[freeciv-ai] Re: Measure the AI ability to harvest resources
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On Mon, 25 Nov 2002, Raimar Falke wrote:
> > Threefold increase in production but twofold slump in science! Can CMA be
> > adjusted so that both science and production are increased?
>
> It can. But I don't think that this is a good idea. We are here
> speaking of the first 30 turns. IMHO it is better to produce settlers
> here to found cities. I have no facts to back this up.
Sounds reasonable. But priorities have to change depending on the
situation. And the fact that you _can_ change them effectively is very
good.
> > > To have a fairer ground for comparing (and also to see how bad/good my
> > > EA is) I now show all the players the map at the start of the game.
> >
> > What does that mean???
>
> show_map_to_all is called before the game starts.
Very very strange. The only place I found where AI depends on knowing
things is in find_a_direction...
Ah, wait a minute, here it is!
bool city_can_work_tile(struct city *pcity, int city_x, int city_y)
Okay, this is explained.
> > > I haven't searched why the server AIs perform badly. It is quite
> > > possible that they built warriors or barracks. Nevertheless this is an
> > > error. Everybody should built cities the first dozen rounds. And
> > > explore huts (no huts here to be more fair).
> >
> > AI builds barracks by default, before building any attacking troops.
>
> This is IMHO bad.
I am testing easy alternatives right now. First conclusion: it's bad not
to build barracks at all.
G.
[freeciv-ai] Re: Measure the AI ability to harvest resources, Raimar Falke, 2002/11/25
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