How are issues such as convoy paradoxes being addressed in the computer version of Diplomacy?
BL: We took a long look at these, and talked to several people in the Diplomacy community. Also, I have asked some of these people to create test cases for the software. I believe that we have removed as much ambiguity as possible. Of course we’ll actually know for sure when it gets into people’s hands! SS: A bit has been said about the mechanics of the game, but I’m putting together bits and pieces from different places so please correct me if I’m wrong. The game is set up with chat rooms for negotiations. You can walk into an empty room, or into a room you are invited into. If you are in a room, you can invite in somebody who is outside. You can negotiate by typing text, or by using an iconic interface that contains a set of pre-defined propositions. Since AI opponents can’t understand English, you have to use that interface to communicate with the AI players. The game actually has multi-lingual support for multiple (currently 7) languages, so that this interface is also useful for c
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