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

[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: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Mon, 25 Nov 2002 12:49:45 +0000 (GMT)

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!


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