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[Freeciv-Dev] Re: (PR#6918) GUI for CMA should allow zero weights
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[Freeciv-Dev] Re: (PR#6918) GUI for CMA should allow zero weights

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To: bh@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#6918) GUI for CMA should allow zero weights
From: "Raimar Falke" <i-freeciv-lists@xxxxxxxxxxxxx>
Date: Sat, 22 Nov 2003 07:19:34 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=6918 >

On Fri, Nov 21, 2003 at 10:28:04AM -0800, Benoit Hudson wrote:
> 
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6918 >
> 
> I'm thinking in particular of luxuries.  Luxuries are completely
> worthless except at the discrete jumps between riot/content and
> content/happy.  If I create 2 more luxuries, but it doesn't change my
> city's happiness, I'm wasting possible other things I could make.  The
> CM code (in theory, though it doesn't right now) could use a zero weight
> to mean it can avoid optimizing along that axis, which can speed things up.

Hmmm IIRC there was a problem with a weight of 0. It is possible that
this was only a problem for the ancient two year old first version.

> I should note that among the solutions the CM finds that are equal
> in fitness according to the weights you give it, the CM returns the
> one that has the most total production.  So even with a zero weight
> on shields, the CM will choose a grassland+shield square over a
> grassland square (for instance).

Yes the unweighted sum of all is used as a tie-breaker.

        Raimar

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