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PostPosted: Sat Feb 27, 2010 4:40 pm 
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I have a variant that needs some "neutral" units, that move on a (very basic) pattern.
Are there any tips on how to implement this?

Oliver


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PostPosted: Sat Feb 27, 2010 5:04 pm 
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What is the scenario?
If you want a generic diplomacy AI then that is a massively difficult problem.
However, if you want it for your a certain situation then it would be rather easier.


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PostPosted: Sat Feb 27, 2010 5:27 pm 
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It this variant:
http://www.variantbank.org/results/rules/d/duo.htm

I know how I can generate the moves, it's more a technical problem what procedures I need to extend with my custom code.

If I make a 3-player game and insert a "computer"-player I have quite a few problems with game-start, game-progress, pause/draw voting, chat-tabs and D-Points. Also in every overview it looks like it's a 3-player game.

If I "eliminate" the computer-player with overwriting the countries in the gamepanel-class after initialize it's still not "active" for the "processgame"-class too...

If I make a 2-player game I get some errors because of units without a player (Member).

Oliver


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PostPosted: Sat Feb 27, 2010 6:20 pm 
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Perhaps the simplest would be to edit the gamecreate page so that it assigns the player as 'Gamemaster', then change the phase-progression script to run AIplayer(), a script created to deal with it that would calculate it's moves and then finalize.


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PostPosted: Sat Feb 27, 2010 9:22 pm 
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But what to do about the votes (Draw/Pause). Also it looks quite strage if you get a chatbox for a computer player. And there is a problem if the computer-player dosn't place a bet in D-Points.

Oliver


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PostPosted: Sat Feb 27, 2010 9:36 pm 
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Why?
Set it's bet as 0 and having voted everything.


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PostPosted: Sat Feb 27, 2010 9:43 pm 
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Having said this I think it would be a nice idea to write in a proper AI interface in.


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PostPosted: Sun Feb 28, 2010 4:37 pm 
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I thought in a much too complicated way.
Problem solved (for now).
You can take a look at this once I finished the variant...

Oliver


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PostPosted: Sat Apr 10, 2010 12:27 am 
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Sleepcap wrote:
But what to do about the votes (Draw/Pause). Also it looks quite strage if you get a chatbox for a computer player. And there is a problem if the computer-player dosn't place a bet in D-Points.

Oliver
Just have it respond with a random selection from "Sure thing", "Sounds good", "I'm coming after you and you can't stop me", etc.... :D


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PostPosted: Sat Apr 10, 2010 3:08 am 
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There are a few ways you could add an AI in, but none of them would be very pretty, they'd all require some modification of some core game process/board UI/adjudicator/order processing stuff

On the other hand if it was made easy to have computer players in games that could do the same things users could do that would make writing test cases like the DATC a lot simpler, maybe some day


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