What the AI spends its time doing...
Per Inge Mathisen <per-0/[email protected]> Mon, 21 Mar 2005 14:06:55 +0000 (GMT)
| Newsgroups | gmane.games.freeciv.ai |
|---|---|
| Message-ID | <[email protected]> |
This is a very big savegame. One turn end. In case you wonder, the time for an activity is on the following line after the '...'. 2: ... 0,03 seconds. c: Manage government 2: ... 0 seconds. c: Manage taxes 2: ... 0 seconds. c: Manage cities 2: ... 1,18 seconds. c: Manage tech, space and aidata cleanup 2: ... 0 seconds. c: Last activities done 2: ... 0,04 seconds. h: Manage government 2: ... 0 seconds. h: Manage taxes 2: ... 0 seconds. h: Manage cities 2: ... 2,09 seconds. h: Manage tech, space and aidata cleanup 2: ... 0 seconds. h: Last activities done 2: ... 0,01 seconds. b: Manage government 2: ... 0 seconds. b: Manage taxes 2: ... 0 seconds. b: Manage cities 2: ... 0,87 seconds. b: Manage tech, space and aidata cleanup 2: ... 0 seconds. b: Last activities done 2: ... 0,03 seconds. a: Manage government 2: ... 0 seconds. a: Manage taxes 2: ... 0 seconds. a: Manage cities 2: ... 2,07 seconds. a: Manage tech, space and aidata cleanup 2: ... 0 seconds. a: Last activities done 2: ... 0,03 seconds. f: Manage government 2: ... 0 seconds. f: Manage taxes 2: ... 0 seconds. f: Manage cities 2: ... 1,82 seconds. f: Manage tech, space and aidata cleanup 2: ... 0 seconds. f: Last activities done 2: ... 0,01 seconds. g: Manage government 2: ... 0 seconds. g: Manage taxes 2: ... 0 seconds. g: Manage cities 2: ... 0,13 seconds. g: Manage tech, space and aidata cleanup 2: ... 0 seconds. g: Last activities done 2: ... 0 seconds. (all): Generating movemap 2: ... 5,95 seconds. (all): Done generating movemap 2: ... 0,04 seconds. h: Generating aidata 2: ... 0 seconds. b: Generating aidata 2: ... 0 seconds. a: Generating aidata 2: ... 0 seconds. c: Generating aidata 2: ... 0,01 seconds. f: Generating aidata 2: ... 0 seconds. g: Generating aidata 2: ... 0,34 seconds. h: Manage units 2: ... 3,57 seconds. h: All first activities done 2: ... 0,14 seconds. b: Manage units 2: ... 0,29 seconds. b: All first activities done 2: ... 0,26 seconds. a: Manage units 2: ... 1,87 seconds. a: All first activities done 2: ... 0,2 seconds. c: Manage units 2: ... 6,67 seconds. c: All first activities done 2: ... 0,18 seconds. f: Manage units 2: ... 7,26 seconds. f: All first activities done 2: ... 0,03 seconds. g: Manage units 2: ... 0,52 seconds. g: All first activities done None of the governments did a governments reevaluation, but I hacked in a timing check on turn start, and noticed that each govt reeval took less than a second. However, as I passed some turns, I noticed this: 2: ... 7,7 seconds. (all): Done generating movemap 2: ... 8,99 seconds. (all): Done generating movemap 2: ... 11,8 seconds. (all): Done generating movemap The movemap spends quite a bit of CPU time. So we'd better use this soon for something useful, and preferably for something that speeds up other code ;) But it is moving units around that costs the most CPU cycles. Speeding up the movemap would also be a nice idea. And why is the movemap increasing every turn in CPU time? - Per