Re: [Freeciv-Dev] pollution and ai (PR#82)
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On Thu, Jul 29, 1999 at 07:04:23PM +0200, Reinier Post wrote:
> > I'm not sure if this is a bug or "feature"
> > But when I play against the ai, they don't seem to clean up their pollution
> > problems.
>
> This is a known problem.
They clean up some of them.
> > be coming from the ai. Is there anything I am missing or any patch?
>
> Not that I know of. The AI code should value pollution cleaning more.
> Probably a matter of tweaking the heuristics in auto_settler_findwork():
>
> http://www.freeciv.org/lxr/ident?i=auto_settler_findwork&v=cvs
The AI values pollution based on the value of the polluted square.
If an unproductive square, like a Tundra, Desert, etc becomes polluted, the
AI will ignore it.
We need a valuation which is less subjective. Pollution in PayCiv
has been -10 points per polluted square, so I have been testing a formula
based on that. It works much better.
The real trouble is that the relative weights of trade, production,
etc, come from hard-coded constants. Thus the AI values squares that
produce more shields over everything else when choosing squares to utilize
and terraform. This is quite brain-dead. The weights need to be adaptive.
--
Anthony J. Stuckey stuckey@xxxxxxxxxxxxxxxxx
"When I was young, the sky was filled with stars.
I watched them burn out one by one." -Warren Zevon
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