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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: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [Wishlist] Attitude manager (agent and AI)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 4 Mar 2002 20:24:50 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Mon, Mar 04, 2002 at 07:02:52PM +0000, Gregory Berkolaiko wrote:
> On Mon, 4 Mar 2002, Raimar Falke wrote:
> 
> > On Mon, Mar 04, 2002 at 05:42:25PM +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
> > > > 
> > > > I don't know how this relates to CMA and I don't know what target
> > > > multipliers you mean.
> > 
> > > Now let's consider evaluating impact of a Cathedral.  The algorithm number
> > > 2 above will not give us anything useful (unless the whole city changes
> > > it's happiness status).
> > 
> > I don't see a big problem in creating a happiness surplus value based
> > on the ppl_* arrays.
> 
> Well it would be useless, that's the problem.  The value of happiness is 
> to allow more people to work.  To estimate the effect of them working 
> you'd need to estimate F/S/T obtained through their (best) placement.  AI 
> can do it poorly for itself, CMA can do it perfectly for the human.

It is possible to estimate it. I don't know how good.

If you do this client side only the CMA doesn't need to be
changed. Just do pcity->size++, query the CMA and do a pcity->size--.

> > > Why?  Because the prime purpose of the Cathedral is to allow us to
> > > send Elvises to work in the field (Cultural Revolution sort of
> > > thing).  And that requires a bit more consideration than
> > > refresh_city.  How would the freed workers be put?  What are our
> > > production targets?  This is the knowledge that CMA possesses.  So
> > > instead of refresh_city above, you would call cma_refresh_city for
> > > happiness-related buildings.
> > 
> > I had similar problem in the SMA (settler management agent). If you
> > plan to build a city you have to estimate the output of it. For this
> > you have to have something like a CMA (but for virtual cities).
> 
> The only difference is that in "my" case you know the CMA weights.  
> So the solution for SMA would be (also user-supplied) default CMA 
> settings.  Sort of "what do you want from your next city?"  "I want a lot 
> of trade and just enough food and production".

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
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