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[Freeciv-Dev] Re: (PR#4326) Pathfinding
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[Freeciv-Dev] Re: (PR#4326) Pathfinding

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To: undisclosed-recipients: ;
Subject: [Freeciv-Dev] Re: (PR#4326) Pathfinding
From: "ChrisK@xxxxxxxx" <ChrisK@xxxxxxxx>
Date: Tue, 3 Jun 2003 14:36:36 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Tue, Jun 03, 2003 at 02:02:12PM -0700, Raimar Falke wrote:
> On Fri, May 30, 2003 at 01:50:54PM -0700, ChrisK@xxxxxxxx wrote:
> > On Fri, May 30, 2003 at 08:08:14AM -0700, Gregory Berkolaiko wrote:
> > > 
> > > client/goto.c:348
> > > 
> > > Please experiment with different values for the turn_mode
> > > (TM_NONE, TM_CAPPED, TM_BEST_TIME, TM_WORST_TIME) and tell us which you 
> > > like the most.
> > 
> > Urghs. I don't understand the diploma thesis in path_finding.h
> > 
> > What I *want* is that the chance of reaching tile n+1 from tile n is
> > weighted with its statistical rate, in computing the move cost.
> 
> Let's see if I understood you.

You didn't.

Ex.1 (settler)
  way 1: street - street - grassland
    33%: 1 move
    67%: 2 moves
  way 2: mountains - grassland
    100%: 2 moves

--> should choose way 1, actually chooses way 2

Ex.2 (diplomat)
  way 1: mountains - grassland - forest - grassland
    50%: 3 moves
    50%: 4 moves
  way 2: hills - forest - grassland - grassland
    100%: 3 moves

--> should choose way 2, actually chooses way 1 (tested with TB_BEST_TIME,
                                                 whatever that means)

The task of GOTO is: Get there as quick as possible.

Christian

-- 
Christian Knoke     * * *      http://www.enter.de/~c.knoke/
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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