[Freeciv-Dev] Re: Comments on CMA 2.6
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Am Montag, 22. Oktober 2001 05:26 schrieb Jason Dorje Short:
> Christian Knoke wrote:
> > Am Sonntag, 21. Oktober 2001 21:20 schrieb Raimar Falke:
> > > On Sun, Oct 21, 2001 at 08:41:05PM +0200, Christian Knoke wrote:
> > > > Am Sonntag, 21. Oktober 2001 19:51 schrieb Raimar Falke:
> > > > > 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?
> > > >
> > > > Yes. So the maximal ratio is 1:25, i.e. give up 25 food for
> > > > a single shield (f=25, s=1). That is pretty much. 1..10 or
> > > > even 1..5 would be sufficient, don't you think so? I never
> > > > want to loose 10 gold for 1 shield e.g. On the other hand,
> > > > if you reintroduce the zero, one could claim the food (surplus)
> > > > not to be weighted at all. Or do I miss something?
> > >
> > > With say 1..5 you may not be able to set every ratio. For example
> > > the current server ai has:
> > >
> > > #define FOOD_WEIGHTING 19
> > > #define SHIELD_WEIGHTING 17
> > > #define TRADE_WEIGHTING 12
> >
> > Well, these are valid for the whole game, whilst the human user
> > adapts the values to the actual game needs.
>
> Right; Raimar's point was that with 3 resources (food, shield,
> trade), you need more options to be able to get any possible ratio
> you might need.
I did understand Raimar's point; my point was, when I'm playing,
I always have a clear preference what my cities shall do at a given
time: grow, research, produce, aso. The CMA (better name for it?)
gives me the tool to realize these preferences. I won't do strange
calculations for the weights, with a result e.g. as above. What is
needed, is a good way to *change* the preferences.
When I'm producing units, I want probably a 1:4 ratio for gold vs.
shields, or at most 1:5. When I'm producing a marketplace, I won't
go over 1:2, because I can buy each shield for 2 golds.
>
> Also, a 25:1 prod:trade weight might be desired if you want
> production to be your only consideration, with trade being considered
> only as a tiebreaker.
For that case, I suggested a 0 (zero) weight. Everything considered
as not important can have a 0. Then setting prod=5 and trade=1 gives
you that. But you won't go over 1:5, because money can buy units, too.
Or, lets say 1:8, then you're on the safe side.
>
> Really, though, all these numbers are cool if you want to absolutely
> micro-manage but not so useful if you are a beginning player. What
> about having two ways to enter the values: a drop-down menu with
> easily understood options like "very important", "somewhat
> important", ..., "unimportant" as well as a textbox entry that
> experienced players can use to get any combination they want. (This
> leads to more customization possibilities, but they can be added
> later if desired.)
A textbox entry is not an option, I think, not even for experienced
players. Personally, I don't like drop-down menues, too. About the
option names, I think numbers are quite clear; just call it "weights".
Checkboxes or sliders will do (we're talking about the right side
sliders).
Idea: what about a logarithmic scale for the weights; or a linear
or whatever scale: (0, 1, 1.5 , 2.1 , 3, 4.5, 6) ? That's not
accidentally: a 1:1.5 ratio is probably useful.
The CMA is very fine tunable, but you don't want to confront the user
with his complexity - and there is no need to do so. The best we can
do is make it handy, so that most people can use it.
<speculating about the future> When we have a CMAMA, it probably
can make most use of the CMAs options </speculating about the future>
> > > No problem of expanding the value range.
> >
> > But a problem for the user to set the right value.
>
> Not if you allow the user to enter a textbox (integer) value rather
> than use a slider.
see above.
Christian
--
* Christian Knoke +49 4852 92248 *
* D-25541 Brunsbuettel Wurtleutetweute 49 *
* * * * * * * * * Ceterum censeo Microsoft esse dividendum.
- [Freeciv-Dev] Re: Comments on CMA 2.6, (continued)
- [Freeciv-Dev] Re: Comments on CMA 2.6, Christian Knoke, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raimar Falke, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Christian Knoke, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Daniel L Speyer, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raimar Falke, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Christian Knoke, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raimar Falke, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Christian Knoke, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Jason Dorje Short, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raimar Falke, 2001/10/22
- [Freeciv-Dev] Re: Comments on CMA 2.6,
Christian Knoke <=
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raimar Falke, 2001/10/22
- [Freeciv-Dev] Re: Comments on CMA 2.6, Christian Knoke, 2001/10/23
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raimar Falke, 2001/10/23
- [Freeciv-Dev] Re: Comments on CMA 2.6, Christian Knoke, 2001/10/23
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raimar Falke, 2001/10/23
- [Freeciv-Dev] Re: Comments on CMA 2.6, Christian Knoke, 2001/10/23
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raimar Falke, 2001/10/24
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raahul Kumar, 2001/10/24
- [Freeciv-Dev] Re: Comments on CMA 2.6, Christian Knoke, 2001/10/24
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raahul Kumar, 2001/10/24
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