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[Freeciv-Dev] Re: Comments on CMA 2.6
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[Freeciv-Dev] Re: Comments on CMA 2.6

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To: Christian Knoke <ChrisK@xxxxxxxx>
Cc: Freeciv Developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Comments on CMA 2.6
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Sun, 21 Oct 2001 19:51:01 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Sun, Oct 21, 2001 at 07:26:15PM +0200, Christian Knoke wrote:
> Am Sonntag, 21. Oktober 2001 15:01 schrieb Raimar Falke:
> > On Sun, Oct 21, 2001 at 01:29:42PM +0200, Christian Knoke wrote:
> > > Am Sonntag, 21. Oktober 2001 09:08 schrieb Raimar Falke:
> > > > On Sun, Oct 21, 2001 at 12:54:23AM +0200, Christian Knoke wrote:
> > > > > The resolution for the sliders is to high.
> > > >
> > > > I don't understand.
> > >
> > > Left side sliders: You'll never need -2..-20 surplus for anything.
> > > Just allow negative surplus or not.
> >
> > Ack.
> >
> > > Why not: (negative, 0, positive) three possibilities, where
> > > positive is just (+1).
> >
> > No. You may need +2 or +3 to finish your unit in n turns. So a slider
> > is still needed.
> 
> Yes, but really really seldom. You'd rather buy. Too much hassle with
> the agent. In high production phases, you would need to set +30 e.g.

No problem of expanding the value range.

> > > Right side sliders: Just (0, 12, 25).
> >
> > I think more steps are necessary. Not 25 but more. Also note that you
> > may not be able to express everything with say 4 steps (1,2,3,4).
> >
> > > I don't know what algorithm you used, are these numbers weights?
> >
> > Yes.
> 
> Ok. Then I have to ask: what scale did you use? What is G=1 vs. 
> P=10 e.g. Sorry that I ask, I should read the source, probably.
> I think there should be weights that behave like 1:2, 1:3, 1:4,
> and 1:5.

Example with only two stats: food and shield. The city may provide the
following combinations (all surplus): (f=0,s=10), (f=2,s=7),
(f=11,s=2) and (f=12,s=-1). You now search the maximal sum of
sum=food_weight*food_surplus+shield_weight*shield_surplus.

food_weight shield_weight best_sum  best_combination
    1             1           13      (f=11,s=2)
    2             1           24      (f=12,s=-1)
    3             1           35      (f=11,s=2) or (f=12,s=-1)
    4             1           47      (f=12,s=-1)
   10             1           120     (f=12,s=-1)
    
    1             2           20      (f=0,s=10)
    1            10           100     (f=0,s=10)

Was this clear?

> > > Then what does the 0 means?
> >
> > You can't use the 0. 0 means no influence but this isn't what is
> > needed because every stat should have an influence.
> 
> Oh, it's 1..25 not 0..25, sorry.

        Raimar

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