(PR#10203) Greedy CM algorithm
"Jason Short" <[email protected]> Mon, 22 Nov 2004 23:51:18 -0800
| Newsgroups | gmane.games.freeciv.ai |
|---|---|
| Message-ID | <[email protected]> |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=10203 > > [bhudson - Fri Nov 19 00:48:19 2004]: > > On Thu, Nov 18, 2004 at 12:49:53PM -0800, Jason Short wrote: > > <URL: http://rt.freeciv.org/Ticket/Display.html?id=10203 > > > I would like to try getting a truly huge city to see if the CM is even > > feasible. This is an NP-complete or NP-hard problem, right? With a map > > I think it's NP-hard; I have no proof. It is close to an assignment > problem, which is easy, but it's not exactly an assignment problem. > - a better upper bound on the quality of a solution. I have no good > ideas here. The current upper bound is that the most food you can > produce is what you'd get from taking all the best food tiles; the > most shields is what you'd get from taking all the best shields > tiles, etc. Surely we can do better? I think this is the biggest problem. It should be easy enough to calculate the fitness of the production output provided by a particular tile type. We already calculate an *estimated* fitness. Can we calculate a *maximum* fitness? If so it should be easy to filter based on that. See PR#11156. Attached is the savegame containing Boston. Boston may actually be a fairly simple city because most of its tiles are ocean. However with a little transformation it could be grown 3-4 more citizens providing a possibly harder problem. The CM preset I've given it has -20 minimal food and gold with factor of 20/5/0/1/0/1/1. (-20 minimum food is used to avoid problems when a tile or two becomes polluted. I realize this makes pruning based on food much less useful.) jason
cm.sav.gz
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