On Thu, 8 Oct 2015 16:21:00 +0200
win...@genial.ms wrote:
>>[meta-AI]
> The idea was to not so much leaving things out as having more focused AI
> for different situations.

I take the point of having AI that is aimed at particular stages of the
game.  I just do not think you can easily break out that functionality.
Whatever you do, you need to implement the abstract routines of AIPlayer.
What we have in EuropeanAIPlayer is pretty minimal in most places ---
the only place with any depth is support for AIColony/s doing the best they
can with their and some limited global resources, and some attempt to
globally allocate units.  As it stands if you want a "war AI", I would
recommend just a big "switch (getAIOperatingMode()) { case WAR: ... }" in
the main EuropeanAI routine:-).

>>[Comparing AIs]
> I'd be interested in reading a bit more about your test setup.

I have two ugly scripts.  bigtest.sh runs <game> <N> times to 1700,
collects the results (with bin/fclogscore.sh and bin/fsgscore.sh) and
prints a summary. lots.sh runs bigtest with a standard 8-player very hard
game on a moderate sized auto-generated map 10 times, then a standard
medium difficulty 8-player game on the Caribbean map (to increase
competition for resources) 10 times, then repeats the two games but
playing one turn then save-quit-reload (so as to *really* exercise the
serialization).  This takes my decent-but-old 4-core PC about 13 hours.  I
like to do this before committing any non-obviously-correct patch, as the
AI is quite sensitive to mistakes --- if you can see that while the
average number of transports per game was 1000 the day before but now it
is 500, something is amiss.  One day soon I will put up some pretty graphs
of how the tests have performed over time.
 
> > Indeed, some time back we had two AI implementations, but one had many
> > less bugs and performed much better so we dropped the other.
> 
> I discovered goals are unused atm, I guess they remained from the second AI.

Actually no, that is incomplete code that Michael was working on.  It
might have become a third AI:-).  I still hope he will one day get back to
it.

>>[sounds]
> Do you happen to have a good program for encoding ogg from wav?

According to my notes I used oggenc:

    oggenc -r -R 48000 --managed -b 112 -o <ogg> /tmp/raw

> Both commits are in attacksounds branch in my fork:
> https://sourceforge.net/u/wintertime/freecol/ci/attacksounds/tree/

Will get to it soon.

> > Er, what?  PF#30 is "Transfer of movement points" and looks pretty
> > dubious whether it is even true or not.
> 
> There had been a post telling the original theory is wrong and
> affirming my theory. I know more research is necessary, but I thought
> the basics could be implemented already.

If you wish.  However I remain unconvinced that one is real, so I am
concerned that any effort on it is misplaced.  The recent play through from
Mark Jackson did not find any supporting evidence.

Meanwhile, it turns out that I am spending this weekend demolishing our
patio, which is probably going to delay the release again.  Hope no one is
holding their breath.

Cheers,
Mike Pope

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