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[freeciv-ai] Re: Measure the AI ability to harvest resources
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[freeciv-ai] Re: Measure the AI ability to harvest resources

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To: "Per I. Mathisen" <per@xxxxxxxxxxx>
Cc: freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Re: Measure the AI ability to harvest resources
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Mon, 25 Nov 2002 10:04:20 +0100

On Sun, Nov 24, 2002 at 11:50:20PM +0000, Per I. Mathisen wrote:
> On Sun, 24 Nov 2002, Raimar Falke wrote:
> > I'm currently updating my unit agents patch. To measure the
> > performance I'm using the attached patch. It measures the resources
> > which a player collected with all his cities. Leading "2:" is from
> > freelog. Than turn and than playername. Next 3 numbersare the food,
> > shield and trade collected to far. Next 3 luxury, tax and science. s
> > is the food*FOOD_WEIGHTING + shield*SHIELD_WEIGHTING +
> > trade*TRADE_WEIGHTING.
> 
> Interesting. I hope you ran those AIs on 'hard', tho ;)
> 
> But we all knew the AIs settler code was stupid beyond the call of bad
> coding. I've pretty much fixed the problems that we had with the AI
> wasting production on stuff other than settlers (notably coinage).
> Although it still _seems_ the AI produces stupid things, that is just
> filler while it waits for enough food to be able to produce more settlers.
> And since it switches production without penalty this isn't a problem.
> 
> There are other problems, though:

>   - The AI doesn't optimize cities for food. Raimar, please update your
> CM-in-server patch. It will fix this, and until it is fixed, CMA assures
> that a good comparison between settler agent and server/settlers.c isn't
> really possible.

I will update it.

>   - The AI doesn't find the right spots, and travels too far before making
> a city, often skipping a good spot it will settle later.

>   - The AI is way too fond of making boats and going overseas to make
> cities, wasting a lot of time.

This wasn't an issue here. I have set researchcost to 100. Even the
best AI with full map knowledge only collected 670 bulbs till 1AD.

>   - The AI stupidly assumes both harbour and offshore when placing cities.
>   - The AI reserves a too big field around its cities, making cities at a
> too big distance to each other.
> 
> I have an old patch which rewrites the city building code completely which
> should fix all but the first problem. I had placed it on hold because I
> first required fixes to roles, which we've now done. I'll see if I can
> update it once I get some time.

I would like to see it.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "Python is executable pseudocode. Perl is executable line noise"
    -- Bruce Eckel


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