Complete.Org: Mailing Lists: Archives: freeciv-ai: October 2002:
[freeciv-ai] Re: [Freeciv-Dev] AI hasn't build cities (1.14beta)

[freeciv-ai] Re: [Freeciv-Dev] AI hasn't build cities (1.14beta)

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: "Per I. Mathisen" <per@xxxxxxxxxxx>
Cc: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>, Jacek Pop³awski <jpopl@xxxxxxxxxx>, freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Re: [Freeciv-Dev] AI hasn't build cities (1.14beta)
From: "Anthony J. Stuckey" <astuckey@xxxxxxxx>
Date: Tue, 29 Oct 2002 10:10:58 -0600

On Tue, Oct 29, 2002 at 02:25:39PM +0000, Per I. Mathisen wrote:
> The fundamental problem seems to be that you recalculate the best settler
> spot every turn. This is what causes ai_fuzzy(), a later addition to the
> AI code, to break the code and cause flip-flops: When the settler arrives
> at the settling spot, it finds a slightly better spot and goes there
> instead, and this can continue for a very long time since ai_fuzzy()
> gives it sub-optimal settling spots.
> However, this can also happen under non-easy conditions, since once it has
> moved for one turn, it will search more territory for better settling
> places, possibly leading to abandoning the first found optimal place, and
> going for a long trek into the wilderness for new optimals.

        If this is the case, the proper thing to do would seem to be to check
the time-to-target, and accept the older, now less optimal, spot if the
time is larger than say 3 turns.

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