Topic: main roads becoming normal again

ypopezios
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Posted at: 2018-05-04, 00:47 UTC+2.0

hessenfarmer wrote:

Could you provide replays?

Not worthy. About half of my tests were done only to produce prints under various circumstances, to ensure that the numbers are the expected ones. So there is nothing interesting seeing in them, except of the boring logs. For the other half I opened side-by-side two instances of Widelands, one for each algorithm, loaded the same maps, did the same actions (e.g. create same road topologies), and watched how quickly and in what order the roads got promoted. So that half works only by comparison of performance. There is no other difference really. Finally, I had AIs filling the map with roads, as a stress test. That can be replayed by anyone.

GunChleoc wrote:

einstein13 wrote:

Is there any idea how to solve manual upgrade/downgrade of the road?

It is something worth thinking about

Micromanagement by the player here would need to be an option for good players

Further improving the automatic behavior has now become easy. But giving manual control is not a good idea, cause it will lead to always promoting as many roads as possible, defeating the whole concept (we could as well totally remove non-promoted roads from the game and achieve about the same effect). Hans Joachim Desserud said it nicely here.


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einstein13
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Posted at: 2018-05-04, 09:31 UTC+2.0

ypopezios wrote:

Further improving the automatic behavior has now become easy.

But giving manual control is not a good idea, cause it will lead to always promoting as many roads as possible

I strongly disagree with that. Promoting roads manually will always cause carrier-animals need. Sometimes it does terrible problems.

defeating the whole concept

No, it will not defeat it. From my experience, most of the players will not use this feature because they should be happy of the current mechanism. But sometimes they will consider manual changes. When?

  • At the beggining of the game. When you place first buildings, fast start is strongly needed.
  • When the player can see traffic jam and the simple solution is to create a bypass. Brand new road has full capacity used in a short time and it need fast upgrade.
  • When new port/ warehouse is strongly used. You can build a warehouse and set the need for a resource to it. Most of the produced resources is moved to this warehouse and it can cause terrible traffic jam. Before the road is promoted, it takes some time. Wasted time. The same is with a port that is moving lots of resources in/out.

All those situations are from my experience. For 99% of cases I would stick to standard rules. Why? Because I don't have all the knowledge with part of the transportation system needs upgrade. Those situations are quite clear with that.

Hans Joachim Desserud said it nicely here.

Yes he does and I have answered that. Also (the main point I guess):

when would you choose to NOT make a busy road?

When you don't see the point of the upgraded road. It costs an animal, plus some clicking.


einstein13
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ypopezios
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Posted at: 2018-05-04, 10:54 UTC+2.0

@einstein13

All your problems (and we all have the same) are due to the inefficiency of the old algorithm. The new algorithm adapts to sudden traffic much much faster (and it can become even faster if we change its specifications). A player could still gain a few initial seconds by manual handling, but this can and will get abused. In other words, your answer to Hans' concerns doesn't satisfy me.

Edited: 2018-05-04, 15:09 UTC+2.0

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Tibor

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Posted at: 2018-05-04, 10:58 UTC+2.0

somebody should test this branch finally


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einstein13
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Posted at: 2018-05-04, 12:01 UTC+2.0

@ypopezios

Sudden traffic? So when I create a long bypass, will it change the state of it in a few seconds? If so - you're right. If not - you aren't.

Is your algorithm taking into account more than one piece of road at once (long bypasses)? Is it taking into account future usage of the road (fast expansion in the beginning)? Is it taking into account bottleneck in one place with huge traffic (ports)? If so - you're right.


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
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ypopezios
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Posted at: 2018-05-04, 15:06 UTC+2.0

@einstein13

You say nothing new. It's fully understandable that you cannot read the whole thread. But if you want to have a productive participation at this point, you should read some parts of the following three posts:

  • What to know (at the player level) about wallet's basic operation (only the bullets). That is to get the idea, you don't need to mess with the constants yourself.

  • king_of_nowhere's desire based on the above description (only second half of the post).

  • My explanation of how the new algorithm got finetuned to satisfy king_of_nowhere's desire (only last paragraph).

So, come with your version of the ideal behavior in terms of wares and seconds, and give me a chance to finetune the algorithm to your desire. Then people can decide which behavior they prefer. Of course it's impossible to implement unrealistic desires (like predicting the future or reading the player's mind). But I can do enough to make a strategy-oriented player happy.

In any case, the new algorithm is good news both for new players and for AI. Advanced players may never be satisfied with anything less than direct access to the CPU itself, but I will always be against that myself.


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einstein13
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Posted at: 2018-05-04, 17:28 UTC+2.0

Ok, I sticked to the discussion a bit. Google translate helped (so I know what was about, but I can miss some details).

As I understand: old busyness model is tried to be replaced by wallet one. The basic logic (points for working) is still the same, but the interpretation (busyness -> wallet) and equations (how many points are for transport) are changed.

Of course I know that the numbers are double checked by king_of_nowhere and I agree that the new model can be more flexible than previous one. I don't argue with that. I just asked about consideration of expanding it by adding a feature of upgrading/downgrading the road.

Since the basic logic is the same, I would solve the manual upgrade by adding artificially points to the wallet. After adding, the carrier would be rich enough to buy an ox/... and the further logic wouldn't be hurt.

I am happy that you are bringing something new (or rather: upgraded) to the Widelands. But please consider that the old topic will be on the plate for a long time.


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
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WorldSavior
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Posted at: 2018-05-04, 18:43 UTC+2.0

ypopezios wrote:

WorldSavior wrote:

It's difficult to watch this discussion...

It is difficult as well for everyone involved in it. Such threads need regular updating on their first post with the relevant information. But this is a task for either the first poster or a moderator.

Moderators usually don't do that here, and you have been the first poster after a very long time.

WorldSavior wrote:

How will the new concept work if you link two flags with several street-segments at once? (In most cases two segments.) And what about street-segments at buildings? There the carriers don't only walk between the flags, but also beyond, into the buildings.

The short answer for your scenarios and every other scenario is this: The new concept will work better than the old concept.

Good to hear that. Why again is the wallet not only a new metaphor for grade of business?

A detailed answer could also be given, if a question gets more detailed.

Are my questions not detailed enough? If someone doesn't understand something, he can ask questions.


Wanted to save the world, then I got widetracked

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ypopezios
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Posted at: 2018-05-04, 19:53 UTC+2.0

WorldSavior wrote:

Why again is the wallet not only a new metaphor for grade of business?

The wallet metaphor is used only to help us come with a better model (let's say the wallet model). That model is superior in various ways:

  • Simplifies the understanding (the familiar money concepts are easier to reason with than abstract concepts).

  • Simplifies the calculations (there is no more need for guessing the right value of various factors).

  • By achieving the above, it opens up new options for enhancing the game, in ways which were previously too complicated to consider (it can actually get expanded to solve almost all logistical problems in Widelands).

  • In the given case of road promotion/demotion, the old model had no way of achieving the precision of the new model, and it even misbehaved under some circumstances.

WorldSavior wrote:

Are my questions not detailed enough?

For the specific questions I just indicated that I possess further details to cover them in depth, which I could share if a question indicated deep enough interest on the matter. So far I rarely get such questions, I mostly get concerns (too many of them, as unfortunately people focus much more on the problems than on the solutions). But meanwhile we have reached the point where people can test a working branch and witness the improvements for themselves.


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Tibor

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Posted at: 2018-05-04, 22:25 UTC+2.0

I just uploaded a replay made with this branch https://bugs.launchpad.net/widelands/+bug/1451973/+attachment/5134077/+files/road_test_1.tar.gz - for peoples who dont want to install the branch...


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