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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: Sun, 8 Jun 2003 09:47:52 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Sun, Jun 08, 2003 at 02:31:53AM -0700, Raimar Falke wrote:
> > > > 
> > > > 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

Take the sum of products:
   path 1:
     .1 * 4 + .1 * 5 +.8 * 6 = 5.7
   path 2:
     .2 * 4 + .6 * 5 + .2 * 6 = 5.0

Christian

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



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