From: alexti <al...@sh...> - 2010-03-24 03:52:31
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Hi Stefan, I like your idea. It makes sense that artificially complicated track layout with lack of station markers in a simpler game may create more difficult problem than the realistic scenario in a more complex game will. If you are volunteering to create such setup for 1870 I can try to build similar scenario for 1856 (with couple of diesels, for example). In what form can you export such setup? Something simple (for example comma-separated tile ids) will do. I won't have time to do it until the weekend though... Alex. On Tue, 23 Mar 2010 16:35:52 -0600, Stefan Frey <ste...@we...> wrote: > Alex: > Some more comments on a potential test for automatic route calculation: > > I think there is no need for one of the more "exotic" types (18US, 18C2C, > 1844) to create a (reasonable) difficult scenario. > > It is easy to create a quite involved track layout with maps and tiles > of one > of titles already implemented in Rails (for this even the partially > implemented 1835 or 1870 would work). > > Then rails could supply: > > * A map (here I mean the collection) with map hexes and tiles. From my > point > of view it is still open, how it is converted to the graph you need to > run > your algorithm. > > * The trains available to the one company could be easily changed. And > we can > make things more difficult by requesting scenarios, which are not > possible in > 1870: For example running a 8, 10 and 12 at once. > > * I think, that there is no need for tokens so far (either simply assume > that > there are none (which would allow even more connections than usual) or > create > a network that is usually available to one company after considering the > effects of tokening, if we want to built a more realistic test case). > > If no other wants to jump in, I would volunteer to create such a network > on > the 1870 map. > > Stefan > > >> >> >> Perhaps it can be tested? There is no need to have complete support >> of >> >> such games in Rails to make experiment. We could create a graph >> >> representing "difficult case" and run algorithm on it. >> > >> > Yes, though it could take time to manually build the graph the way >> your >> > algorithm wants it. >> > >> >> > Some I would look at would be 18US, 18C2C (for sheer size and the >> >> >> >> ability >> >> >> >> > for a company to run lots of large trains), 1844 (which adds >> tunnels >> >> >> >> and >> >> >> >> > mountains that affect the route score), and 1860. >> >> >> >> Unfortunately, I don't own any of them :( >> > >> > The complete rules are available for at least 18US and 1844, and >> ps18xx >> > includes the map/tiles for all of them. >> >> Are there some cases you would consider examples of "difficult" ones >> that >> are available in some kind of format? From some PBEM games perhaps? It >> might be relatively easy to convert them into the graph I need. And it's >> difficult to get an impression of what realistic end game layout would >> be >> without playing the game. > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ |