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When a client connects to the server, it needs to be sent the game state for everything it would know. Then, it needs to receive new information per game tick to make decisions on. Written out, this is identical to libmahjong's strict server-client relationship and later gametable network implementation.
The web observer can as well take advantage of this mechanic but receive them over a protocol such as WebRTC.
Depending on what we decide, the game state a player receives might be the entire game boards info (no fog of war), selective info on the merit of vision (fog of war), or selective based on proximity to players (optimization about what's being sent)
The text was updated successfully, but these errors were encountered:
Paging @HartleyAHartley lol I didn't expect ipv8 to have a perfect use case for libmahjong's model but it's basically the same premise. AI's are provided state and turn by turn information, submit your turn decisions, repeat.
When a client connects to the server, it needs to be sent the game state for everything it would know. Then, it needs to receive new information per game tick to make decisions on. Written out, this is identical to libmahjong's strict server-client relationship and later gametable network implementation.
The web observer can as well take advantage of this mechanic but receive them over a protocol such as WebRTC.
Depending on what we decide, the game state a player receives might be the entire game boards info (no fog of war), selective info on the merit of vision (fog of war), or selective based on proximity to players (optimization about what's being sent)
The text was updated successfully, but these errors were encountered: