[Freeciv-Dev] Re: [patch] amortize
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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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