Re: AI Explorer Improvement Idea
Kenneth Strom <the_one_relic-/[email protected]> Sun, 26 Feb 2006 14:19:31 -0800 (PST)
| Newsgroups | gmane.games.freeciv.ai |
|---|---|
| Message-ID | <[email protected]> |
You pretty much point out all the problems with your list. The primary one being the fact that exploration is searched from the explorers point of view rather than the overview of all your holdings. The next biggest problem is the use of log() which makes it impossible to tweak values. You need absurdly high numbers just to counteract the value made by the log() style checks which I believe is the primary reason the explorers wander since the amortize value would decrement so quickly that only the nearest open spaces would have any positive value. Even valuing a city at 1000000 will create a minimal effect with log() calculations. I know this because I have tried multiple times to revalue the information to only have the same problematic exploration wandering happen even when a dozen explorers are used. Which brings me back to the point that exploration needs to be done from a view of your empires holdings point of view, rather than the explorers point of view. Even tried stuffing the city xy into the player xy after it grabs the parameters in hopes of better exploration, but still that has only had limited benefits if you start with a lot of explorers. Zeroing out the amortize value hasn't done anything either. Eventually I will figure out how to build a proper value map like the one I suggested to create good exploration. Hopefully finding the next highest number in the full map list won't cost too much speed, especially for the improvement it will bring. Ken. --- Jason Dorje Short <[email protected]> wrote: > There is already such an algorithm in place. > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com