Re: [Freeciv-Dev] Raw Data from The Battle of 100 Freeciv AIs

2015-05-03 Thread Louis Moureaux
Le dimanche 3 mai 2015, 21:07:33 Andreas Røsdal a écrit :
  I enjoyed your blog about the 100 Freeciv AIs - really cool stuff!
 
 Thanks!
 
  Would it be possible for you to send me the data you used to make the
  awesome line graphs? If I managed to get any nice visualisations done I'd
  send it your way and you could put it on the blog.
 
 Freeciv scorelog file:
 http://play.freeciv.org/blog/battle-of-100-freeciv-ais/data/freeciv-score.lo
 g.gz
 
 Python script to parse scorelog files (modified), run like this python
 freeciv-score-log.py --size=3200x1800 freeciv-score.log.gz
 http://play.freeciv.org/blog/battle-of-100-freeciv-ais/data/freeciv-score-lo
 g.py

Hello,

I modified the script to output CSV data instead of graphs, to make analysis 
easier. The modified version will be available at [1] until I run out of 
space.
I made a spreadsheet to have a look at the BNP. It looks like the proportion 
of weak AIs (less than half the mean BNP) increases over time, but rather 
slowly. This spreadsheet, the extracted CSVs and graphs are available at [2].

Louis

[1] https://webcloud6.zaclys.com/index.php/s/wL0Mcks5nSqkfF4
[2] https://webcloud6.zaclys.com/index.php/s/qxi4QQmGSWGvZtS


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[Freeciv-Dev] [bug #23557] The Qt client offers me to join a non existing city

2015-05-03 Thread Sveinung Kvilhaugsvik
Update of bug #23557 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #6066] List available trade routes to a file and show best trade route for currently selected unit(s)

2015-05-03 Thread anonymous
URL:
  http://gna.org/patch/?6066

 Summary: List available trade routes to a file and show best
trade route for currently selected unit(s)
 Project: Freeciv
Submitted by: None
Submitted on: Sun 03 May 2015 03:13:30 PM UTC
Category: client-gtk-2.0
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: aloril+free...@iki.fi
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Uses Center map on antipode patch #6039

When pressing '!' will list all trade routes that are possible to create into
tradelist.csv file in directory client was started in cvs format.

In addition if unit(s) is selected, prints information about best trade route
from unit(s) home city into chat and center map on destination city or if no
route available, then center map on antipode. If no unit is selected, then
center map on antipode.

trade_routes.py script displays some statistics and best routes for each city,
uses tradelist.csv file. It will optionally also try to find best trade route
combination, but this part works in sensible time only if there are not too
many routes.

Alternatively tradelist.csv can be loaded in a spreadsheet or database
program.

This patch needs further work, for example tradelist.csv should be a setting.
Also locally defined MAP_WIDTH and MAP_HEIGHT macros from 2.2 should probably
be replaced with something else.




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File Attachments:


---
Date: Sun 03 May 2015 03:13:30 PM UTC  Name: list_trade_routes.patch  Size:
7kB   By: None

http://gna.org/patch/download.php?file_id=24431
---
Date: Sun 03 May 2015 03:13:30 PM UTC  Name: trade_routes.py  Size: 4kB   By:
None

http://gna.org/patch/download.php?file_id=24432

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[Freeciv-Dev] [patch #6058] Try to explain why action enablers forbids city founding.

2015-05-03 Thread Sveinung Kvilhaugsvik
Update of patch #6058 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #23283] Use libwebsockets in Freeciv-web, remove freeciv-proxy

2015-05-03 Thread Andreas Røsdal
Follow-up Comment #3, bug #23283 (project freeciv):

This is next on my wishlist of things to improve in Freeciv.

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[Freeciv-Dev] [patch #6059] Unhardcode the rule that a unit can't join foreign cities.

2015-05-03 Thread Sveinung Kvilhaugsvik
Update of patch #6059 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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Re: [Freeciv-Dev] Raw Data from The Battle of 100 Freeciv AIs

2015-05-03 Thread Marko Lindqvist
On 3 May 2015 at 22:07, Andreas Røsdal andreas.ros...@gmail.com wrote:
 - With 256 players on large maps, then the client connection to the server
 is cut very often, due to a buffer overflow error message.

 By 256 players you mean 246 players + 10 slots reserved for barbarians, or?
 Was it enough to define max number of players from 160 to 256, or was
more changes needed? IIRC from the time I increased max to 160, 256
(or -1 as signed) is a special value so one could have only 256-1x16 =
240 as the max.


 - ML

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[Freeciv-Dev] Suggestions

2015-05-03 Thread Marco Bizzaro
Good afternoon,
I recently found out about your game and since I started playing i couldn't
stop, it is really an awesome game. But the multi player is quite scarce, I
believe you could do some advertisement to attract more players so that
there could always be a multi player match for everyone every-time. Also i
believe the game needs little more polish, a faster performance and it will
be perfect.
Thank you for listening, Marco
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Re: [Freeciv-Dev] Raw Data from The Battle of 100 Freeciv AIs

2015-05-03 Thread Marko Lindqvist
On 29 April 2015 at 14:13, Mhairi McNeill mhairi.mcne...@deltadna.com wrote:
 Hi Freeciv Devs,

 I enjoyed your blog about the 100 Freeciv AIs - really cool stuff!

 I'm a data scientist who's really interested in visualisation. Currently I'm
 learning D3 to do some interactive visualisations.

 Would it be possible for you to send me the data you used to make the
 awesome line graphs? If I managed to get any nice visualisations done I'd
 send it your way and you could put it on the blog.

 All the best,

 Mhairi

 That's about Andreas' freeciv-web blog entry (I'm not sure if it was
mentioned in freeciv-dev before, though it made it to Slashdot):
http://play.freeciv.org/blog/2015/04/the-battle-of-100-freeciv-ais/

 What bothers me in that experiment is that the freeciv revision has
not been specified (just mention of post-2.5 svn, I assume that also
post-S2_6 trunk has been used). One would want to be able to reproduce
that game (so exact configurations would be needed, but also knowledge
of freeciv revision to run it in). Another thing about using unstable
development code is that there's really no telling what bugs AI has
(was it behaving at all sanely - I've got AI stuck to some quite
braindead situations while running autogames with recent code).

 As far as I know the blogged game did not have anything special
compared to all the all-AI-autogames we constantly run - setup should
be trivial. If one wants to do any kind of research related to this,
it's an option (that either makes sense, or not, depending on what you
want) to run another game like that instead of using the data from
that exact game.


 - ML

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[Freeciv-Dev] [patch #6060] Gtk clients: Use ruleset defined action ui names in menu items.

2015-05-03 Thread Sveinung Kvilhaugsvik
Update of patch #6060 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #6061] Qt client: Use ruleset defined action ui names in menu items.

2015-05-03 Thread Sveinung Kvilhaugsvik
Update of patch #6061 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #6062] A player never cause an incident with him self.

2015-05-03 Thread Sveinung Kvilhaugsvik
Update of patch #6062 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #5976] Try to explain why an action was illegal

2015-05-03 Thread Sveinung Kvilhaugsvik
Update of patch #5976 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] Raw Data from The Battle of 100 Freeciv AIs

2015-05-03 Thread Mhairi McNeill
Hi Freeciv Devs,

I enjoyed your blog about the 100 Freeciv AIs - really cool stuff!

I'm a data scientist who's really interested in visualisation. Currently
I'm learning D3 to do some interactive visualisations.

Would it be possible for you to send me the data you used to make the
awesome line graphs? If I managed to get any nice visualisations done I'd
send it your way and you could put it on the blog.

All the best,

Mhairi
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Re: [Freeciv-Dev] Raw Data from The Battle of 100 Freeciv AIs

2015-05-03 Thread Andreas Røsdal
 I enjoyed your blog about the 100 Freeciv AIs - really cool stuff!

Thanks!

 Would it be possible for you to send me the data you used to make the
awesome line graphs? If I managed to get any nice visualisations done I'd
send it your way and you could put it on the blog.

Freeciv scorelog file:
http://play.freeciv.org/blog/battle-of-100-freeciv-ais/data/freeciv-score.log.gz

Python script to parse scorelog files (modified), run like this python
freeciv-score-log.py --size=3200x1800 freeciv-score.log.gz
http://play.freeciv.org/blog/battle-of-100-freeciv-ais/data/freeciv-score-log.py

Savegame at last turn:
http://play.freeciv.org/blog/battle-of-100-freeciv-ais/data/savegame.sav.bz2

Server settings:
http://play.freeciv.org/blog/battle-of-100-freeciv-ais/data/biggame.serv

Requires Freeciv from subversion at date 25.04.2015.

Here are some random things I discovered:
- Graphs from freeciv-score-log.py don't show which player has which color.
- freeciv-score-log.py extended to support more than 16 players.
- The Freeciv server takes multiple hours to complete each turn with 100
players on large maps.
- With 256 players on large maps, then the client connection to the server
is cut very often, due to a buffer overflow error message.


Regards,
Andreas R.
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[Freeciv-Dev] [patch #6063] Unhardcode the rule against poisoning own cities.

2015-05-03 Thread Sveinung Kvilhaugsvik
Follow-up Comment #2, patch #6063 (project freeciv):

2.6 version

(file #24433)
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