[freeciv-ai] Re: patch: don't reevaluate ai govt so often
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Freeciv AI development <freeciv-ai@xxxxxxxxxxx> |
Subject: |
[freeciv-ai] Re: patch: don't reevaluate ai govt so often |
From: |
"Per I. Mathisen" <per@xxxxxxxxxxx> |
Date: |
Mon, 12 May 2003 23:44:28 +0000 (GMT) |
On Mon, 12 May 2003, Gregory Berkolaiko wrote:
> > I think this variable (and others like it) should not be constants, but
> > variables that can be changed to increase AI speed. As you suggested, we
> > might want to increase this variable aswe get more cities (but setting
> > it _to_ the number of cities would be gross!).
>
> why is it gross?? :(
> I am rather fond of the idea...
If we have 200+ cities??
> Anyway,whatever method we use, there is no need to have both the upper
> limit and a counter and then use % on top of that.
I guess not.
> > We add some constant WAG values to the want to solve this. Yes, the result
> > will be also be a WAG, but it doesn't matter - we're not likely to be able
> > to choose another government in the first 10 turns anyway. The amount of
> > research we do in those turns is also small. Finally, only after ~10 turns
> > can we assume that the has AI managed to establish itself (settled its
> > cities) and can properly be evaluated for government.
>
> So these WAGs will only be added if turn is <10 ?
No, but they are so small, they will be dwarfed by the real calculations
done when we have some cities.
> > And yes, it does think 'The Republic' is the best govt even in turn 0, I
> > made sure of that :-)
>
> Even in turn 0? ;)
Yes, even in turn 0.
> In the game I observed the Monarchy was the favourite most of the time...
I think the problem behind that isn't in the govt eval function...
> The above was a hint that you evaluate governments for dead players as
> well. And they do have some preferences!
Yikes! What governments do zombies elect?
- Per
[freeciv-ai] Re: ai govt & generic_city_refresh() fix, Gregory Berkolaiko, 2003/05/12
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