Complete.Org: Mailing Lists: Archives: freeciv-ai: May 2002: [freeciv-ai] Re: README.AI

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 To: Gregory Berkolaiko Cc: Raahul Kumar , freeciv-ai@xxxxxxxxxxx Subject: [freeciv-ai] Re: README.AI From: Raimar Falke Date: Wed, 1 May 2002 20:57:21 +0200 Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

```On Wed, May 01, 2002 at 02:43:18PM +0100, Gregory Berkolaiko wrote:
> Suppose we have a constant rate of inflation, x percent.  Then in five
> years time 10\$ will buy as much as 10*(100/(100+x))^5 will buy today.
> Denoting 100/(100+x) by q we get the general formula, N dollars Y
> years from now will be worth N*q^Y in todays money.  If we will
> receive N every year starting Y years from now, the total amount
> receivable (in todays money) is N*q^Y / (1-q) --- this is the sum of
> infinite geometric series.  This is exactly the answer that amortize
> gives.  Note that the factor 1/(1-q) does not depend on the parameters
> N and Y and can be ignored.  In this setting, the current value of
> MORT = 24 corresponds to the inflation rate (or rate of expansion of

Can you say how 4.3% is calulcated?

> Building a brand-new attacker is more complicated.  Firstly,
> ai_choose_attacker_* functions are charged to find the "best
> prototype" attacker we can build here.  The prototype is selected

"best prototype"?

> using very simple attack_power * speed formula.  Then (already in
> kill_something_with) we search for targets for the prototype attacker
> (using find_something_to_kill).  Having found a target, we do the last
> refinement by calling process_attacker_want to look for the best
> attacker type to take out the target.  This type will be our attacker
> choice.
>
> This is the idea, anyway.  In practice, it is more complicated and
> some of the functions have side-effects wrt the tech selection.

> * City tile values could be cached.  However, caching was tried by
> Raimar in CMA and was deemed unsuccessful.

Has nothing to do with CMA.

Raimar

--
email: rf13@xxxxxxxxxxxxxxxxx
"brand memory are for windows users that think their stability
problems come from the memory"
-- bomek in #freeciv

```