Shadowmaster, 

  I agree on the syntax.  Unfortunately, I don't see a way to initialize the 
t_tokens just once when they are game constants and avoid the static 
initialization problems, without the current syntax.  I'm open to suggestions.

  The cleverness of the AI is limited by time.  No one will wait 20 minutes for 
the AI to make a move.  I have never seen the AI form up on a geographic 
feature like a river and force the player to cross.  I have never seen the AI 
use a loose ZOC line of control to deny some area to the player.  The AI does 
not plan multi turn moves.
  Currently the AI limits the number of candidate actions that is evaluates 
based on how long it takes to evaluate a test action.  I then picks the best 
candidate.  Consequently all machines take a reasonable amount of time to make 
a move, but faster machines evaluate more moves and presumably play smarter.

    So the t_token change means that the AI will be able to evaluate 25% more 
moves in the same amount of time and be more clever. 

Regards, 
  Thonsew



----- Original Message -----
From: Ignacio Riquelme Morelle <[email protected]>
To: Thonsew Thonsew <[email protected]>; dev-talk <[email protected]>
Cc: 
Sent: Thursday, October 6, 2011 3:33 PM
Subject: Re: [Wesnoth-dev] t_token Q&A

Hi,

On Wednesday 05 October 2011 17:36:02 Thonsew Thonsew wrote:
> The AI in wesnoth is limited by the amount of time that players are willing
> to sit around an wait for the AI turn to finish.

I am curious what the specs of the machine(s) you have used for testing this 
are. I have personally never seen the AI take too long to take decisions in 
normal campaigns since Crab's GSoC project refactored/rewrote substantial 
amounts of the logic (1.7.x IIRC), and my machines are generally modest enough 
for this time (my current working laptop is a dual-core 2.1 GHz low class 
Pentium with no HT). For slower machines, rendering on the screen using memory 
copy-heavy software interfaces would probably be a more significant issue, at 
least with the default animation options.

Although my builds are always -O3, in my experience there's not a significant 
difference from the default -O2 production builds. I normally play with all 
animations enabled in both 1.8 and 1.9.

I'm really concerned about the *syntax* burden t_tokens place on normal code 
modules like the terrain builder (builder.cpp) and the game events controller 
(game_events.cpp). Taking a look at snippets pre- and post-tokens, the 
difference is shocking at best. It's not really the direction a C++ program 
should be heading, IMO.

-- 
Regards
  Ignacio Riquelme Morelle <shadowmaster>


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