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From: Odds O. <cra...@gm...> - 2016-10-31 22:34:00
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Thanks! Looks like there's more slowdown than I initially thought. Here's some data (with substantial noise, but definitely some signal), from wizmode experiments like you suggest: normal; 10xD:1 - 5264 turns x=1.5; 10xD:1 - 6283 (+19%) x=2; 10xD:1 - 8810 turns (+66%) normal; 10xD:2 - 5567 turns x=1.5; 10xD:2 - 7040 (+26%) x=2; 10xD:2 - 8141 turns = (+46%) At both x=1.5 and x=2, I'm happy that the algorithm is working as desired; I haven't tried smaller values (x=1 is likely to be a breakpoint where it stops doing much at all). There's obviously no sensible way to quantify that. >From my dive into the autoexplore code, some things (like this) are not too hard; and some things are nigh on impossible (without way more understanding of the code than I have). Particularly, anything that cares about where you reveal a square from seems tough, and anything that just cares about what square you reveal next is more likely to be doable. On Mon, Oct 31, 2016 at 8:04 AM, Alex Jurkiewicz <al...@ju...> wrote: > Nice work! If you could collect data showing what the impact is on total > level explore time that would probably very helpful. For example, visit a > floor in wizmode, use &G to remove all creatures, time auto explore, then > &R egenerate the level. > > I mentioned in the crawl thread, but biasing to minimise discovered > squares would be great. In particular, avoid opening doors and if you have > to, prefer to do it from the side. > > On Mon., 31 Oct. 2016, 10:50 am Odds Odds, <cra...@gm...> wrote: > >> Hi, >> >> I've been experimenting with options to make autoexplore safer by >> exploring near upstairs. The intended change is that exploration is >> generally around up-stairs, creating a safer map - because the explored >> area is more circular, so the player is near more safe places, and the >> up-stairs are easily accessed from the whole explored territory. The >> trade-off is that exploration is likely to be slower, as it involves more >> backtracking across explored territory. >> >> Thoughts on whether something like this might get merged - either behind >> an option, or as default behaviour? >> >> The change I've tried so far is to aim for the unexplored square which >> minimises: >> >> [Distance from player] + 2*[Distance from [nearest up-stair to player]] >> >> Experiments seem to show that this has the desired effect, and that it >> slows down exploration a bit (from a *very* small sample, maybe 20%). >> >> Prototype can be seen on https://github.com/CrawlOdds/ >> crawl/tree/explore_from_stairs if you want to try it - though this is >> likely to have bugs and/or use the autoexplore code in unintended ways >> (since I don't understand it fully). >> >> Cheers, >> >> Odds >> ------------------------------------------------------------ >> ------------------ >> The Command Line: Reinvented for Modern Developers >> Did the resurgence of CLI tooling catch you by surprise? >> Reconnect with the command line and become more productive. >> Learn the new .NET and ASP.NET CLI. Get your free copy! >> http://sdm.link/telerik_______________________________________________ >> Crawl-ref-discuss mailing list >> Cra...@li... >> https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss >> > > ------------------------------------------------------------ > ------------------ > The Command Line: Reinvented for Modern Developers > Did the resurgence of CLI tooling catch you by surprise? > Reconnect with the command line and become more productive. > Learn the new .NET and ASP.NET CLI. Get your free copy! > http://sdm.link/telerik > _______________________________________________ > Crawl-ref-discuss mailing list > Cra...@li... > https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss > > |