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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: freeciv-dev <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Comments on CMA 2.6
From: Christian Knoke <ChrisK@xxxxxxxx>
Date: Tue, 23 Oct 2001 13:41:28 +0200

Am Montag, 22. Oktober 2001 23:28 schrieb Raimar Falke:
> On Mon, Oct 22, 2001 at 10:51:45PM +0200, Christian Knoke wrote:

> > For that case, I suggested a 0 (zero) weight. Everything considered
> > as not important can have a 0.
>
> Technically the core CMA needs non-zero weights. However the
> interface doesn't have to use these weights. It may map them to other
> using a different scale of example.

The CMA core should have the ability of ignoring a sort of production
at all. E.g. in my games a food surplus is often wasted *at* *all*.
Is a 0.01 weight possible?

> > 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>
>
> CMAMA == CitizenMangementAgentMetaAgent??

yup

>
> Ok so for the weights we want between 5 to 8 values?! (the solution
> with the least work for me is to keep the current interface and just
> decrease the range).
>
> So what about the surplus (the left sliders)?

Am Sonntag, 21. Oktober 2001 19:39 schrieb Daniel L Speyer:
> On Sun, 21 Oct 2001, Christian Knoke wrote:
> > > > 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.
>
> I do this sort of thing very often.  If I'm using potentially
> high-prod cities where I cant afford to buy, or if I want enough
> armor or cruisers for a major assault some time in the next ten
> turns.  I would definitely want CMA to support this sort of strategy.

So if Daniel and others really need this - it means changing CMA's
setting for a single turn - why not take the needed shields from
the city info itself? That means that the CMA will pass control the 
very round after, but I think that is intended. So:

--------------------------------------------------------------------

Food:   X allow loss   X no loss   X surplus

Prod:   X allow loss   X no loss   X finish current

Gold:   X allow loss   X no loss  

...

--------------------------------------------------------------------

For the right side sliders I fancy a slider with values n of
(0, 1, 2, 3, 4, 5) mapped according weight = e ^ (( n - 1) / 2) to
(0, 1, 1.6, 2.7, 4.5, 7.4).

>
>       Raimar

Christian

-- 
* Christian Knoke                           +49 4852 92248 *
* D-25541 Brunsbuettel                  Wurtleutetweute 49 *
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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