Complete.Org: Mailing Lists: Archives: freeciv-dev: April 2005:
[Freeciv-Dev] Re: (PR#12833) consider_settler_action simplification
Home

[Freeciv-Dev] Re: (PR#12833) consider_settler_action simplification

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
Subject: [Freeciv-Dev] Re: (PR#12833) consider_settler_action simplification
From: "Brian Dunstan" <bdunstan149@xxxxxxxxx>
Date: Wed, 20 Apr 2005 09:27:10 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12833 >


--- Peter Schaefer <peter.schaefer@xxxxxxxxx> wrote:
> 
> <URL:
> http://bugs.freeciv.org/Ticket/Display.html?id=12833
> >
> 
> On 4/20/05, Brian Dunstan <bdunstan149@xxxxxxxxx>
> wrote:
> 
> > I believe the AI already considers the benefit
> from
> > road connectivity.   The algorithm it uses,
> however,
> > is    not very intuitive or easy to modify.  When
> > deciding whether to build a road on a particular
> tile,
> > it only considers the status of neighboring tiles,
> so
> > that may explain why long roads between cities
> > separated by many tiles do not get built.
> 
> But since evaluate_improvements iterates over a
> city_list, instead of
> iterating over tiles in a spiral, does it even
> consider tiles that are
> not workable and so AFAICG are not in city_map?

Yes you are correct in that.  In general the AI tends
to assume it's playing smallpox style, with cities
often very close, and always with their city radii in
contact.  If citymindist is very large, this breaks
down, but in general, it is a reasonable assumption
that the AI does not leave large amounts of land
empty.

Along with citymindist, the AI does not react well to
parameters like notradesize, fulltradesize, etc.


__________________________________________________
Do You Yahoo!?
Tired of spam?  Yahoo! Mail has the best spam protection around 
http://mail.yahoo.com 





[Prev in Thread] Current Thread [Next in Thread]