[Freeciv-Dev] Re: Path-finding in the presence of danger
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On Mon, 7 Oct 2002 rf13@xxxxxxxxxxxxxxxxx wrote:
> On Mon, Oct 07, 2002 at 12:32:11PM +0100, Gregory Berkolaiko wrote:
> > On Mon, 7 Oct 2002 rf13@xxxxxxxxxxxxxxxxx wrote:
> >
> > > > BTW, I have serious reason to believe that it will be _very_ difficult
> > > > to
> > > > find the best micro-path using extra_cost and COP. I am pretty sure
> > > > your
> > > > algorithm will also fail to do it in one way or other, but I will need
> > > > to
> > > > understand it more, so please help me here.
> > >
> > > Why is it difficult? You only have to provide the _exact_ last macro
> > > path destination state as the start of micro path searching. This is
> > > the reason for the extra start_* parameter of plain_get_map.
> >
> > Here is an example on which your algorithm will choke, AFAIU:
> > d
> > / \
> > A B
> > \ /
> > e
> >
> > Capital letters (A,B) are safe. d and e are dangerous (no stop possible).
> > Unit starts in A with full 6 MPs. Move costs are:
> > A-d: 3 MP
> > d-B: 3 MP
> > A-e: 6 MP
> > e-B: 3 MP
> >
> > Extra costs
>
> > (when converted to move points)
>
> You can't do this. There is no limit on how large a COP may get per
> turn. Next example please ;)
*sigh* Sometimes I feel like we live on different planets...
Let me put it this way:
extra costs of tiles are:
6 for d and 0 for everything else.
and the get_COP used is
BMC_of_path + EC_of_path
Before any more nitpicks come my way, I would like to point out that all
turn modes are equivalent in this example.
>
> > are:
> > A, B, e: 0 MP
> > d : 6 MP
> >
> > The run of plain_map1 in expand() will rightly conclude that the safe tile
> > B is reachable within one turn. The run of plain_mp2 will conclude that
> > the best way to reach B, taking into account extra costs, is by following
> > A-e-B. Unfortunately this path involves a stop at e and is therefore not
> > possible.
> >
> > The algorithm I was proposing in the notes breaks on a more sophisticated
> > example but it breaks all the same.
> >
> > > > It is still possible to take into account the extra cost of the
> > > > non-dangerous tiles. This does make certain sense: you are not going
> > > > to
> > > > stop at the dangerous tiles, so it does not matter whether they are
> > > > nice
> > > > or not.
> > >
> > > I don't understand you.
> >
> > What I am saying is that we should postulate that extra cost of a
> > dangerous tile is 0. Otherwise path finding might not be possible (in a
> > reasonable way, not enumeration of _all_ paths).
> >
> > The above postulate is actually quite reasonable: since we are not going
> > to stop at a dangerous tile, we won't collect whatever extra cost it has.
>
> Raimar
- [Freeciv-Dev] Re: Path-finding in the presence of danger, rf13, 2002/10/04
- [Freeciv-Dev] Re: Path-finding in the presence of danger, Gregory Berkolaiko, 2002/10/04
- [Freeciv-Dev] Re: Path-finding in the presence of danger, rf13, 2002/10/07
- [Freeciv-Dev] Re: Path-finding in the presence of danger, Gregory Berkolaiko, 2002/10/07
- [Freeciv-Dev] Re: Path-finding in the presence of danger, rf13, 2002/10/07
- [Freeciv-Dev] Re: Path-finding in the presence of danger,
Gregory Berkolaiko <=
- [Freeciv-Dev] Re: Path-finding in the presence of danger, Raimar Falke, 2002/10/08
- [Freeciv-Dev] Re: Path-finding in the presence of danger, Gregory Berkolaiko, 2002/10/08
- [Freeciv-Dev] Re: Path-finding in the presence of danger, Raimar Falke, 2002/10/08
- [Freeciv-Dev] Re: Path-finding in the presence of danger, Raimar Falke, 2002/10/09
- [Freeciv-Dev] Re: Path-finding in the presence of danger, Gregory Berkolaiko, 2002/10/09
- [Freeciv-Dev] Re: Path-finding in the presence of danger, Raimar Falke, 2002/10/09
- [Freeciv-Dev] Re: Path-finding in the presence of danger, Gregory Berkolaiko, 2002/10/09
- [Freeciv-Dev] Re: Path-finding in the presence of danger, Raimar Falke, 2002/10/10
- [Freeciv-Dev] Re: Path-finding in the presence of danger, Gregory Berkolaiko, 2002/10/10
- [Freeciv-Dev] Re: Path-finding in the presence of danger, Raimar Falke, 2002/10/10
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