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[freeciv-ai] Re: Ferry dating agency.

[freeciv-ai] Re: Ferry dating agency.

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To: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Cc: Freeciv AI development <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: Ferry dating agency.
From: "Anthony J. Stuckey" <astuckey@xxxxxxxx>
Date: Wed, 26 Nov 2003 15:49:39 -0600

On Wed, Nov 26, 2003 at 06:05:27PM +0000, Gregory Berkolaiko wrote:
> (I hope my email will not be classified as spam due to the subject).
> This is about how ferries find their passengers and vice versa.
> Several approaches are possible, for example:
> 1. Ferries do PF search which goes inland too.
> 2. Land units do PF search which goes into the seas.
> 3. Land units head for the nearest shore.  Ferries do PF search up to 
> coastal tiles.
> 3a. As in previous, but unit head for the nearest port.
> 4. Ferries head for the nearest port.  Land units do PF search through 
> their continent only.
> Right now a dodgy version of 3 is implemented.  Ferries do their search 
> alright, but whether land units will go anywhere depends on luck (see 
> find_boat function).  This works fine if the land unit is on the shore in 
> the first place, which is most of the time.
> I am inclined to change to system 2.  Any comments?  Suggestions of help?

        It seems to me that the strategy is somewhat dependent on the ratio of
available ferry capacity to units needing ferries.  Units which are still
being built should also be considered.

        Military units should try to wait in a port, as unhappiness rules would
come into play if they were to wait outside.  Non-military units are free
to wait on any coastal tile.

        Idle ferries should always head back to port, or to a site of predicted
need if units which are still being built are considered.  (Or explore, in
the very early game.)

        4 seems very likely to have units which wait forever for a hookup which
never comes.

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