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[Freeciv-Dev] Re: CSS was: Re: auto settlers rework

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To: Cyrill von Planta <pla@xxxxxxxxxxxxxxxx>
Cc: Christian Knoke <ChrisK@xxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: CSS was: Re: auto settlers rework
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Wed, 23 Jan 2002 09:23:35 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Wed, Jan 23, 2002 at 03:42:50AM +0100, Cyrill von Planta wrote:
> Raimar Falke wrote:
> > 
> > On Tue, Jan 22, 2002 at 07:04:38PM +0100, Christian Knoke wrote:
> > >
> 
> > > > > > The only way AFAIK is to increase the time horizon of the
> > > > > > calculation. The current server auto-settler code is based on 24 
> > > > > > turns
> > > > > > (the famous MORT constant). This means that the action which would
> > > > > > yield the most benefit in the next 24 turns is considered.
> > >
> > 
> > > The time horizon is not linear. Things I can achieve (points I can get)
> > > earlier in the game are more valueable than things I get later.
> 
> > 
> > As little interaction as possible. I would prefer to add another
> > layer/agent on top of these which changed the weights according to
> > some algo. But I agree it should be possible to add extra city
> > depending weights.
> 
> just an idea:
> this algo could be temporal difference learning. this algorithm doesn't
> require a completely correct or complete (freeciv)world model to learn
> "good" weights.  this means it could probably do meaningfull actions
> without too much computation.
> it also incorporates the concept of a discounted sum of future rewards.

Not in the SMA. You may build something like this which controls the
SMA.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "> WHY?! Isn't it better to put $(shell cat cscope.files) on the list of
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  are relatively new to some of us..."
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