Complete.Org: Mailing Lists: Archives: freeciv-dev: October 2001:
[Freeciv-Dev] Re: [patch] amortize
Home

[Freeciv-Dev] Re: [patch] amortize

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Chris Guest <chris.guest@xxxxxxxxxxxx>
Cc: "freeciv-dev@xxxxxxxxxxx" <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [patch] amortize
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Wed, 31 Oct 2001 11:22:25 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

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


[Prev in Thread] Current Thread [Next in Thread]