I think skipped should be ignored in the UI, but the AI should be able to know
whether a program has been skipped a lot recently, because that means that a
new building is not needed.
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The proposal to merge lp:~widelands-dev/widelands/ai_productionsites_statistics
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Status: Needs review => Merged
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transient failure on travis
@bunnybot merge force
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Refusing to merge, since Travis is not green. Use @bunnybot merge force for
merging anyways.
Travis build 5025. State: failed. Details:
https://travis-ci.org/widelands/widelands/builds/535462295.
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Have done some playtesting 4 AI players on full moon.
found no obvious anomalies.
@bunnybot merge
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For AI this is the best I believe...
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ok you are right especially for the AI cause the AI might want to build another
idle building then.
However we should perhaps have different rating for failed and skipped. If you
like we could deliver only half of the duration time to the update fuctionality
in case we skipped so it will fall
Low utilization can mean one of two shortage of inputs or that the output is
not needed. So by my opinion, skipped programs should be included in
statistics...
Because utilization close to 100 while the building being idle most of time can
confuse players in believing that new building is
OK, comments implemented.
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by the way I now see another option.
- this change plus exposing the new crude Statistics to the UI ;-)
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Review: Approve
Got the concept. I think we should have this after you perhaps might fix the
small nits from the below diff comments
Diff comments:
> === modified file 'src/logic/map_objects/tribes/productionsite.cc'
> --- src/logic/map_objects/tribes/productionsite.cc2019-05-18 11:58:43
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An
>additional building is only reasonable if the current buildings are supplied
>properly.
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, and expose official statistics to AI and retrain
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ntire_duration - duration;
> + crude_percent_ = (crude_percent_ * old_duration + produced * duration *
> 1) / entire_duration;
> + assert(crude_percent_ <= 1); //be sure we do not go above 100 %
> + }
> +
> } // namespace Widelands
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ays.
> + crude_percent_ = (crude_percent_ * old_duration + produced * duration *
> 1) / entire_duration;
> + assert(crude_percent_ <= 1); //be sure we do not go above 100 %
> + }
> +
> } // namespace Widelands
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are in, so I'd rather not add new code that we'll
then need to remove anyway.
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accurate than what is in
code now...
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=== modified file 'src/logic/map_objects/tribes/productionsite.cc'
--- src/logic/map_objects/tribes
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