On Sat, 6 Oct 2012 11:25:30 AM Michael Vehrs wrote:
> On 06.10.2012 07:36, Michael T. Pope wrote:
> > Its taking forever to completely stabilize, but I am hoping to finally
> > commit the reworked TransportMission soon

Its in, and I have immediately found two more places where it is stupid.

> >[Cheating]
> 
> I suggest five levels of cheating, changing the code to
> 
>     if (random(number_of_levels) < cheat_level) cheat!

How about percentage options with different defaults by difficulty level?  I am 
concerned it is going to need some granularity.

> In the long run, I envisage an AI so brilliant that it doesn't really
> cheat at all. However, the player should be able to select a subsidy to
> be paid to the AI each turn, in order to make the game harder if desired.

In both the previous version and the new code the various cheats (lift 
boycott, equip unit, buy land unit, buy offensive naval unit, buy transport 
naval unit) are independent random rolls.  Unifying the explicit cheats under 
a single cheat-subsidy is an excellent idea, but I think we should let the 
dust settle from the rest of the AI instability for a bit.

In rewriting cheat() I was hoping to get us to the point where the explicit 
cheats are less obviously annoying than the implicit ones like the AI-has-
full-map-knowledge property.  Hopefully there are only a few other ones left 
now that the AI is mostly using AIMessage/server calls to do things--- what 
else am I missing?  The map cheat will be interesting to fix.  A first cut 
could 
be to s/getTile/getAITile/ in .../server/ai/, where getAITile() respects 
PlayerExploredTiles, and deal with the resulting NPEs.  Not in a rush for that 
of course.


Meanwhile, Michael will have seen this, but sourceforge are planning an 
upgrade.  See https://sourceforge.net/p/upgrade/.  Looks like we will have an 
infrastructure flag-day coming by the new year.  Any thoughts on other things 
we might want to change at the same time, and when?

Cheers,
Mike Pope

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