Re: [Widelands-dev] [Merge] lp:~7010622-q/widelands/topple-seafaring-1 into lp:widelands

2016-11-13 Thread toptopple
Btw, is the C++ system applied for Widelands using garbage collection? I looked 
through some code in defaultai.cc and didn't find any free-memory operations so 
far, e.g. after local list creations.
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Re: [Widelands-dev] [Merge] lp:~7010622-q/widelands/topple-seafaring-1 into lp:widelands

2016-11-13 Thread toptopple
I tested my proposed logic on a "one-world" island and it turned out the 
expedition found portspaces in secondary access although it doesn't per-se 
perform secondary island circling. This is because the map is a torus and the 
ship is reflected only onto the island again under various angles and 
situations. So it works!

Regarding your considerations, however, I would suggest a repetition 
probability of 25% (instead of 0). In this manner we could safely implement the 
improvements implied and work on more profound revisions later on. Would that 
find your agreement?

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Re: [Widelands-dev] [Merge] lp:~7010622-q/widelands/topple-seafaring-1 into lp:widelands

2016-11-12 Thread TiborB
I see you had posted new map (nice one) and I hope you tested this branch on 
this map and found it better than current implementation in trunk...

I see two border scenarios 

1. Multiple islands with one port on each of them
2. One land = one sea - with multiple ports on them (here I am not sure if you 
think about this)

The logic must work for both and all between.

I have not tested this branch, but on the other side I would welcome if 
somebody worked on the seafaring from AI point of view. Especially if you 
intend to go on improving this.

And then next release can be very far so this is not last time seafaring is 
touched I believe.

So to summarize - if you tested it and are sure this is improvement - let it 
go...
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Re: [Widelands-dev] [Merge] lp:~7010622-q/widelands/topple-seafaring-1 into lp:widelands

2016-11-11 Thread GunChleoc
@Tibor: no worries, you don't have to. Your advice will get us there :)
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[Widelands-dev] [Merge] lp:~7010622-q/widelands/topple-seafaring-1 into lp:widelands

2016-11-11 Thread bunnybot
Bunnybot encountered an error while working on this merge proposal:

Running 'git pull' failed. Output:

fatal: No remote repository specified.  Please, specify either a URL or a
remote name from which new revisions should be fetched.

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Re: [Widelands-dev] [Merge] lp:~7010622-q/widelands/topple-seafaring-1 into lp:widelands

2016-11-11 Thread TiborB
@Gun
I am not that eager to work on this now :(, but I am willing to support 
toptopple :)

re: "You can aid the reformation by adding another call to 
"expedition_management()" in the case where both holds true: a) ship sails in 
modus "circle island", b) ship hits a spot which has been noted as "visited" 
before. I have no idea where the relevant logic is situated," - Keep in mind 
that if ships scounts on open sea, it rarely run into portspace, instead it 
usually run into coast and then has to be switched to circle island mode. So 
usually when portspace is found it allready is in island circle mode. So really 
there are only two cases:
- spot visited before
- new spot
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Re: [Widelands-dev] [Merge] lp:~7010622-q/widelands/topple-seafaring-1 into lp:widelands

2016-11-11 Thread GunChleoc
toptopple, if you change the branch owner ("Change branch Details" link on the 
top left) wo widelands-dev, you can both work on the branch together :)
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Re: [Widelands-dev] [Merge] lp:~7010622-q/widelands/topple-seafaring-1 into lp:widelands

2016-11-11 Thread TiborB
iterating over existing portspaces makes sense, because:
- the ship does not pick first portspace it finds, but picks good one with some 
randomness, next time it visit the portspace it can decide to build a port there
- When all existing portspaces are know, the ship can still pick one of them to 
build a port, otherwise it can end up looking for new portspaces forever. If I 
recall properly - cancellation of expedition does not work, so the last one 
lasts forever
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Re: [Widelands-dev] [Merge] lp:~7010622-q/widelands/topple-seafaring-1 into lp:widelands

2016-11-11 Thread toptopple
It does a job though! :)

>Well, current logic was that if known portspace is found, the ship with 
>probability of 50% search for open sea and if found it sails this direction. 
>Otherwise it sail (keep on sailing) around the current land.

One of the points is that this procedure is also activated when a ship hits an 
island (on a memorised spot). The new logic rests on two points. 1. make a 
meaningful decision once on any found port-space, 2. if you hit any known 
island spot (port-space or other) then seek to leave for open sea again. This 
new behaviour targets speeding up of the search and this is barely required.

@Tibor You can aid the reformation by adding another call to 
"expedition_management()" in the case where both holds true: a) ship sails in 
modus "circle island", b) ship hits a spot which has been noted as "visited" 
before. I have no idea where the relevant logic is situated, and actually I 
would prefer if you could jump in here, in case you have an instant knowledge 
on how to do this mod. Perhaps you can create a branch or state the lines here.

A second point that can be more easily improved is the duration of the AI 
expedition phase. I found on larger maps this is somewhat too short. If we can 
make this value, which now probably is a constant, adaptive to the size of the 
map, this would make a shorthand advancement. Otherwise I would just double the 
value, which doesn't hurt anyone.






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Re: [Widelands-dev] [Merge] lp:~7010622-q/widelands/topple-seafaring-1 into lp:widelands

2016-11-09 Thread TiborB
Well, current logic was that if known portspace is found, the ship with 
probability of 50% search for open sea and if found it sails this direction. 
Otherwise it sail (keep on sailing) around the current land.

I was afraid that ship can end up in a kind of ping-pong between two ports - 
but this is of low probability.

But if proposed behavior is OK for you on map with multiple islands - I will be 
fine with it.


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Re: [Widelands-dev] [Merge] lp:~7010622-q/widelands/topple-seafaring-1 into lp:widelands

2016-11-09 Thread TiborB
and yes, current expedition logic is really very primitive
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[Widelands-dev] [Merge] lp:~7010622-q/widelands/topple-seafaring-1 into lp:widelands

2016-11-09 Thread bunnybot
Continuous integration builds have changed state:

Travis build 1587. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/174511687.
Appveyor build 1425. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_7010622_q_widelands_topple_seafaring_1-1425.
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Re: [Widelands-dev] [Merge] lp:~7010622-q/widelands/topple-seafaring-1 into lp:widelands

2016-11-09 Thread toptopple
repeat_island_prob is a repetition probability polled when a ship hits an 
island at a spot which was encountered before. So it is quaranteed that an 
island is at least circled once (when being found).

repeat_island_prob is not a cessation probability, which it would have to be to 
justify your concerns. ;) As for my observations, cessation happens flawlessly 
after one circle. Then the ship heads for open sea again. (This holds for hit 
islands, it is not tested at this point for the "motherland" from where 
exploration started. Assertions there are subject to further investigation.)

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Re: [Widelands-dev] [Merge] lp:~7010622-q/widelands/topple-seafaring-1 into lp:widelands

2016-11-09 Thread TiborB
in regard to repeat_island_prob - so once the ship is on a coast of he will 
circle around it forever and never leave it to search for other lands/islands?
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