[Freeciv-Dev] (PR#2503) Starting position allocation
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Subject: |
[Freeciv-Dev] (PR#2503) Starting position allocation |
From: |
"Gregory Berkolaiko via RT" <rt@xxxxxxxxxxxxxx> |
Date: |
Fri, 6 Dec 2002 09:39:36 -0800 |
Reply-to: |
rt@xxxxxxxxxxxxxx |
Attached is the result of my hackery on Karen's patch #2. It has been
changed quite a bit, so please make sure the logic is preserved (this is
especially directed to Karen).
For those who are not aware of the issue: the allocation of the starting
positions is currently not very good, so if your map is small and players
are many, your game won't go beyond map generation stage.
Please look at this patch soon, I indend to commit it this weekend.
Best wishes,
G.
On Wed, 4 Dec 2002, Karen Yeats wrote:
> > 1. Adding goodness of an ocean tile to the each continent that can reach
> > it is AFAICT broken. Array conts is never initialized, but used.
> > There are at least a couple of ways that you can fix it.
>
> oops, fixed.
>
> > Also the idea of
> > adding an ocean tile to the continent which is distance 2 away makes me
> > think, why don't we add land tiles which are reachable from another
> > continent to that continent?
>
> I suppose that does make more sense and the extra time shouldn't be too
> problematic.
>
> > I know how to always find the best configuration, but it's a nice little
> > problem and you might enjoy doing it yourself. ;)
>
> I believe this is one method. Though it is very close to what I had
> before and so I'm quite willing to believe that a more efficient method
> exists.
>
> > Formulated in maths, it is
> > "Given k and a1, a2, a3, ...., an find the maximal d, s.t.
> > [a1/d] + [a2/d] + [a3/d] + ... + [an/d] >= k,
> > where [x] is the integer part of x."
>
> I think its actually even more subtle than that, say we have continents of
> value 12 and 9 and want 4 starting positions. Then d is also 4, but that
> just tells us to put at least 3 starting positions on the first and at
> least 2 on the second. 2 starting positions on each maximizes what I said
> I wanted to maximize. With the same situation except with value 8 for the
> smaller continent then 2 on each would again be fairest but minimum
> resources per starting position doesn't tell us this.
>
> Just finding d does what I said I wanted to do up to the nearest integer
> only.
>
> I guess what I really want to do is not only maximize the minimum value of
> starting positions (as rationals) but then break any ties that this might
> lead to (as in the 12 8 case) by minimizing the maximum value of starting
> positions. At the moment I don't see how to do this. Anyway here's a
> correction of the patch that at least does calculate d correctly and fixes
> the other things you wanted fixed, I'll have to keep thinking about this
> refinement. The one thing I can say is that I've tested this a bit and it
> doesn't come up very often.
>
> > > This patch solves only the first (solving the second without messing up
> > > anything will take some delicate balancing and is a problem for another
> > > day).
> >
> > Isn't the second problem just a matter of adjusting is_good_tile ?
>
> Yes, but finding the correct algorithm for the first problem was just a
> problem that needed thinking and then implementing whereas finding the
> correct weights doesn't seem like something I could determine just by
> thinking, rather I suspect quite a lot of experimenting will be in order.
>
? pitfight.sh
? pitfight_g.sh
? score.log
Index: server/mapgen.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/mapgen.c,v
retrieving revision 1.100
diff -u -r1.100 mapgen.c
--- server/mapgen.c 2002/11/14 09:15:04 1.100
+++ server/mapgen.c 2002/12/06 17:28:15
@@ -59,7 +59,6 @@
static int forests=0;
struct isledata {
- int x,y; /* upper left corner of the islands */
int goodies;
int starters;
};
@@ -940,171 +939,121 @@
/**************************************************************************
Allocate islands array and fill in values.
- Note this is only use for map.generator<=1, since others
+ Note this is only use for map.generator<=1 or >=5, since others
setups islands and starters explicitly.
**************************************************************************/
static void setup_isledata(void)
{
- int x;
- int good, mingood, maxgood;
- int riches;
- int starters;
- int isles, oldisles, goodisles;
- int guard1=0;
- int firstcont;
- int i;
-
- assert(map.num_continents>0);
+ /* this is an upper bound for the maximum number of
+ * continents which can see a given ocean tile */
+#define CITY_TILES (CITY_MAP_SIZE*CITY_MAP_SIZE)-4
+ int starters = 0;
+ int min, firstcont, i;
+
+ assert(map.num_continents > 0);
+
/* allocate + 1 so can use continent number as index */
- islands = fc_malloc((map.num_continents+1)*sizeof(struct isledata));
-
- /* initialize: */
- for(i=0; i<=map.num_continents; i++) {
- islands[i].x = islands[i].y = -1; /* flag */
- islands[i].goodies = islands[i].starters = 0;
- }
-
- /* get x and y positions: (top left) */
- whole_map_iterate(x, y) {
- int cont = map_get_continent(x, y);
- if (islands[cont].x == -1) {
- islands[cont].x = x;
- islands[cont].y = y;
- }
- } whole_map_iterate_end;
-
- /* Add up the goodies: for useable ocean, add value to continent
- for _every_ adjacent land tile. This is IMO not very good,
- because it adds potentially many times, and usable sea of
- distance 2 from land is ignored, but this re-produces the
- results of the previous method which used flood_fill(). --dwp
- This is also the correct place to add S_HUT bonus.
- */
- whole_map_iterate(x, y) {
- int cont = map_get_continent(x, y);
- if (cont != 0) {
- islands[cont].goodies += is_good_tile(x, y);
- if (map_has_special(x, y, S_HUT)) {
- islands[cont].goodies += 0; /* 3; *//* regression testing */
- }
- } else {
- assert(map_get_terrain(x, y) == T_OCEAN);
- /* no need to check is_sea_usable(x,y), because will
- only use for adjacent land (cont1>0) below */
- {
- int goodval = is_good_tile(x, y);
- square_iterate(x, y, 1, x1, y1) {
- int cont1 = map_get_continent(x1, y1);
- if (cont1 > 0) {
- islands[cont1].goodies += goodval;
- }
- }
- square_iterate_end;
- }
- }
- } whole_map_iterate_end;
+ islands = fc_calloc((map.num_continents + 1), sizeof(struct isledata));
- /* the arctic and the antarctic are continents 1 and 2 for generator>0*/
+ /* the arctic and the antarctic are continents 1 and 2 for generator>0 */
if ((map.generator > 0) && map.separatepoles) {
firstcont = 3;
} else {
firstcont = 1;
- }
- isles = map.num_continents+1;
-
- riches=0;
- for (x=firstcont; x<isles; x++) {
- riches+=islands[x].goodies;
}
-
- starters= 100; oldisles= isles+1; goodisles= isles;
- while( starters>game.nplayers && oldisles>goodisles ){
- freelog(LOG_VERBOSE, "goodisles=%i", goodisles);
- oldisles= goodisles;
- maxgood= 1;
- mingood= riches;
- good=0;
- goodisles=0;
- starters= 0;
-
-
- /* goody goody */
- for (x=firstcont;x<isles;x++) {
- islands[x].starters=0;
- if ( islands[x].goodies > (riches+oldisles-1)/oldisles )
- {
- good+=islands[x].goodies;
- goodisles++;
- if(mingood>islands[x].goodies)
- mingood= islands[x].goodies;
- if(maxgood<islands[x].goodies)
- maxgood= islands[x].goodies;
- }
+
+ /* add up all the resources of the map */
+ whole_map_iterate(x, y) {
+ /* number of different continents seen from (x,y) */
+ int seen_conts = 0;
+ /* list of seen continents */
+ int conts[CITY_TILES];
+ int j;
+
+ /* add tile's value to each continent that is within city
+ * radius distance */
+ map_city_radius_iterate(x, y, x1, y1) {
+ /* (x1,y1) is possible location of a future city which will
+ * be able to get benefit of the tile (x,y) */
+ if (map_get_continent(x1, y1) < firstcont) {
+ /* (x1, y1) belongs to a non-startable continent */
+ continue;
+ }
+ for (j = 0; j < seen_conts; j++) {
+ if (map_get_continent(x1, y1) == conts[j]) {
+ /* Continent of (x1,y1) is already in the list */
+ break;
+ }
+ }
+ if (j >= seen_conts) {
+ /* we have not seen this continent yet */
+ assert(seen_conts < CITY_TILES);
+ conts[seen_conts] = map_get_continent(x1, y1);
+ seen_conts++;
+ }
+ } map_city_radius_iterate_end;
+
+ /* Now actually add the tile's value to all these continents */
+ for (j = 0; j < seen_conts; j++) {
+ islands[conts[j]].goodies += is_good_tile(x, y);
}
+ } whole_map_iterate_end;
- if(mingood+1<maxgood/game.nplayers)
- mingood= maxgood/game.nplayers;
-
- if(goodisles>game.nplayers){
- /* bloody goodies */
- for (x=firstcont;x<isles;x++) {
- if (( islands[x].goodies*4 > 3*(riches+oldisles-1)/oldisles )
- &&!(islands[x].goodies > (riches+oldisles-1)/oldisles)
- )
- {
- good+=islands[x].goodies;
- goodisles++;
- if(mingood>islands[x].goodies)
- mingood= islands[x].goodies;
- }
- }
+ /* now divide the number of desired starting positions among
+ * the continents so that the minimum number of resources per starting
+ * position is as large as possible */
-
- /* starters are loosers */
- for (x=firstcont;x<isles;x++) {
- if (( islands[x].goodies*4 > 3*(riches+oldisles-1)/oldisles )
- &&!(islands[x].goodies > (riches+oldisles-1)/oldisles)) {
- freelog(LOG_VERBOSE, "islands[x].goodies=%i",islands[x].goodies);
- islands[x].starters= (islands[x].goodies+guard1)/mingood;
- if(islands[x].starters == 0) {
- islands[x].starters+= 1;/* ?PS: may not be enough, guard1(tm) */
- }
- starters+= islands[x].starters;
- }
- }
+ /* set minimum number of resources per starting position to be value of
+ * the best continent */
+ min = 0;
+ for (i = firstcont; i < map.num_continents + 1; i++) {
+ if (min < islands[i].goodies) {
+ min = islands[i].goodies;
}
-
- /* starters are winners */
- for (x=firstcont;x<isles;x++) {
- if (islands[x].goodies > (riches+oldisles-1)/oldisles) {
- assert(islands[x].starters == 0);
- freelog(LOG_VERBOSE, "islands[x].goodies=%i", islands[x].goodies);
- islands[x].starters = (islands[x].goodies+guard1)/mingood;
- if(islands[x].starters == 0) {
- islands[x].starters+= 1;/* ?PS: may not be enough, guard1(tm) */
- }
- starters+= islands[x].starters;
+ }
+
+ /* place as many starting positions as possible with the current minumum
+ * number of resources, if not enough are placed, decrease the minimum */
+ while ((starters < game.nplayers) && (min > 0)) {
+ int nextmin = 0;
+
+ starters = 0;
+ for (i = firstcont; i <= map.num_continents; i++) {
+ int value = islands[i].goodies;
+
+ starters += value / min;
+ if (nextmin < (value / (value / min + 1))) {
+ nextmin = value / (value / min + 1);
}
}
-
- riches= good;
- if(starters<game.nplayers){
- starters= game.nplayers+1;
- goodisles=oldisles;
- oldisles= goodisles+1;
- riches= (4*riches+3)/3;
- if(mingood/game.nplayers>5) {
- guard1+= mingood/game.nplayers;
- } else {
- guard1+=5;
- }
- freelog(LOG_DEBUG,
- _("Map generator: not enough start positions, fixing."));
+
+ freelog(LOG_VERBOSE,
+ "%d starting positions allocated with\n"
+ "at least %d resouces per starting position; \n",
+ starters, min);
+
+ assert(nextmin < min);
+ /* This choice of next min guarantees that there will be at least
+ * one more starter on one of the continents */
+ min = nextmin;
+ }
+
+ if (min == 0) {
+ freelog(LOG_VERBOSE,
+ "If we continue some starting positions will have to have "
+ "access to zero resources (as defined in is_good_tile). \n");
+ freelog(LOG_FATAL,
+ "Cannot create enough starting position and will abort.\n"
+ "Please report this bug at " WEBSITE_URL);
+ abort();
+ } else {
+ for (i = firstcont; i <= map.num_continents; i++) {
+ islands[i].starters = islands[i].goodies / min;
}
}
- freelog(LOG_DEBUG, "The map has %i starting positions on %i isles.",
- starters, goodisles);
+
+#undef CITY_TILES
}
/**************************************************************************
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