[Freeciv-Dev] [patch #3692] Reduce SHIELD_WEIGHTING

2013-04-20 Thread Marko Lindqvist
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

2013-04-18 Thread Marko Lindqvist
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

2013-02-12 Thread Marko Lindqvist
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

2013-02-12 Thread Marko Lindqvist
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

2013-02-10 Thread Marko Lindqvist
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

2013-02-10 Thread Marko Lindqvist
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