[freeciv-ai] Re: (PR#7007) CM speedup patch: pruning on primary stat pro
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[freeciv-ai] Re: (PR#7007) CM speedup patch: pruning on primary stat production |
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"Benoit Hudson" <bh@xxxxxxxxxxxxxxxxxxx> |
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Mon, 19 Jul 2004 13:55:43 -0700 |
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=7007 >
On Mon, Jul 19, 2004 at 12:17:34PM -0700, Per Inge Mathisen wrote:
> Moo1 and Moo2 did not have city tiles at all, only specialists.
Good point. We'd probably do better with MOO mode using a specialized
code, with some common functions factored out. The problem in that case
is far simpler: the same complexity as checking ONE combination in the
current CM code!
I don't know MOM, but it sounds like the same logic applies there.
One thing about MOO is that you have a lot more civ-wide requirements,
what with automatic food transport. That suggests a very different
approach.
> PS The MoM model is very nice. No fiddling with placing individual workers
> around, which is a micromanagement activity which really scales poorly
> when you do it manually.
And absolutely horribly with the current code, since the workers get
rearranged any time anything changes. But that's a separate problem.
-- Benoît
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