On Sun, 24 Jun 2012 10:59:45 AM Michael Vehrs wrote:
>>[Danger paths]
> I image the danger value to be so important to the AI that it might be
> added to the PlayerExploredTile itself.

That would work, however given that most of the threats are mobile, caching 
across turns is not going to help much.  I was expecting to just build/destroy 
the map for each AI player every turn.

> True. Do you know any generic search libraries that might be helpful?

No.  However by now I have mangled every line of our A* implementation at 
least once, so I am comfortable with it and confident in its correctness, so I 
am not in a rush to rework the underlying algorithmic part of it.

Getting back to the Great River problem, what I think should be done there is 
for the AI missions to remember path finding failures across turns, and degrade 
gracefully into a plan B.  The ones I have reworked recently are very linear.  
They could be easily re-coded as explicit state machines, without much loss of 
code clarity and probably some gain in debugging ability[1].  Mission.java 
could then include support for recording multiple tries to change a state, 
with something like:

  void changeState(changePredicate, newState, failureLimit, failState); 

But first, enhance map searching, and fix TransportMission.

Cheers,
Mike Pope

[1] The AI missions are now displayed on AI units in debug mode.  We could 
probably squeeze in a string for the state.
 

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