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[freeciv-ai] Re: (PR#4744) More pathfinding
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[freeciv-ai] Re: (PR#4744) More pathfinding

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To: chrisk@xxxxxxxxx
Subject: [freeciv-ai] Re: (PR#4744) More pathfinding
From: "Gregory Berkolaiko" <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Thu, 9 Oct 2003 11:35:22 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Wed, 8 Oct 2003, Jason Short wrote:

> Sam Steingold wrote:
> > `Go' appears to prefer diagonal paths, ignoring other circumstances.
> > If I send a transport (= defenseless unit) from a point with Cartesian
> > coordinates (0,0) to the point (0,10), `Go' will take it to (5,5)
> > diagonally and then to (0,10), diagonally again.
> > what if there is a hostile city near (5,5)?
> > I wouldn't want to approach it with a defenseless unit!
> > (Is this an AI issue?)
> 
> Hmm, I think this was the case with the old goto in 1.14.  But the pf 
> goto selects a path that appears to be completely random (which is also 
> not so good).

Correct.

> No doubt some sensible defaults could give the unit more intelligent 
> behavior:
> 
> For military units:
> 
> - Passing unknown tiles on the way.
> - Passing by enemy units on the way.

Not sure about that.

> For non-military units:
> - Staying away from enemy units.
> - Taking the most direct route possible.

mmh, was is the "direct"?  I don't think this would be easy to implement.

Other behaviours can be done with a good choice of get_EC callback (the 
present version is located at
http://www.freeciv.org/lxr/source/client/goto.c#L318

G.





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