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[freeciv-ai] Re: patch: don't reevaluate ai govt so often
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[freeciv-ai] Re: patch: don't reevaluate ai govt so often

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To: 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



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