[Freeciv-Dev] [bug #19560] Autosettlers do not consider existing Roads as good for Railroad building

2012-04-12 Thread Jacob Nevins
Update of bug #19560 (project freeciv):

 Open/Closed:Open => Closed 
 Planned Release: 2.3.3,2.4.0 => 2.4.0  

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Follow-up Comment #7:

I'm fine with that too :)

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[Freeciv-Dev] [bug #19560] Autosettlers do not consider existing Roads as good for Railroad building

2012-04-10 Thread Marko Lindqvist
Follow-up Comment #6, bug #19560 (project freeciv):

> Reopening pending a decision on this ticket's fate for S2_3.

After testing this in S2_4 and TRUNK for a while, I don't think we should mess
with it in mature branch. Even if the change itself has no bugs in it, AI as a
whole has been balanced to work with old code - seemingly completely unrelated
things may start falling apart. Note also problems mentioned in comment #1 -
without even more testing I cannot say for 100% certainty that fixing the bug
that prevents autosettler from building rail grid that's clearly overkill
makes AI overall performance better.

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[Freeciv-Dev] [bug #19560] Autosettlers do not consider existing Roads as good for Railroad building

2012-04-10 Thread Jacob Nevins
Update of bug #19560 (project freeciv):

 Open/Closed:  Closed => Open   

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Follow-up Comment #5:

Reopening pending a decision on this ticket's fate for S2_3.

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[Freeciv-Dev] [bug #19560] Autosettlers do not consider existing Roads as good for Railroad building

2012-04-01 Thread Jacob Nevins
Update of bug #19560 (project freeciv):

 Planned Release:   2.4.0 => 2.3.3,2.4.0

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Follow-up Comment #4:

> I'm a bit undecided about S2_3. Maybe immediately after 2.3.2 
> release, so it would get max time of testing before 2.3.3.
I'm happy with that.

The S2_4 version didn't port trivially to S2_3 on a quick check, though. I
haven't investigated further

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[Freeciv-Dev] [bug #19560] Autosettlers do not consider existing Roads as good for Railroad building

2012-03-27 Thread Marko Lindqvist
Update of bug #19560 (project freeciv):

  Status:  Ready For Test => Fixed  
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #19560] Autosettlers do not consider existing Roads as good for Railroad building

2012-03-24 Thread Marko Lindqvist
Update of bug #19560 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #2:

- Reduced railroad connectivity want (separate from tile bonus want) to 2/3
- Fixed additional buglet that when checking if road/rail building to tile
would take too long time, road_time was used even in case of rails

I consider this patch already improvement over current situation, so consider
committing this as is in case further improvements are in distant future.

(file #15407)
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Additional Item Attachment:

File name: ASRoadNetwork-2.diff   Size:5 KB


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[Freeciv-Dev] [bug #19560] Autosettlers do not consider existing Roads as good for Railroad building

2012-03-23 Thread Marko Lindqvist
Follow-up Comment #1, bug #19560 (project freeciv):

Attached patch makes autosettler to build rail networks. I think it has been
sheer luck if it ever built rails to several adjacent tiles before.

When building railroad:
- Handle tiles that already have roads to be potentail rail tiles, just like
tiles where road is being built.
- Have separate concept for tiles that *do* have rails or are going to get
them, and for tiles that could potentially be updated from roads to rails.
Latter tiles are considered potential rail network tiles, while former ones
may provide alternative route making rail building here redundant.

Problems:
- Autosettler method of checking existing connectivity takes just neigboring
tiles in to account. With rails taking 0 movement points to travel it doesn't
matter how long detour one takes. Autosettlers build grid of rails when just
one connection between any two places would be enough.
- AI really wants to build the network ("want" is hugely off. Autosettlers
used not to see potential network connectivity points so want was almost never
used, but probably set high in an misinformed attempt to get autosettlers to
build networks) So it builds huge armies of Settlers/Workers to build those
rails.

(file #15404)
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[Freeciv-Dev] [bug #19560] Autosettlers do not consider existing Roads as good for Railroad building

2012-03-18 Thread Marko Lindqvist
URL:
  

 Summary: Autosettlers do not consider existing Roads as good
for Railroad building
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 18 Mar 2012 08:33:17 PM EET
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.4.0

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Details:

Splitting old behavior in older branches as separate ticket from new TRUNK
feature from patch #3177

When autosettler considers building road or railroad, and is checking if it
would make better network, it checks what neighboring tiles have. It marks
tiles where road is being built as ones having the road - that's going to be
eventually (by the time this new road would be finisehed) true anyway. In a
bit fuzzy way to make AI work better overall, even tiles with workers building
simple Road are considered to have Railroad. This is ok, I think, as this
simply considers Road building as first step toward Railroad.
But the code that checks already existing roads does not consider Road as
Railroad.
So, Road being built is considered much better than already existing one for
Railroad building.
I think that also code checking existing roads should accept Roads as
Railroads, as any tile that can have Road, can have them upgradet to
Railroads.
I think we should fix this in S2_4, but I'm a bit undecided about S2_3. Maybe
immediately after 2.3.2 release, so it would get max time of testing before
2.3.3.




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