluation. The current 'goal' and 'subgoals' would need to be included in some way...
: : http://c-evo.org/aiforum/2005/p-119-1.html
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: I agree on the need for a hierarchical ai. However, in the example you give, the informations exclusively flows top-down. For instance, it would be the responsibility of the group manager to decide which city produces a unit. How would he decide that? This requires deciding between confliciting objectives, therefore, the relative importance of the requests needs to be specified.
But the cities themselves don't know anything about 'the big picture'. There must be a manager above the cities to decide what they *should* do, in contrast to what they *want* to do, or even think they *need* to do. Take the extreme case where, for the greater good you may actually want to get rid of a certain city - no city manager would allow that.
And it's the group manager that should know *where* the produced goods is needed, and *when*, and according to that put pressure on the 'best' city to do the job.
: I think many low-level decisions dealing with economic optimization (e.g. exploited tiles management, improvement construction) do not benefit enough from setting goals themselves to justify the effort such planning requires.
The individual city should combine the governement wishes and its own needs to decide what to do, maybe even ask for help from the governement.
AI
Posted 1-Nov-05 18:38 by Anders Isaksson
