[freeciv-ai] Re: [Freeciv-Dev] Re: (PR#6946) Settler AI optimization
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[freeciv-ai] Re: [Freeciv-Dev] Re: (PR#6946) Settler AI optimization |
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"Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx> |
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Sun, 30 Nov 2003 19:50:24 -0800 |
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=6946 >
Raimar Falke wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6946 >
>
> On Tue, Nov 25, 2003 at 07:58:08AM -0800, Guest wrote:
>
>><URL: http://rt.freeciv.org/Ticket/Display.html?id=6946 >
>>
>>Hi, i got a few ideas for optimizing settler AI and improving settlers in
>>general.
>>
>>First of all, my theory is that there is no real big perfomance problems
>>before the invention of railroads. (there is not many settlers working yet)
>>
>>Now when railroad has been invented we have this interesting situation that
>>moving along them is for free, so if you're on a connected railroad net, then
>>moving from one point on this net to another is free (aslong you're certain
>>there is no enemy blocking *sigh*).
AFAICT the slowdown in AI settlers is not in the server but in the
client. If a settlers moves across the continent to build a road, this
may take only 1 move but the client has lots of drawing to do. Then
another settler right next to the road now being built moves back across
the continent to build a road next to where the first settlers was
originally. And just like that, the drawing is 10x slower than it needs
to be.
A solution is that we can't handle settlers individually but must
consider them as a group. Prioritize improvements to make and assign
the closest settler to each. Or something like that.
jason
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