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Old January 8th, 2006, 06:30 PM
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Default Re: Dominions III Artificial Intelligence

Quote:
Truper said:
I'd be unwilling, and utterly unable. However, I am curious what NP stands for in your post
Nondeterministic polynomial. This is a class of problems that have no known solution in polynomial time - for example, if the problem involved 20 provinces, there is no known algorithm that could solve it in 20^X steps, where X is some constant. However, the problems can be solved in exponential time, like X^20, but this is much slower.

"Nondeterministic" means that they could be solved in polynomial time on a nondeterministic computer (a quantum computer) or with an infinite number of parallel computers.


Quote:
Johan said:
Hi Cherry!

At the risk of being unpopular, there won't being any support for programming your own AI in Dominions III. It would be much work to do and believe almost no one would take advantage of that possibility anyway. If there will be a way to influence the AI it will be mod settings that are easy to fiddle around with.
Hi Johan!

That's OK, I figured as much =) It doesn't seem like there's much interest in it anyway.



Quote:
Arralen said:
Have no idea how that could be done - unless one writes a "turn pre-/postprocessor", which loads the turn file, writes the first 'standing' orders into the orders file, starts DOM3 to have the player have a look at the turn, and then maybe does some processing afterwards, too.
That's kind of what I've been mulling. If one could decode the turn files, any sort of strategic AI algorithm could probably be implemented... with a lot of work. Combat AI would still be off-limits, though.
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