On Mon, Dec 10, 2001 at 03:36:29PM -0500, Shaun Foley wrote: > I think the socket communication could be classified in a category similar > to the continuousMouse. It may be borgish, perhaps not, but due to the > questionable nature, it may be better to remove it. I think it would be > helpful if they used normal message boards, however, since it would make > observing/reviewing these games much more interesting. Who wants to stare > at an empty team board the entire game? Hehe... thing is... this beast, whatever it is, will definately be 'borg'. Not 'borgish'. When it comes to 'isn't this feature a little borgish?' when adding to a 'borg', the answer becomes somewhat amusing... :-) As for 'who wants to stare at an empty team board', it wouldn't be hard at all for each ship to announce targets as they accept them. F4->FED Moving to Den F2->FED Ogging R2... F4->FED In position around Den. Guarding it with my life! mark > ===== > > > On Sun, Dec 09, 2001 at 10:04:07PM -0800, Daniel Damouth wrote: > > > From: "Mark Mielke" <mark at mark.mielke.cc> > > > intelligent 'bots > > > > I actually started coding away. As I intend all 'bots to function as > > > > appendages to a single unit, I've had to take a look at socket code. > > > What is the point of designing a robot team that cheats by communicating > > > through sockets instead of normal messaging? The bots will be playing a > > > different game than the humans. > > > > > > Why don't you add some socket code in the server to give your bots more > > > information, while you're at it? Or just give them 300 shields and > hull, > > > and gonzo phasers. > > > > Define 'cheats'. Does 'cheats' mean that rules are violated? > > > > By running client side, no rules are violated. In *ANY* game, the ability > > to win, in terms of potential, can be expressed entirely on how well one > > is able to exploit the given ruleset to ones advantage. > > > > Is "butt-torping" cheating? Perhaps many people look down on it, but is it > > truly cheating? Is the fact that a few people have found an element of the > > game that 'runs' in their favour 'cheating'? > > > > Why not? Because the intrique is in tackling the problem space. If the > > 'bots choose to live under horrible restrictions such as 'you can > > never ever fire a torpedo backwards if you are going faster than warp > > 4, because some people might consider this cheating', they will never > > win. Human players do such things all the time. The 'bots have to make up > > for how 'dynamic' human players are *somehow*. Accuracy and efficiency is > > where the 'bots have a chance. Is there a problem with the 'bots making > > use of information more efficiently than human players possibly could? > > > > Two netrek players who sit in the same room can say "I'm coming up > > from behind him, distract while I ogg". Is this not 'communicating on > > a channel other than the messaging protocol'? > > > > Are you worried? :-) > > > > mark > > _______________________________________________ > vanilla-list mailing list > vanilla-list at us.netrek.org > https://mailman.real-time.com/mailman/listinfo/vanilla-list -- mark at mielke.cc/markm at ncf.ca/markm at nortelnetworks.com __________________________ . . _ ._ . . .__ . . ._. .__ . . . .__ | Neighbourhood Coder |\/| |_| |_| |/ |_ |\/| | |_ | |/ |_ | | | | | | \ | \ |__ . | | .|. |__ |__ | \ |__ | Ottawa, Ontario, Canada One ring to rule them all, one ring to find them, one ring to bring them all and in the darkness bind them... http://mark.mielke.cc/