Just to throw in a couple cents here... I don't fundamentally disagree with
what Per is saying here, but I don't think that it's all gloom and doom.
Take AI government choice for example. To make the 'correct' choice of a
government, a server-side AI can actually change the government, recompute
al
Just to echo what was said earlier - the idea of client side agents is
fundamentally a bad one because it requires too much information to be
kept and sent to the clients. Only on the server can you access the
amount of game state required for such agents without running head
first into race condit
On Wed, Jun 17, 2009 at 5:35 AM, Madeline Book wrote:
> For cma in particular: it is slow (no CPU computation should take
> longer than a second; the algorithm does not scale), inefficient (too
> much client-server communication making it unwieldy in online
> games), does not adapt well to non-defa
On 15/06/2009, Bernd Jendrissek wrote:
> On Tue, Jun 9, 2009 at 3:44 AM, Madeline Book
> wrote:
>> You should know that the "agents" framework suffers from
>> a number of design problems and has not been actively
>> maintained by anyone in a long time, the original author
>> no longer begin involv
On Tue, Jun 9, 2009 at 3:44 AM, Madeline Book wrote:
> You should know that the "agents" framework suffers from
> a number of design problems and has not been actively
> maintained by anyone in a long time, the original author
> no longer begin involved in freeciv development and nobody
> else real
On 08/06/2009, Bernd Jendrissek wrote:
>
> While trying to add an agent, I've found this patch necessary. This is
> against 2.1.9, as I have nothing closer to HEAD available.
Your patch looks alright, as far as I can tell and as far as I
know about the intended behaviour of calls_are_equal()
(sh