Re: siege
Sam Steingold <sds-mXXj517/[email protected]> Fri, 12 Aug 2005 12:58:54 -0400
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Organization | disorganization |
| Message-ID | <[email protected]> |
> * Jonadab the Unsightly One <wbanqno-IrLFYxOktEFfGaWA9+OTKt-Sn5dYDs+udD6nGSXaiLjeg@public.gmane.org> [2005-08-12 11:03:09 -0400]: > > Sam Steingold <sds-mXXj517/[email protected]> writes: > >> >> tile availability is defined as follows: >> > >> > [by an O(n^2) algorithm if I understand it correctly, where n is the >> > number of units that can reach any of the city's tiles in one turn, >> > which with railroads could easily be dozens of units, potentially >> > thousands on a large map] >> > >> > That might have an adverse impact on performance, since it has to be >> > calculated each turn for each city. >> >> why is it quadratic? >> we apply units one by one. > > For each square being considered, each friendly unit that can reach > the square must be compared to each enemy unit that can reach the > square. not really - the best offensive enemy unit has to be compares to the best defensive and the best offensive friendly unit. this is O(n log n) -- Sam Steingold (http://www.podval.org/~sds) running w2k <http://www.jihadwatch.org/> <http://ffii.org/> <http://www.mideasttruth.com/> <http://www.savegushkatif.org> <http://www.openvotingconsortium.org/> If at first you don't suck seed, try and suck another seed.