[Freeciv-Dev] Re: (PR#4326) Pathfinding
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On Sun, Jun 08, 2003 at 09:47:52AM -0700, ChrisK@xxxxxxxx wrote:
> 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
Doh. Yes. Obviously.
Raimar
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- [Freeciv-Dev] Re: (PR#4326) Pathfinding, (continued)
[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
[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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