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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-dev <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Comments on CMA 2.6
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 23 Oct 2001 14:15:28 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Tue, Oct 23, 2001 at 01:41:28PM +0200, Christian Knoke wrote:
> 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?

Yes. Just multiply all weights by 100. So you have core weights (which
are ints and always >1) and floating point interface weights.

> > > 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

So "finish current"=shield_stock-cost?!

> 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).

Why?

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
  Microsoft does have a year 2000 problem. I'm part of it. I'm running Linux.


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