Complete.Org: Mailing Lists: Archives: freeciv-dev: May 2002:
[Freeciv-Dev] Re: dynamic timeout (PR#1356)
Home

[Freeciv-Dev] Re: dynamic timeout (PR#1356)

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: freeciv-dev@xxxxxxxxxxx
Cc: bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: dynamic timeout (PR#1356)
From: Reinier Post <rp@xxxxxxxxxx>
Date: Sat, 11 May 2002 16:53:37 -0700 (PDT)

On Wed, Apr 03, 2002 at 10:55:44PM +0200, Raimar Falke wrote:

[...]

> > > > Description:
> > > >   Every <turn> turns, add <value> to timeout timer, 
> > > >   then add <turninc> to <turn> and multiply <value> 
> > > >   by <valuemult>.
> > > 
> > > Can you also post a formula?
> > 
> > no. the best formula is in update_timeout in gamehand.c
> > this description is probably the most concise rendering of the algorithm
> > (good job Per)
> 
> number of times the values were updated = k(turn) =
>  -0.25 + sqrt((game.timeoutint^2)/(game.timeoutintinc^2) + 
> (2*turn-game.timeoutint)/game.timeoutintinc + 0.25)
> 
> timeout(k) = game.timeout + game.timeoutinc * (game.timeoutincmult^k - 
> 1)/(game.timeoutincmult - 1)
> 
> All game.* values are the initial ones.

Ah, so it's exponential after all.

This seems a mistake.  Look at how the game size grows quadratically,
not exponentially, in every game on civserver.freeciv.org (watch the
post-game plots).

-- 
Reinier



[Prev in Thread] Current Thread [Next in Thread]