[freeciv-ai] Re: Measure the AI ability to harvest resources
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
On Sun, 24 Nov 2002, Per I. Mathisen wrote:
> 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.
> - 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.
Sometimes it's the right strategy.
> - The AI is way too fond of making boats and going overseas to make
> cities, wasting a lot of time.
> - The AI stupidly assumes both harbour and offshore when placing cities.
Makes some sense...
> - The AI reserves a too big field around its cities, making cities at a
> too big distance to each other.
This means AI doesn't do ICS, which is a good thing. If you change it,
make it dependable on citymindist, please!
[freeciv-ai] Re: Measure the AI ability to harvest resources, Per I. Mathisen, 2002/11/24
[freeciv-ai] Re: Measure the AI ability to harvest resources, Gregory Berkolaiko, 2002/11/25
[freeciv-ai] Re: Measure the AI ability to harvest resources, Raimar Falke, 2002/11/25