[Freeciv-Dev] Re: auto settlers rework
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On Thu, Jan 24, 2002 at 05:20:26PM +0000, Gregory Berkolaiko wrote:
> --- Jason Short <vze2zq63@xxxxxxxxxxx> wrote:
> > Raimar Falke 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.
> > >
> > > Example:
> > > build a rail at the current tile:
> > > - time to move to the target: 0 turns
> > > - time to create the improvement: 3 turns
> > > - benefit per turn: 1 trade
> > > - number of effective turns: 24-0-3=21
> > > - total benefit: 21*1 trade=21 trades
> > >
> > > build a mine some distance away:
> > > - time to move to the target: 10 turns
> > > - time to create the improvement: 10 turns
> > > - benefit per turn: 3 shields
> > > - number of effective turns: 24-10-10=4
> > > - total benefit: 4*3 shield=12 shields
> > >
> > > So the total benefit of the second will increase with a larger time
> > > horizon.
>
> Excuse me, where did you get this formula? Syela might be a messy
> programmer, but he usually had better (or at least more complicated)
> ideas than that.
I created it by the little I know about the AI (benefit, MORT) and
some own thinking. It may be (too) easy but at least I understand it
fully.
> Linear value decrease for something that doesn't age is not a good
> model.
I don't understand this.
> > The ideal benefit calculation would calculate all the benefit over all
> > the possible choices of work the settlers could do: i.e.
>
> I'm not sure this is a good value-for-CPUtime choice.
>
> The current implementation (if you really understand it, which is
> problematic) contains enough parameters to allow you to choose actions
> maybe not 100% optimal but good enough to sustain good progress.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
Tank: So what do you need? Besides a miracle.
Neo: Guns. Lots of guns.
-- From The Matrix
- [Freeciv-Dev] Re: CSS was: Re: auto settlers rework, (continued)
- [Freeciv-Dev] Re: CSS was: Re: auto settlers rework, Jules Bean, 2002/01/22
- [Freeciv-Dev] Re: CSS was: Re: auto settlers rework, Ross W. Wetmore, 2002/01/22
- [Freeciv-Dev] Re: CSS was: Re: auto settlers rework, Raimar Falke, 2002/01/23
- [Freeciv-Dev] Re: CSS was: Re: auto settlers rework, Christian Knoke, 2002/01/23
- [Freeciv-Dev] Re: CSS was: Re: auto settlers rework, Raimar Falke, 2002/01/23
- [Freeciv-Dev] Re: CSS was: Re: auto settlers rework, Cyrill von Planta, 2002/01/22
- [Freeciv-Dev] Re: CSS was: Re: auto settlers rework, Raimar Falke, 2002/01/23
- [Freeciv-Dev] Re: auto settlers rework, Gregory Berkolaiko, 2002/01/24
- [Freeciv-Dev] Re: auto settlers rework,
Raimar Falke <=
- [Freeciv-Dev] Re: auto settlers rework, Gregory Berkolaiko, 2002/01/24
- [Freeciv-Dev] Re: auto settlers rework, Raimar Falke, 2002/01/24
[Freeciv-Dev] Re: auto settlers rework, Raimar Falke, 2002/01/21
[Freeciv-Dev] Re: auto settlers rework, Paul Zastoupil, 2002/01/22
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