Complete.Org: Mailing Lists: Archives: freeciv-ai: August 2002:
[freeciv-ai] Re: ai hp recovery patch v7

[freeciv-ai] Re: ai hp recovery patch v7

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: "Per I. Mathisen" <per@xxxxxxxxxxx>
Cc: freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Re: ai hp recovery patch v7
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Tue, 13 Aug 2002 19:33:10 +0100 (BST)

On Tue, 13 Aug 2002, Per I. Mathisen wrote:

> I've made some changes to the patch (minor) and adapted it to fit on top
> of my bodyguard cleanups and use the ai_military_rampage() function.
> There is one change I think should be done, however: Currently it sends
> units back to rest at 25% hitpoints. But after some pitfights, I think it
> should do this at 50%.
> I ran a few pitfight games, and here are the (quite surprising) results:
>                  'hard' : 'experimental' (ie w/ patch)
> 50%                   8 :  18
> 50% + triggerhappy    7 : 8
> 25%                  18 : 12
> no changes            6 : 10  (control group)

I am not sure what is meant by the control group.  Is hard the same as 
experimental in the control group?  If it is so, the 6:10 score when two 
same level AIs are fighting means that all other results can be very 

It is probably better to select 20 different seeds and to run test games 
for each seed for all four patch variations.  Then there will be less 
fluctuations due to the initial starting position.


[Prev in Thread] Current Thread [Next in Thread]