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[Freeciv-Dev] Re: [patch] amortize
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To: "hawk@xxxxxxxxxxxxxxxxxxxxxxx" <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Cc: "freeciv-dev@xxxxxxxxxxx" <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [patch] amortize
From: Chris Guest <chris.guest@xxxxxxxxxxxx>
Date: Wed, 31 Oct 2001 20:18:08 +1000

When I was testing this patch I used this method:

(1) set aifill 30
(2) save game
for each civserver binary:
        (3) load game with compiled code
        (4) just click 'turn done' until murdered.

I tried this with a variety of binaries, several times. As games are
largely deterministic (apart from hut contents etc), I noticed that
their were minor differences between ai behaviour (such as different
ai players killing me etc).

I haven't noticed anything startlingly different between the original
and the patched version.

I think I'll take Ross Wetmore's advice and do some CPU time
comparisons of the different algorithms.



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