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RE: AI vs Rules

 
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RE: AI vs Rules - 7/8/2010 5:57:29 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: bo


quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: bo

Thank you Steve for the information. Boolean?

Bo

Boolean variables are True/False. Boolean logic is branching logic based on binary operations and branches: AND, OR, NOT, et al.

Cool, errr how many Booleans have to be done yet

Bo

Many.

But hopefully not too many more like this one (testing whether moving a stack of units into a hex is permitted within the restrictions of foreign troop commitment):
// ****************************************************************************
// C is the major power that controls the country (governed area) that
// geographically owns the destination hex.  C does not necessarily = HexC.
// ****************************************************************************
	  C := MC.ControllingMajorCountry;
// ****************************************************************************
// Under very special circumstances, check for foreign troop commitment.
// ****************************************************************************
  	if (C <> nil) and                 // Hex has an owner.
       (FirstMU.Side = C.Side) and    // Moving unit & hex on same side.
       ((not CheckShift) or
        (Game.Phase <> pNavalMovement) or
        LoadedInPort or
        (not (ssCtrl in Shift)) or
        NotEnoughMPOrRange) and       // Use MSHexList to check MPs and range.
// ****************************************************************************
// The phases pHQSupportD, pHQSupportA, pLandCombatDeclaration do not actually
// 'move' the units into an adjacent hex.
// ****************************************************************************
       (not (Game.Phase in [pHQSupportD, pHQSupportA, pLandCombatDeclaration]))
       and
       ((not (FirstMU is TLandUnit)) or
        (not ((Game.Phase in LandBombardmentPhases) or
              Game.RetreatSubphase))) and                      // CanMoveTo.
       ((not (FirstMU is TAirUnit)) or
        (Game.Phase in [pNavalAir, pLandMovement, pAirRebase, pReturnToBaseA,
                        pReturnToBaseD, pConquest]) or
        Game.NavalCombatAbortDigress or
        ((Game.Phase = pReinforcement) and
         (Game.Phase_Reinforce.CurrentSubPhase[Game.LocalDeciderMP] =
          RspPlaceUnits)) or
        ((Game.Phase in AirPhases) and
         (Game.AirSubPhase in [aspReturnA, aspReturnD])) or
        ((Game.Phase in [pAirTransport, pParadrop]) and
         (Game.AirSubPhase = aspFlyA))) and
       ((not (FirstMU is TNavalUnit)) or
        (not (Game.Phase in ShoreBombardmentPhases))) and
       (not CanMoveToCountry(MC.FTCCountry, Game.Phase = pParadrop)) then
	  begin  // 'The foreign troop commitment limit for %s will not be satisfied.'
  		Result := mvForeignCommitment;
    	Exit;
	  end;


The above is ~40 lines of code. The program currently has ~360,000 lines of code.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to bo)
Post #: 61
RE: AI vs Rules - 7/8/2010 10:42:53 PM   
Bibs

 

Posts: 29
Joined: 7/11/2001
From: Cincinnati
Status: offline

quote:

ORIGINAL: bo


quote:

ORIGINAL: Bibs


quote:

ORIGINAL: bo

sorry about this one how do you delete a post?

Bo


Yes, please tell me how to delete Bo's posts.


Bibs I like that, cool, all of them Bibs or just the negative ones, oooooops their all negative to some people Wow Bibs 2.5 posts a year not bad Drop in again next year please.

Bo




But I make more sense in my 2.5 posts/yr than you do in your 400 posts/yr. Quality counts!

_____________________________

John Bibler

(in reply to bo)
Post #: 62
RE: AI vs Rules - 7/8/2010 11:43:03 PM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline
quote:

Somewhere I have a list of which optional rules the AI Opponent will agree to play with - which is not all of these 81 options.


Steve basically answers the original question right here. We should assume the allowable options will be verified to work properly with the AI. Hopefully many of the remaining options can be verified later and included as AI improvements in future patches? Sounds good.

(in reply to oscar72se)
Post #: 63
RE: AI vs Rules - 7/9/2010 12:50:09 AM   
bo

 

Posts: 4176
Joined: 5/1/2009
Status: offline

quote:

ORIGINAL: Bibs


quote:

ORIGINAL: bo


quote:

ORIGINAL: Bibs


quote:

ORIGINAL: bo

sorry about this one how do you delete a post?

Bo


Yes, please tell me how to delete Bo's posts.


Bibs I like that, cool, all of them Bibs or just the negative ones, oooooops their all negative to some people Wow Bibs 2.5 posts a year not bad Drop in again next year please.

Bo




But I make more sense in my 2.5 posts/yr than you do in your 400 posts/yr. Quality counts!


True True my daddy always said when someone does things with more quality than you do learn from them to better yourself or shut your mouth and move on Moving on

Bo

(in reply to Bibs)
Post #: 64
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