On Wed, Dec 12, 2001 at 02:04:47PM -0500, Mark Mielke wrote: > On Wed, Dec 12, 2001 at 08:17:45AM -0800, Tom Holub wrote: > > On Wed, Dec 12, 2001 at 04:11:13AM -0500, Mark Mielke wrote: > > > On Tue, Dec 11, 2001 at 10:13:49PM -0800, Tom Holub wrote: > > > > On Tue, Dec 11, 2001 at 07:33:32PM -0500, Mark Mielke wrote: > > > > > Tom thinks it isn't possible, or that it won't be effective. > > > > Wrong. I think you're an idiot. It is certainly possible to create a > > > > netrek robot that could beat the best human team. It's a very difficult > > > > problem, and not one anyone's going to solve by concentrating on tactical > > > > improvements. (It's not one you personally are going to solve by any > > > > methods). > > > Tactical improvements are the butter between the bread. > > > If the robot can't fight, it can't get a kill. If it can't get a kill, > > > it can't take a planet. > > The robot code written in 1986 is good enough to get kills. > It is my understanding that this code cheats. Have you reviewed the code of both robots shipped in the Vanilla code? I'm beginning to think you've only looked at the server side one, not the client side one. The client side design doesn't use shared memory. -- James Cameron mailto:quozl at us.netrek.org http://quozl.netrek.org/