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[Freeciv-Dev] Re: [Patch] [RFC] Path finding version 14
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[Freeciv-Dev] Re: [Patch] [RFC] Path finding version 14

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To: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Cc: freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [Patch] [RFC] Path finding version 14
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Mon, 16 Sep 2002 19:28:48 +0200

On Mon, Sep 16, 2002 at 04:55:48PM +0100, Gregory Berkolaiko wrote:
> On Mon, 16 Sep 2002, Raimar Falke wrote:
> 
> > On Sun, Sep 15, 2002 at 07:21:58PM +0100, Gregory Berkolaiko wrote:
> > > On Sun, 15 Sep 2002, Gregory Berkolaiko wrote:
> > > 
> > > 
> > > And the last version of the patch.  First it makes one test run for all
> > > units, both PF algorithms are used and if a difference in results is
> > > detected, the whole thing aborts.  Then 100 runs of each algorithm for
> > > each unit are done and the times are printed.
> > > 
> > > Usage: 
> > > 1. Apply the patch to latest CVS.
> > > 2. Load the attached game, connect, start and press Turn Done.
> > > 3. Watch the output in the server screen.
> > 
> > Patch from x2 to x3 attached.
> 
> Patch from x3 to x4 is attached.  Several mistakes fixed.  Added support 
> for sea-going (non-sinking) and IGTER units.
> 
> Savegame runs smoothly, apart from occasional non-unique path with a given 
> COP hiccup.  

> GB_pf is at least 2 times faster than RF_pf.  Hopefully this settles
> the choice of implementation.

Mhhh. This is odd. Both use exactly the same amount of external
functions. Lets see if you have implemented all functionality
(move_backward, ignore_enemy, goto_move_restriction and
is_position_dangerous). This should at least add some ifs in the hot
path (or an extra call in the is_position_dangerous case). We should
maybe also run some tests if asserts disabled.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
  "brand memory are for windows users that think their stability
   problems come from the memory"
    -- bomek in #freeciv


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