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[freeciv-ai] Re: Settler fixes [Was: A better AI Eval buildings 1.1]

[freeciv-ai] Re: Settler fixes [Was: A better AI Eval buildings 1.1]

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To: "Ross W. Wetmore" <rwetmore@xxxxxxxxxxxx>
Cc: Raahul Kumar <raahul_da_man@xxxxxxxxx>, freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Re: Settler fixes [Was: A better AI Eval buildings 1.1]
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 14 May 2002 11:02:01 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Sat, May 11, 2002 at 02:33:11PM -0400, Ross W. Wetmore wrote:
> This sort of thing improves city placement.
>       /* without this,
>        * the computer will go 6-7 tiles from X to build a city at Y
>        * and then build its NEXT city halfway between X and Y. -- Syela
>        *
>        * Actually it does this anyway - once it steps more than 6 tiles
>        * the next best place is the strip in between the two cities.
>        * The problem is that the search radius is always from the same
>        * spot and valid city locations get more and more constrained.
>        *
>        * It would be better to do a global site search and static eval,
>        * then compute the final best locations for each city/settler.
>        */

In the settler management agent (customizable auto settler with city
founding ability) I scan the whole known continent for a good spot if
a settler is without work. You also can't cache the results from turn
to turn because there may be a much better spot just expolored by
another unit. So I know this needs a lot of CPU but you can ensure
that it is the best spot possible at this time. I will see how much of
this can be optimized but fast path finding/warmap/goto functions will
help a lot.


 email: rf13@xxxxxxxxxxxxxxxxx
 "On the eigth day, God started debugging"

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