Complete.Org: Mailing Lists: Archives: freeciv-ai: February 2006:
[freeciv-ai] Re: AI Explorer Improvement Idea
Home

[freeciv-ai] Re: AI Explorer Improvement Idea

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Kenneth Strom <the_one_relic@xxxxxxxxx>
Cc: freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Re: AI Explorer Improvement Idea
From: Jason Dorje Short <jdorje@xxxxxxxxxxxx>
Date: Sun, 26 Feb 2006 00:38:56 -0500

There is already such an algorithm in place.

* Each tile is given an "exploration value".
* A search is done outward from the explorer looking for tiles to explore.
* Each tile's goodness is then ammortized by the time it would take to get there.
* Finally the best tile is taken and the explorer heads there.

It's still 1-dimensional in that it doesn't consider that you can explore some tiles on the way to others for instance.

The main problem is that the exploration value isn't very good. For instance tiles working by cities need to have an incredibly high exploration value. Tweaking the values could probably give better results if you've got the time to test it out a lot.

-jason




[Prev in Thread] Current Thread [Next in Thread]