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[freeciv-ai] Re: (PR#10203) Greedy CM algorithm

[freeciv-ai] Re: (PR#10203) Greedy CM algorithm

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To: per@xxxxxxxxxxx
Subject: [freeciv-ai] Re: (PR#10203) Greedy CM algorithm
From: "Benoit Hudson" <bh@xxxxxxxxxxxxxxxxxxx>
Date: Fri, 24 Sep 2004 12:12:16 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: >

On Fri, Sep 24, 2004 at 11:19:02AM -0700, Per I. Mathisen wrote:
> Specialists are taken out of the number of content citizens, and are
> counted as such. So unless you have transformed an unhappy citizen into a
> specialist, my assumption holds. And you can only transform unhappy to
> specialist when you have turned every content citizen into a specialist.
> While unlikely with default ruleset, it is, however, definitely
> possible...

Actually, it's not that rare; only takes 4 specialists, so it starts
happening with even smallish cities that don't have many fields to work
(for crowding issues), or more rarely with large cities.

> One way to solve it, at least for default rules, would be for calling code
> to send a minimum number of specialists that has to be allocated (treated
> like any other minimum), when it recognizes that it is unable to keep city

    for #workers in 0..size do
        compute min-lux[#worker]
then, we either find the best solution for each #workers and as a last
phase just choose the best; or we just treat the specialists like any
other worker and use your algorithm from before -- but for min-lux, we
use the value corresponding to the current number of non-specialist

> which using few or no workers is not a fallback but a normal strategy. I
> am not sure if such ruleset should be considered well-formed and taken
> into consideration. I would think rulesets with complex specialists would
> have enough sense to ditch the use of workers completely.

I think all of this can be taken into account without that much time
cost.  The only special handling we need for specialists is in the
happiness of the city; otherwise, all they are are tiles that produce
gold rather than food.

        -- Benoît

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