[Freeciv-Dev] Re: [patch] amortize
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
On Wed, Oct 31, 2001 at 08:18:08PM +1000, Chris Guest wrote:
> 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).
Try using the randseed and seed options. Try using the Autogame
feature (see freeciv_hackers_guide.txt).
> 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.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"Any sufficiently advanced technology is indistinguishable from magic."
-- Arthur C. Clarke
|
|