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[Freeciv-Dev] Re: PATCH: AI cleanup Version 2
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[Freeciv-Dev] Re: PATCH: AI cleanup Version 2

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To: rf13@xxxxxxxxxxxxxxxxxxxxxx, Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>
Cc: Raahul Kumar <raahul_da_man@xxxxxxxxx>, freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: PATCH: AI cleanup Version 2
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Thu, 29 Nov 2001 02:29:17 -0800 (PST)

--- Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx> wrote:



> > > +   Returns the minimal amount of turns required to reach the given
> > > +   destination position. The actual turn at which the unit will
> > > 
> > > +   reach the given point depends on the movement points it has
> > > remaining.
> > > 
> > > reach the given point depends on the movement points it has remaining
> > > and the distribution of the total costs.
> > > 
> > > +   For example: Unit has a move rate of 3, path cost is 5, unit has 2
> > > +   move points left
> > > +   path1 costs: first tile = 3, second tile = 2
> > > 
> > > I want to point out that the goto agent has made this right. E.g. it
> > > has simulated each turn and hasn't just added all the costs.
> > 
> > I want to point out that the nature of movement is probabilistic so I am
> > very surprised at your ability to simulate each turn.
> 
> Yes. This adds another layer of complexity. So we have:
> 
> current server implementation: not accurate for land units
> move agent: provides an upper bound (the actual move can be made faster)
> correct solution: not easy and has to use probabilities

Do we gain any benefit from the correct solution? AFAIK this is only used to
roughly estimate when the units will arrive there.

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