| [freeciv-ai] Re: Even better timing log[Top] [All Lists][Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
 
 Another example (same game, several turns later):
2:   --- AI timing results ---
2:   Total AI time: 15,69 sec turn, 368,78 sec game
2:   Movemap: 7,73 sec turn, 130,13 sec game
2:   Units: 11,04 sec turn, 211,23 sec game
2:    - Military: 8,82 sec turn, 183,58 sec game
2:    - Attack: 1,6 sec turn, 66,6 sec game
2:    - Defense: 3,13 sec turn, 54,25 sec game
2:    - Ferry: 0,35 sec turn, 8,97 sec game
2:    - Rampage: 6,68 sec turn, 118,72 sec game
2:    - Bodyguard: 3,87 sec turn, 60,15 sec game
2:    - Recover: 0 sec turn, 0,1 sec game
2:    - Caravan: 0 sec turn, 0 sec game
2:    - Hunter: 0,14 sec turn, 1,52 sec game
2:    - Airlift: 0 sec turn, 0,01 sec game
2:    - Diplomat: 0,07 sec turn, 1,09 sec game
2:    - Air: 2,02 sec turn, 24,38 sec game
2:    - Explore: 0,14 sec turn, 4,25 sec game
2:   fstk: 0,86 sec turn, 75,39 sec game
2:   Settlers: 0 sec turn, 0,71 sec game
2:   Workers: 0 sec turn, 0,96 sec game
2:   Government: 0,16 sec turn, 3,43 sec game
2:   Taxes: 0 sec turn, 0 sec game
2:   Cities: 0 sec turn, 130,1 sec game
2:    - Buildings: 0 sec turn, 4,36 sec game
2:    - Danger: 4,65 sec turn, 52,86 sec game
2:    - Worker want: 0 sec turn, 4,29 sec game
2:    - Military want: 0 sec turn, 106,69 sec game
2:    - Settler want: 0 sec turn, 13,81 sec game
2:   Citizen arrange: 0,18 sec turn, 4,68 sec game
2:   Tech: 0 sec turn, 0,03 sec game
It seems clear that auto_arrange_workers() is not the big bottleneck I
thought it was. Nor is the government code, which may be annoying on game
start, but during the game is not much of a CPU drain. At least I can rest
comfortably knowing that my gen eff AI code is, after all, quite fast.
  - Per
 
 
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