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[freeciv-ai] Re: (PR#10203) Greedy CM algorithm
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[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: "ue80@xxxxxxxxxxxxxxxxxxxxx" <ue80@xxxxxxxxxxxxxxxxxxxxx>
Date: Wed, 17 Nov 2004 10:37:35 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=10203 >

On Wed, Nov 17, 2004 at 09:33:43AM -0800, Benoit Hudson wrote:
> 
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=10203 >
> 
> On Tue, Nov 16, 2004 at 09:39:11PM -0800, Jason Short wrote:
> > <URL: http://rt.freeciv.org/Ticket/Display.html?id=10203 >
> > Benoit, what is your opinion?
> 
> My first opinion was that vasc was on crack; then I realized that
> freeciv isn't flight software.
> 
> Thus far, I've seen no bugs with the latest version of the new code,
> either in the client or the server, in several games.  So it seems
> fairly stable in my personal testing (almost all on OSX, a bit on
> Intel/Linux).  In particular, the "city changed many times" bug doesn't
> appear to occur anymore, whereas it used to every other game or so.
> 
> Also, my side-by-side testing (comparing the new code with the old)
> revealed differences in solution quality only when the old code was
> buggy (the cache was invalid).
> 
> That said, it's two thousand lines of new code; there must be about 40
> bugs in there.

Have you tried it with big cities? (Size about 30-40 tiles, you have to
increase the cityradius for that)

The old cm-code had big problems with big cities.

> I haven't kept up with the release schedule for 2.0 ; if there are at
> least a beta or two left before final release, it's probably not crazy
> to stick it in and see what happens.

Nor i do.

Thomas
-- 
Thomas Strub  ***  eMail ue80@xxxxxxxxxxxxxxxxxxxxx
jb: people are stupid, they don't want to learn.





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