[freeciv-ai] Re: A TODO item
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New patch. Comments below.
Benoit Hudson wrote:
Generally a good idea. I thought the AI already did it, but I guess I'm
wrong :)
Is in the TODO list of items in a post of Per...
There's a number of WAGs here that should be documented and made in to
constants so we can play with them more easily.
There is only a WAG now.
+ tech_want = MAX(2, tech_want / 20);
this is mysterious: why 20? why 2?
Now it only has a division by 20.
The idea here is to not interfere so much with the tech want code
distributed all around.
+ /* now, we rise want for prerequisites */
+ tech_type_iterate(k) {
+ if (is_tech_a_req_for_goal(pplayer, k, tech_obs)) {
+ pplayer->ai.tech_want[k] += tech_want / 2;
why tech_want / 2 rather than tech_want ?
Here, the idea is to only influence a little the tech decision code
with respect to the prerequisites of the obsoleting tech.
diff -b -ruN -Xfreeciv-2.0.1/diff_ignore freeciv-2.0.1/ai/aitech.c
freeciv-2.0.1-ai_research/ai/aitech.c
--- freeciv-2.0.1/ai/aitech.c 2005-04-01 06:10:17.000000000 +0200
+++ freeciv-2.0.1-ai_research/ai/aitech.c 2005-06-02 11:35:29.000000000
+0200
@@ -260,6 +260,100 @@
}
/**************************************************************************
+ This function does 2 things:
+ 1. Stimulate research want of obsoleting techs for enemy wonders
+ 2. Decrease research want of obsoleting techs for our wonders
+**************************************************************************/
+static void ai_modify_wonders_tech_want(struct player *pplayer)
+{ int city_id = 0;
+ struct city *pcity;
+ int tech_obs = 0, tech_want = 0, i = 0;
+
+ if (is_barbarian(pplayer)|| !pplayer->is_alive) {
+ return;
+ }
+
+#define TURNS_TECH_WANT_INCR 20
+ /* calculate the want incr. for obsoleting tech */
+ tech_type_iterate(i) {
+ if (pplayer->ai.tech_want[i] > tech_want) {
+ tech_want = pplayer->ai.tech_want[i];
+ }
+ } tech_type_iterate_end;
+ tech_want = tech_want / TURNS_TECH_WANT_INCR; /* we've got it */
+#undef TURNS_TECH_WANT_INCR
+
+ /* searching for the obsoleting techs of current enemy wonders */
+ for (i = 0; i <= B_LAST; i++) {
+ if (improvement_exists(i) && is_wonder(i) && !wonder_obsolete(i)) {
+ city_id = game.global_wonders[i];
+ pcity = find_city_by_id(city_id);
+ if (pcity) {
+ if (pplayers_at_war(pplayer, city_owner(pcity))) {
+ tech_obs = improvement_types[i].obsolete_by;
+ if (tech_exists(tech_obs) && tech_is_available(pplayer, tech_obs)) {
+ pplayer->ai.tech_want[tech_obs] += tech_want;
+ freelog(LOG_NORMAL, "ai_modify_wonders_tech_want of %s "
+ "stimulating %s with %d (%d)",
+ pplayer->name, get_tech_name(pplayer, tech_obs), tech_want,
+ pplayer->ai.tech_want[tech_obs]);
+
+ /* now, we rise want for prerequisites */
+ tech_type_iterate(k) {
+ if (is_tech_a_req_for_goal(pplayer, k, tech_obs)) {
+ pplayer->ai.tech_want[k] += tech_want / 2;
+ freelog(LOG_NORMAL, "ai_modify_wonders_tech_want of %s "
+ "stimulating prereq %s with %d (%d)",
+ pplayer->name, get_tech_name(pplayer, k), tech_want /
2,
+ pplayer->ai.tech_want[k]);
+ }
+ } tech_type_iterate_end;
+
+ }
+ }
+ }
+ }
+ }
+
+ /* searching for the obsoleting techs of current owned wonders */
+ for (i = 0; i <= B_LAST; i++) {
+ if (improvement_exists(i) && is_wonder(i) && !wonder_obsolete(i)) {
+ city_id = game.global_wonders[i];
+ pcity = find_city_by_id(city_id);
+ if (pcity) {
+ if (pplayer == city_owner(pcity)) {
+ tech_obs = improvement_types[i].obsolete_by;
+ if (tech_exists(tech_obs) && tech_is_available(pplayer, tech_obs)) {
+ if (pplayer->ai.tech_want[tech_obs] >= 0) {
+ pplayer->ai.tech_want[tech_obs] -= tech_want;
+ }
+ freelog(LOG_NORMAL, "ai_modify_wonders_tech_want of %s "
+ "decreasing %s with %d (%d)",
+ pplayer->name, get_tech_name(pplayer, tech_obs), tech_want,
+ pplayer->ai.tech_want[tech_obs]);
+
+ /* now, we decrise want for prerequisites */
+ tech_type_iterate(k) {
+ if (is_tech_a_req_for_goal(pplayer, k, tech_obs)) {
+ if (pplayer->ai.tech_want[k] >= 0) {
+ pplayer->ai.tech_want[k] -= tech_want / 2;
+ }
+ freelog(LOG_NORMAL, "ai_modify_wonders_tech_want of %s "
+ "decreasing prereq %s with %d (%d)",
+ pplayer->name, get_tech_name(pplayer, k), tech_want /
2,
+ pplayer->ai.tech_want[k]);
+ }
+ } tech_type_iterate_end;
+
+ }
+ }
+ }
+ }
+ }
+
+}
+
+/**************************************************************************
Key AI research function. Disable if we are in a team with human team
mates in a research pool.
**************************************************************************/
@@ -278,6 +372,9 @@
}
} players_iterate_end;
+ /* we instruct the AI to count on the wonders before selecting a tech */
+ ai_modify_wonders_tech_want(pplayer);
+
ai_use_gov_tech_hint(pplayer);
ai_select_tech(pplayer, &choice, &goal);
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