[Freeciv-Dev] Re: (PR#4326) Pathfinding
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On Fri, Jun 06, 2003 at 11:03:27AM -0700, Gregory Berkolaiko wrote:
>
> On Fri, 6 Jun 2003, Raimar Falke wrote:
>
> > On Tue, Jun 03, 2003 at 02:36:36PM -0700, ChrisK@xxxxxxxx wrote:
> > > 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
> >
> > See the attached savegame. With TB_BEST_TIME the way 2 is choosen.
> >
> > > 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.
>
> I ratyher suspect that what Chris wants is not possible to implement.
Christian: do you want this done per step or for the whole path. In
the latter case how these paths compared? Example:
path 1:
10% 4 turns
10% 5 turns
80% 6 turns
path 2:
20% 4 turns
60% 5 turns
20% 6 turns
> But it seems it could be approximated by
> (a) using TM_BEST_TIME normally
> (b) using the time from TM_WORST_TIME for tie-breaking.
This seems like a good solution.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"Last year, out in California, at a PC users group, there was a demo of
smart speech recognition software. Before the demonstrator could begin
his demo, a voice called out from the audience: "Format c, return. Yes,
return." Damned short demo, it was.
[Freeciv-Dev] Re: (PR#4326) Pathfinding, Raimar Falke, 2003/06/03
[Freeciv-Dev] Re: (PR#4326) Pathfinding, Gregory Berkolaiko, 2003/06/06
[Freeciv-Dev] Re: (PR#4326) Pathfinding, Gregory Berkolaiko, 2003/06/06
Message not available
[Freeciv-Dev] Re: (PR#4326) Pathfinding, Gregory Berkolaiko, 2003/06/09
[Freeciv-Dev] Re: (PR#4326) Pathfinding, Gregory Berkolaiko, 2003/06/09
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