glob2-devel
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [glob2-devel] Some gameplay comments on 0.9.3


From: Stéphane Magnenat
Subject: Re: [glob2-devel] Some gameplay comments on 0.9.3
Date: Mon, 5 May 2008 21:53:44 +0200
User-agent: KMail/1.9.9

On Monday 05 May 2008 01:20:38 Leo Wandersleb wrote:
> Hi
>
> > I think that firing after each task makes sense as long as distance to
> > jobs is correctly weighted. I think that in the case I experienced, the
> > distance to job was not weighted properly or there was not enough delay
> > for the latest employer to propose a new job. The result was units
> > constantly traveling 20 cases. When my colony was sufficiently advanced,
> > things went very smooth; so I don't say the algo. is bad in itself, but
> > maybe it should be weighted depending on the context.
>
> What you describe is exactly the problem of full employment. the building
> who's turn it is hires a worker. if there is only one, there is no distance
> to be weighted. in this case the worker would have to choose among
> available tasks.

So maybe we should have a system that is a mix of both behaviors, depending on 
some stats (such as a function of total/used/needed)

Steph

-- 
http://stephane.magnenat.net




reply via email to

[Prev in Thread] Current Thread [Next in Thread]