[Freeciv-Dev] [bug #19540] AI failing to cope with Shield2Gold?
Follow-up Comment #7, bug #19540 (project freeciv): There was a bug in previous freeciv version that caused different AI behavior with each different gold_upkeep_style: bug #16413 http://gna.org/bugs/?16413. Since it was fixed I can't differentiate which style is being used based on AI behavior. I mainly use gold_upkeep_style = 2 for my tests. I understand it might be a waste of time to revise the code without a reproducible case. I have catched a savegame with the problem I try to point, even when I'm not sure if related to shield2gold or not. I upload the modpack civ2-3 (the version shared in cazfi's web), with the only change to give shield2gold to workers and settlers. If you load the savegame, toggle AI mode, and then set timeout 10, the Kosovars are going to lose a worker and a city wall due to low funds, even when the taxes are set to 60%. If taxes were set to 80% (maximum under Republic) the bankrupt would be avoided. I see similar cases often while I watch AI games with gold upkeep, and I would say those bankrupts stopped when I replaced shield2gold by uk_gold, but I'm not sure, and I do not know how to verify it. (file #15479, file #15480) ___ Additional Item Attachment: File name: shield2gold_civ2-3.zip Size:61 KB File name: shield2gold_kosovar.sav.bz2Size:59 KB ___ Reply to this item at: http://gna.org/bugs/?19540 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19540] AI failing to cope with Shield2Gold?
Follow-up Comment #8, bug #19540 (project freeciv): Oh, I forgot to say I saved the game with official freeciv v2.3.1, and all turns until the savegame where played in AI mode. ___ Reply to this item at: http://gna.org/bugs/?19540 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19540] AI failing to cope with Shield2Gold?
Follow-up Comment #6, bug #19540 (project freeciv): I've been reading the source code to understand how unit gold upkeep is handled. I saw no obvious explanation why upkeep by uk_gold and by Shield2Gold would cause different AI behavior. Anyway, everything is controlled by gold_upkeep_style, so what upkeep style you have seen the problems with? ___ Reply to this item at: http://gna.org/bugs/?19540 ___ 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] [bug #19540] AI failing to cope with Shield2Gold?
URL: http://gna.org/bugs/?19540 Summary: AI failing to cope with Shield2Gold? Project: Freeciv Submitted by: jtn Submitted on: Sun Mar 11 15:27:24 2012 Category: ai Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: David Fernandez (bardo) writes in bug #17726 (comment 11 http://gna.org/bugs/?17726#comment11): I have been testing the AI with gold upkeep for some time (I find it very important to enjoy this game), and I always thought that the AI does not notice when his economy is breaking due to amount of units supported by gold. When I use Shield2Gold rule, I see continually AIs that lose his buildings and units due to low funds, when they could have avoided it by just increasing a bit the tax rates. I have not checked the code, but it looks like if AI is someway blind to bankrupt caused by Shield2Gold units. As cazfi pointed, it is possible to get a similar behavior (units changing from shield to gold upkeep under certain governments), by using uk_shield, uk_gold and effects Unit_Upkeep_Free_Per_City and Upkeep_Factor, instead of Shield2Gold. And my surprise was that the AI seems to manage perfectly the economy with units supported by gold when I use uk_gold instead of Shield2Gold. I'd suggest to some coder to verify that units with uk_shield and Shield2Gold are taken into account by the AI the same way than units with uk_gold. ___ Reply to this item at: http://gna.org/bugs/?19540 ___ 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] [bug #19540] AI failing to cope with Shield2Gold?
Follow-up Comment #1, bug #19540 (project freeciv): (A disadvantage of using the base upkeeps in this way is that the built-in help won't handle it very well, and it's hard to see how it could be upgraded to.) ___ Reply to this item at: http://gna.org/bugs/?19540 ___ 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] [bug #19540] AI failing to cope with Shield2Gold?
Follow-up Comment #2, bug #19540 (project freeciv): I was reminded by this by a suspicious comment in utype_upkeep_cost(): /* switch shield upkeep to gold upkeep if - the effect 'EFT_SHIELD2GOLD_FACTOR' is non-zero (it gives the conversion factor in percent) and - the unit has the corresponding flag set (F_SHIELD2GOLD) FIXME: Should the ai know about this? */ ___ Reply to this item at: http://gna.org/bugs/?19540 ___ 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] [bug #19540] AI failing to cope with Shield2Gold?
Follow-up Comment #3, bug #19540 (project freeciv): In my tests, I notice an improvement in the economic management of the AI when I replace Shield2gold by uk_gold, but it is hard to know for sure without watching the code. I agree the UI is a disadvantage because all units appear with upkeep = 1 gold + 1 shield, but Shield2gold is also confusing because it simply shows upkeep = 1 shield, and a text warning that it could change to gold under certain circunstances. Another disadvantage is that you can not set diferent upkeep types for each unit. With Shield2gold it is possible, for example, to support the workers/settler with shields and the military units with gold. But it is also a limited feature because the units will be the same for every government. If it were possible to use the unit name or unit flags as requisite for some of these effects: Unit_Upkeep_Free_Per_City or Upkeep_Factor, I guess Shield2Gold would not be needed, and there would be much more freedom to design governments with diferent upkeep rules. For example: [effect_upkeep_free_units_town_monarchy] name= Unit_Upkeep_Free_Per_City value = 3 reqs= { type, name, range Gov, Monarchy, Player UnitFlag, NonMil, Local } ___ Reply to this item at: http://gna.org/bugs/?19540 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19540] AI failing to cope with Shield2Gold?
Follow-up Comment #4, bug #19540 (project freeciv): The example was not showed in previous post... [effect_upkeep_free_units_monarchy] name= Unit_Upkeep_Free_Per_City value = 3 reqs= { type, name, range Gov, Monarchy, Player UnitFlag, NonMil, Local } Note when I say Another disadvantage is that you can not set diferent upkeep types for each unit, I mean if the upkeep is being switched from shield to gold by using uk_gold and Upkeep_Factor rule. ___ Reply to this item at: http://gna.org/bugs/?19540 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19540] AI failing to cope with Shield2Gold?
Follow-up Comment #5, bug #19540 (project freeciv): I think previous example could be hard to implement... Maybe it is easier something like this: [effect_upkeep_unit] name= Upkeep_Factor value = 2 reqs= { type, name, range Gov, Monarchy, Player UnitFlag, NonMil, Local } ___ Reply to this item at: http://gna.org/bugs/?19540 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev