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[Freeciv-Dev] Re: [Wishlist] Attitude manager (agent and AI)
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[Freeciv-Dev] Re: [Wishlist] Attitude manager (agent and AI)

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To: Tony Stuckey <stuckey@xxxxxxxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [Wishlist] Attitude manager (agent and AI)
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Mon, 4 Mar 2002 17:56:31 +0000 (GMT)

On Mon, 4 Mar 2002, Tony Stuckey wrote:

> On Mon, Mar 04, 2002 at 12:11:28PM +0000, Gregory Berkolaiko wrote:
> > 
> > So I would suggest the following extension to the CMA: once the target 
> > multipliers are set, you should be able to evaluate the effect of building 
> > a happiness-related improvement.  It would output (for user) the increase 
> > in surpluses you'd be able to get (maybe minus the cost of the 
> > upkeep).  And for AI you just need to combine 
> > the values of increases multiplied by their _WEIGHTINGs
> 
>       We already do.  worst_worker_tile_value() is used for this purpose
> already for luxury improvements -- we assume every newly content worker can
> find a tile to work which is as useful as the worst one we are working.
> ai/advdomestic.c, line 225 or so.

True.  So why not do the same for the user?  Only without the 
approximation.  And with variable targets, obtained from CMA.  
And eventually, when CMA is incorporated into AI as well, AI will get to 
benefit from it too.

>       Happiness buildings are evaluated through building_value(), which
> is another obvious target for number -> enum cleanups.  Does anyone
> remember offhand what happiness[4] is?  We need enums like
> HAPPY_AFTER_MARTIAL_LAW, HAPPY_AFTER_LUXURY, etc.

that's what displayed in city Happiness panel in the fifth row, isn't it 
;)

G.




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