[Freeciv-Dev] Re: (PR#4326) Pathfinding
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On Sun, 8 Jun 2003, Raimar Falke wrote:
> > 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.
But still not what Christian wants. For example,
-------------
path 1:
10% 4 turns
10% 5 turns
80% 6 turns
(true) average time 5.7
best time 4
worst time 6
------------
path 2:
100% 5 turns
time 5
------------
A more practical example of the above is (R-road, G-grass, foot soldier
moving)
1. RRGRRGRRGRRG
(true) average time 6.66666
best time 4
worst time 8
capped time (old warmap mode) 5.33333
2. GGGGG
time 5
Unfortunately, I really don't see a way of computing the real average time
in PF.
Ditch the randomness seems the only way.
G.
- [Freeciv-Dev] Re: (PR#4326) Pathfinding, (continued)
[Freeciv-Dev] Re: (PR#4326) Pathfinding, Gregory Berkolaiko, 2003/06/06
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[Freeciv-Dev] Re: (PR#4326) Pathfinding, Gregory Berkolaiko, 2003/06/09
[Freeciv-Dev] Re: (PR#4326) Pathfinding,
Gregory Berkolaiko <=
[Freeciv-Dev] Re: (PR#4326) Pathfinding, Gregory Berkolaiko, 2003/06/10
[Freeciv-Dev] Re: (PR#4326) Pathfinding, Gregory Berkolaiko, 2003/06/11
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