[Freeciv-Dev] [patch #3692] Reduce SHIELD_WEIGHTING
Update of patch #3692 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3692 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3692] Reduce SHIELD_WEIGHTING
Update of patch #3692 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #4: Here is the patch I've been using a couple of months now. I've tested mainly with the modified ruleset I use for any serious freeciv games I play, but at least in brief autogame testing also default settings + classic ruleset seems to be slightly benefit. There's slim hope to get that part kludged (while we wait for more extensive rewrite to future versions) by increasing TRADE_WEIGHTING so that Plains gets roads (1/1/0 - 1/1/1) rather than is turned to Forest (1/1/0 - 1/2/0). This seems to work to some extend at least. Often Plains (1/1/0) get roads (1/1/1) and are then irrigated (2/1/1). (file #17756) ___ Additional Item Attachment: File name: AIPriorities.patch Size:0 KB ___ Reply to this item at: http://gna.org/patch/?3692 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3692] Reduce SHIELD_WEIGHTING
Follow-up Comment #2, patch #3692 (project freeciv): Workers ending with forest everywhere is actually unavoidable with our rulesets and the fact that AI considers only one step forward. Converting forest to plains, without then irrigating it or building a road, only reduces tile output 1/2/0 - 1/1/0. Irrigation of Jungles or Swamps would lead to 2/0/0 Grassland while Mining leads to 1/2/0 Forest. ___ Reply to this item at: http://gna.org/patch/?3692 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3692] Reduce SHIELD_WEIGHTING
Follow-up Comment #3, patch #3692 (project freeciv): Another problem is that it doesn't understand connecting irrigation. Plains not next to existing water is considered for mining to Forest only as irrigation is impossible. It does the mining, as it brings benefit (1/1/0 - 1/2/0). Even if irrigation then later gets extended to neighbour tile, Forest will never be irrigated back to Plains as explained in previous comment. There's slim hope to get that part kludged (while we wait for more extensice rewrite to future versions) by increasing TRADE_WEIGHTING so that Plains gets roads (1/1/0 - 1/1/1) rather than is turned to Forest (1/1/0 - 1/2/0). ___ Reply to this item at: http://gna.org/patch/?3692 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3692] Reduce SHIELD_WEIGHTING
URL: http://gna.org/patch/?3692 Summary: Reduce SHIELD_WEIGHTING Project: Freeciv Submitted by: cazfi Submitted on: Mon 11 Feb 2013 04:05:17 AM EET Category: ai Priority: 5 - Normal Status: In Progress Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0 ___ Details: It might be specific to the rules I play with so that changing this would break the more important supplied rulesets, but in the serious (as opposed to quick tests) games I've played lately, AI autosettlers (and city worker placement?) seem to value production far too much. AI cities are generally left rather small as instead of producing food in the fields, all the tiles are transformed to forests. Autosettler production want value is SHIELD_WEIGHTING in server/advisors/citytools.h. Maybe unfortunately it controls more than autosettlers in the default AI code. From the architecture perspective it belongs to autosettlers, and if changing it breaks parts of actual AI code, that should be fixed in the AI code and not to try to kludge autosettlers code to use values suitable for current AI code. So I'm simply changing value from 17 to 13 for my testing. It would be good if other people tested similar change with other rulesets so we get data to decide if the change should be made to freeciv. ___ Reply to this item at: http://gna.org/patch/?3692 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3692] Reduce SHIELD_WEIGHTING
Follow-up Comment #1, patch #3692 (project freeciv): Simply reducing SHIELD_WEIGHTING to get correcte relative weight to FOOD and TRADE means that average tile improvement value goes down. This in turn means that default AI does not value Workers/Settlers as much as before - doesn't build, doesn't research tech enabling them. So, my next attempt FOOD: 19 - 21 SHIELD:17 - 15 TRADE: 13 - 14 POLLUTION: 12 - 13 AI buglet noticed: - As value of the improver unit is taken from single tile, and further possible actions ignored, settler consuming one food is considered zero value when it could only improve tiles to produce +1 food (no matter how many) Autosettler buglet: - It prefers to have at least one of each of food/shield/trade in every tile. Comment says this is to take advantage of _INC effects. Comment is wrong in that _INC effects are already included in the calculation (+1 food with _INC effect is +2 food). ___ Reply to this item at: http://gna.org/patch/?3692 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev