From: Mark S. <mar...@gm...> - 2009-12-23 00:04:28
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One item that I have not seen discussed about route calculation is that in the board game the director is forced to calculate the route. He may, with all the best intentions, seek to find the best route, but fails. And as has been stated, there are games where another "shareholder" (or simply any other player) MAY specify a better route. It is not a rule requirement that the best route MUST be found. The other players may choose to ignore to fact the route is not the best (or they fail to find a better route that is there). My point is that within 18xx I feel it is a very important part of the game to find your optimal route. And I would look forward to the ability to select the route manually, center-by-center, tile track-by-tile track, highlighting the route as you go. And on successive turns, the previous route would be highlited (saved for re-use) and allow for modifications if the director chooses... or if the route is comprimised (a token gets laid in the center blocking it from use for example), it requires a re-evaluation. There has been talk about implementing a "route-awareness" where it would enforce tile lays that a company can perform. I would see the capability to manually select the route (and the subsequent semi-auto summing up) as a next step towards true auto-route calculation. And for those that state "I really don't want to pick my own route!"... I reply, that once the full auto-route calculation is implemented (somewhere down the road), the option to manually select the route can be an option you can turn-on or off as your preference. Mark On Tue, Dec 22, 2009 at 5:48 PM, John A. Tamplin <ja...@ja...> wrote: > On Tue, Dec 22, 2009 at 5:18 AM, Frederick Weld < > fre...@go...> wrote: > >> (2) What SimTex's 1830 (most probably) does: A separate model (multi-edge >> graph) for route calculation is updated whenever someone lays a tile. By >> doing this, you get a very low constant factor of the time the algorithm >> needs, meaning you'll still have exponential time but you won't perceive >> this until the size of the graph becomes very large. >> > > Also note that PC 1830 frequently computed incorrect routes. > > Building the connectivity graph isn't actually the time-consuming part (and > as you say, is trivial to build incrementally). Also, building a route > calculation engine that didn't have to work for multiple games would > probably work ok, but when you start adding things like bonuses that depend > on which stops you make, trains that can skip cities, etc, all the heuristic > graph algorithms go out the window. > > -- > John A. Tamplin > > > ------------------------------------------------------------------------------ > This SF.Net email is sponsored by the Verizon Developer Community > Take advantage of Verizon's best-in-class app development support > A streamlined, 14 day to market process makes app distribution fast and > easy > Join now and get one step closer to millions of Verizon customers > http://p.sf.net/sfu/verizon-dev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > |