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[freeciv-ai] Re: New settler code v17
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[freeciv-ai] Re: New settler code v17

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To: Per Inge Mathisen <per@xxxxxxxxxxx>
Cc: Freeciv AI development <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: New settler code v17
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxxx>
Date: Thu, 1 Jul 2004 08:30:08 -0500 (CDT)

On Thu, 1 Jul 2004, Per Inge Mathisen wrote:

> On Thu, 17 Jun 2004, Gregory Berkolaiko wrote:
> > It looks quite good. Syela way to estimate want for the tech is to
> > pretend we can have the simplest boat, calculate the want and use it as
> > the tech want (but not use it as the settler want of course). This is a
> > clever way but possibly a bit slow. By me, a WAG is fine.
>
> It is a much better way, though. I'll consider it.

I think you can use the BEST_VALUE (I don't remember the exact name)
constant for the tech want with the justification that we hope that there
are good spots overseas and this is the maximum want for a spot.

> > 3. Can you describe in detail how you measure the performance (and add
> > this info to README.AI too).
>
> I write a script file with fixed rand seeds, then run this with both
> 'hard' and 'experimental', then compare the resulting gamelogs. Quite
> easy, really.

Still, would be good to have a "for dummies" description in README

> Most of the time is spent updating city production, I believe, not sending
> existing settlers around. So if we can remember our want for settlers from
> the previous turn (for a number of turns), we can avoid much unnecessary
> CPU usage.

What does profile say?


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