[Freeciv-Dev] Re: stop ai from building useless buildings (2) (PR#1362)
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On Fri, 5 Apr 2002, Per I. Mathisen wrote:
> Changes from last patch:
> -> some formatting fixes & more meaningful variable names
> -> capital considered as a special case
> -> SAM restricted to coastline of safe continents
>
> I have also introduced a new handicap, H_EXPERIMENTAL, and a new
> difficulty level, 'experimental'. This is for testing of new AI changes.
> 'experimental' is just like 'hard' but with H_EXPERIMENTAL set.
>
> So, to test new AI code, do like this:
>
> if (ai_handicap(pplayer, H_EXPERIMENTAL) {
> /* experimental code */
> } else {
> /* old code */
> }
>
> Run a few dozen autogames to see if things improve or not. And then remove
> old code and handicap check before submitting.
>
> Here are my results from autogame pitfights:
> experimental vs hard: 52:39
>
> Not very meaningful, but:
> hard vs easy: 25:1
> experimental vs easy: 38:0
how you generate terrain, randomly?
you did big samples but I guess one can also do the following:
create a terrain with two players a and b
run with a being hard and b experimental
run with b hard and a experimental
if experimental wins both times -- you got yourself a _very_ nice
improvement.
I suspect civ_world can be used to carve special battlegrounds too.
> I think that is a nice improvement. I also think it is ready to go into
> cvs now.
Could you send me the H_EXPERIMENTAL patch separately, please (unless it's
going into CVS immediately).
G.
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