On Sat, 22 Sep 2012 07:59:27 PM Michael T. Pope wrote: > If it stands up there there will be greater cause for optimism.
OK, we have greater cause for optimism. Here are the results for the last two overnight runs. What is being measured is mostly AI mission completions, with the addition of colony number and average colony size. I do 10 runs with 7 active AIs playing to 1700 and average the results, using a small random map with Very Hard settings (small-VH) and a Caribbean map with normal settings (debug-N), using the freecol ruleset in both cases. The names in parentheses are the applied patch sets, with "st" being the starvation patch. iter2 was committed yesterday so it is present in the latter runs, animate is a logging boost to try to catch a Heisenbug in animation and headless is the patch to make headless mode work, both of which should be irrelevant to production. 20120922-small-7-VH x 10 (animate,headless,iter2) Builds 24.800 ~ 3.250 Cashins 0.000 ~ 0.000 Colony# 22.300 ~ 3.407 ColonySize 3.429 ~ 0.375 Defences 230.200 ~ 9.600 Missions 1.200 ~ 0.748 Native Demands 26.400 ~ 11.473 Native Gifts 493.200 ~ 94.330 Pioneerings 22.300 ~ 4.406 Piracies 19.300 ~ 8.439 Scoutings 66.900 ~ 18.807 Seek+Destroys 201.800 ~ 45.299 Transports 113.400 ~ 17.200 Wishes 33.700 ~ 3.874 20120922-debug-N x 10 (animate,headless,iter2) Builds 23.500 ~ 2.377 Cashins 0.000 ~ 0.000 Colony# 22.400 ~ 1.855 ColonySize 3.330 ~ 0.274 Defences 139.400 ~ 22.155 Missions 2.400 ~ 0.490 Native Demands 8.000 ~ 2.828 Native Gifts 182.100 ~ 49.780 Pioneerings 26.400 ~ 5.044 Piracies 87.800 ~ 13.898 Scoutings 22.300 ~ 6.694 Seek+Destroys 104.300 ~ 22.334 Transports 106.500 ~ 20.319 Wishes 27.100 ~ 5.262 20120922-small-7-VH x 10 (animate,headless,st) Builds 29.200 ~ 10.303 Cashins 0.000 ~ 0.000 Colony# 24.600 ~ 6.931 ColonySize 3.267 ~ 0.310 Defences 238.600 ~ 18.938 Missions 1.500 ~ 1.118 Native Demands 23.800 ~ 10.778 Native Gifts 446.400 ~ 74.247 Pioneerings 26.300 ~ 3.035 Piracies 11.300 ~ 10.383 Scoutings 74.700 ~ 16.565 Seek+Destroys 217.900 ~ 46.664 Transports 98.800 ~ 17.411 Wishes 34.800 ~ 9.097 20120923-debug-N x 10 (animate,headless,st) Builds 23.200 ~ 3.280 Cashins 0.000 ~ 0.000 Colony# 22.100 ~ 3.448 ColonySize 3.889 ~ 0.432 Defences 132.600 ~ 22.668 Missions 2.700 ~ 0.900 Native Demands 8.300 ~ 3.716 Native Gifts 177.300 ~ 54.798 Pioneerings 26.100 ~ 4.784 Piracies 94.800 ~ 22.063 Scoutings 23.300 ~ 5.967 Seek+Destroys 106.800 ~ 18.027 Transports 118.000 ~ 22.401 Wishes 30.300 ~ 6.084 I am not seeing any difference big enough to suspect any adverse effect of the starvation patch. Indeed the variation of the numbers are within what I normally see from day to day. Now this is not an ideal test in that it was designed to spot AI regressions and is not directly measuring production, but I would expect to see a secondary effect on the colony number/size and Wishes/Transports if production was significantly different. The other interesting result is that I added code to ProductionTree.remove that logs all instances of negative production. In all the runs, this only happened for food and only for the "(goods.getType() == root.getType())" case. Of course we still should be wary about what we conclude here, as the AI does try to be productive:-), and has a narrower range of behaviour than a typical human player. However I think we at least have evidence that the patch does not cause immediate showstoppers, so I am lead to recommend committing it and let us see what humans can find. Cheers, Mike Pope
signature.asc
Description: This is a digitally signed message part.
------------------------------------------------------------------------------ Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://ad.doubleclick.net/clk;258768047;13503038;j? http://info.appdynamics.com/FreeJavaPerformanceDownload.html
_______________________________________________ Freecol-developers mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/freecol-developers
