[Freeciv-Dev] Re: [RFC] Caching AI values
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
On Tue, 19 Mar 2002, Raimar Falke wrote:
> On Tue, Mar 19, 2002 at 01:39:34PM +0000, Gregory Berkolaiko wrote:
> > While doing flying stuff, AI computes a few values which should be cached
> > (like the number of air targets around a city). I can see 2 approaches to
> > such caching:
> >
> > 1. Compute these values at the start of the AI player's turn.
> >
> > 2. Compute these values as needed and then record them into a struct
> > together with the time they were computed.
> >
> > I favour the second approach greatly. First, you don't have to trace the
> > spagetti AI calls to see to it that the values are initialized before
> > being accessed. Second, you don't have to decide beforehand if you should
> > waste CPU initializing them at all or it's too earely in the game to do
> > that (doesn't make much sense to count the number of air targets before
> > you discover Flight): in approach 2 they would be initialized as needed.
> >
> > But to execute 2nd approach efficiently, one has to have the "time"
> > concept. I remember Raimar and Co talking about game.turn variable or
> > somethign like this. My time has to be a bit more precise, I think: there
> > are two AI movement phases per turn and "time" should distinguish
> > between "turn 10 start-turn" and "turn 10 end-turn".
> >
> > Please provide me with insightful remarks and great suggestion on these
> > matters.
>
> IMHO the second approach favors the spagetti AI. I can image a
> description like "if foo is called from bar with option X than the
> value is updated else the value is set by foobar".
let's say "it adapts itself to the spagetti AI".
unfortunately, some aspects of AI are inherently spagetti.
> IMHO the granularity of pre-turn, post-turn is too coarse. But this
> depends on exactly what you try to measure.
Yes, it is a bit coarse but if you refine it further, these values will be
recalculated too often to give you any time saving.
> There is another solution possible:
> 3. Update the value whenever this is necessary
You probably mean "whenever environment changes". It is a very good
approach. But again there are arguments against it:
- too complicated: go trace all events which lead to "cnahge in
environment"
- you might be doing all this in vain --- how do you know that these
values will ever be accessed?
To implement 3 we would have to rewrite half of Freeciv to be event-driven
system.
- [Freeciv-Dev] [RFC] Caching AI values, Gregory Berkolaiko, 2002/03/19
- [Freeciv-Dev] Re: [RFC] Caching AI values, Raimar Falke, 2002/03/19
- [Freeciv-Dev] Re: [RFC] Caching AI values,
Gregory Berkolaiko <=
- [Freeciv-Dev] Re: [RFC] Caching AI values, Raimar Falke, 2002/03/19
- [Freeciv-Dev] Re: [RFC] Caching AI values, Tony Stuckey, 2002/03/19
- [Freeciv-Dev] Re: [RFC] Caching AI values, Gregory Berkolaiko, 2002/03/19
- [Freeciv-Dev] Re: [RFC] Caching AI values, Raimar Falke, 2002/03/19
- [Freeciv-Dev] Re: [RFC] Caching AI values, Gregory Berkolaiko, 2002/03/20
- [Freeciv-Dev] Re: [RFC] Caching AI values, Raimar Falke, 2002/03/21
- [Freeciv-Dev] Re: [RFC] Caching AI values, Gregory Berkolaiko, 2002/03/21
- [Freeciv-Dev] Re: [RFC] Caching AI values, Raimar Falke, 2002/03/21
- [Freeciv-Dev] Re: [RFC] Caching AI values, Ross W. Wetmore, 2002/03/22
- [Freeciv-Dev] Re: [RFC] Caching AI values, Gregory Berkolaiko, 2002/03/23
|
|