Re: Rule-based AI in C
- From: Mingos <dominikmarczuk@xxxxxxxxx>
- Date: Thu, 12 Feb 2009 07:34:26 -0800 (PST)
On 12 Lut, 16:10, copx <c...@xxxxxxxxx> wrote:
Ido Yehieli wrote:
On Feb 12, 2:58 pm, copx <c...@xxxxxxxxx> wrote:
You can implement the same kind of logic (i.e. run away after steal)
using my framework. Making rules dependent on other rules is indeed
not a feature, though. As I wrote in the original post, I actually
consider the minimal feature set a virtue.
I think what Jakus was trying to say (and I agree): what it's doing is
simple enough so that it doesn't seem cost efficient to learn your
"framework" and fit ones code/ideas into its state of operation rather
than just write it oneself.
Well, there is very little to learn. You should be able to use it
right away. Surely you can implement the same algorithm in a few
minutes, but why should you if a completely free implementation
is already available?
Because when writing your own implementation, you understand the
problem better. See, I got a really fast and efficient floodfill
algorithm once, which I needed for checking the caverns'
connectedness. I could use it right away since it was a matter of
changing two or three variables' names to the ones used in UR.
Nonetheless, writing it myself helped me to fully understand it and
now I'm pretty sure I'd be able to write a similar thing anytime.
Plus, I know exactly how my game works.
I'm not implying that your framework is too complicated to understand
it fully just by looking at the code and reading your explanation.
What I want to say is that writing your own code is usually better
than using fragments of someone else's.
Mingos
.
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