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Re: [glob2-devel] Hello all


From: Kai Antweiler
Subject: Re: [glob2-devel] Hello all
Date: Sun, 20 Jul 2008 22:57:44 +0200

> Well actually that's what I'm hoping to improve, ie allocating the most
> appropriate tasks to workers and allocating the most appropriate workers to
> tasks, as well as choosing the easiest way to perform the task
> (like gathering the most accessible resource for the task). I was hoping to
> implement a somewhat mathematical approach to do it, though I'm not sure
> about how the current heuristics work.

I know that Leo and Steph reworked the unit allocation last year.
Maybe Bradley too.


> and sometimes they travel a fair distance away to get a particular
> resource for the building which was right next to them at first,
> even when the required resource is
> available from more nearby sources.


That is impossible.
Our algorithms don't find a path to a specific resource field.
For each field and each kind of resource we calculate and store the
distance to the nearast resource of that kind. The pathfinding works
by having our globs travel each turn to a field that has a "lower"
distance value.


> And how about when a worker is already
> doing a task, with the resource already being carried, but suddenly decides
> to abandon task and go pick up some other resource even though the original
> task is still incomplete and easier to perform?

That was an improvement to the previous behavior.
I still remember globs that refused to let down their resources
and doing nothing while workers were needed.
But things surely can improve, if you spend your thesis on it.


> Also, is there any documentation I can have access to which explains the
> general architecture of the game and detailed descriptions of the
> algorithms/heuristics? Or are these documented using in-line comments? I
> think I should read up on those before making any further assumptions...

For algorithms you'd best look for comments in the code or ask.
-- 
Kai Antweiler




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