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[freeciv-ai] Even better timing log
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To: freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Even better timing log
From: Per Inge Mathisen <per@xxxxxxxxxxx>
Date: Tue, 12 Apr 2005 14:06:26 +0000 (GMT)

In my quest to speed up the AI, I had to make the timing log code even
better. Now it times AI activities all the time, and prints out the
results when you do "/debug timing".

Please try this out on some large games and send in the results.

It will look like this:

2:   --- AI timing results ---
2:   Total AI time: 18,94 sec turn, 29,04 sec game
2:   Movemap: 6,22 sec turn, 12,22 sec game
2:   Units: 17,85 sec turn, 17,85 sec game
2:    - Military: 17,01 sec turn, 17,01 sec game
2:    - Attack: 7,53 sec turn, 7,53 sec game
2:    - Defense: 2,91 sec turn, 2,91 sec game
2:    - Ferry: 0,49 sec turn, 0,49 sec game
2:    - Rampage: 8,05 sec turn, 8,05 sec game
2:    - Bodyguard: 6,43 sec turn, 6,42 sec game
2:    - Recover: 0 sec turn, 0 sec game
2:    - Caravan: 0 sec turn, 0 sec game
2:    - Hunter: 0,07 sec turn, 0,06 sec game
2:    - Airlift: 0 sec turn, 0 sec game
2:    - Diplomat: 0,07 sec turn, 0,07 sec game
2:    - Air: 0,61 sec turn, 0,62 sec game
2:    - Explore: 0,91 sec turn, 0,91 sec game
2:   fstk: 2,96 sec turn, 5,33 sec game
2:   Settlers: 0 sec turn, 0 sec game
2:   Workers: 0 sec turn, 0,06 sec game
2:   Government: 0 sec turn, 3,05 sec game
2:   Taxes: 0 sec turn, 0 sec game
2:   Cities: 0 sec turn, 10,09 sec game
2:    - Buildings: 0 sec turn, 0,32 sec game
2:    - Danger: 1,09 sec turn, 2,36 sec game
2:    - Worker want: 0 sec turn, 0,28 sec game
2:    - Military want: 0 sec turn, 5,28 sec game
2:    - Settler want: 0 sec turn, 4,15 sec game
2:   Citizen arrange: 0,25 sec turn, 3,27 sec game
2:   Tech: 0 sec turn, 0 sec game

The various times are often overlapping.

  - Per

Attachment: timing.diff
Description: Text document


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