From: alexti <al...@sh...> - 2010-03-25 02:27:02
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Hi Stefan, Format you've suggested is fine. I don't see any problem reading it. I assume tile-ID is the same thing as tile# printed on real tiles? I may not have more exotic tiles defined, but that should be easy to add. How orientation is encoded (in terms of N,NE,NW,S,SE,SW notation)? I would also need map orientation (letters are column or rows and the "oddness" of map). Thanks, Alex. On Wed, 24 Mar 2010 13:56:32 -0600, Stefan Frey <ste...@we...> wrote: > Hi Alex, > my time constraints are similars to yours, thus do not expect anything > before > the we and even then not too much. > > I am still wondering how you convert our map layout into your graph > definition > (without manual work, especially with respect to tile orientation), but I > will leave that up to you. > > I can easily provide a list with > Map-ID, tile-ID, orientation > > as used internally by Rails. > > for example (orientation is random here) > A2, 9, 1 > A4, 24, 2 > A6, 8, 3 > etc. > > Is that ok? > > Stefan > > > > On Wednesday 24 March 2010 04:52:14 alexti wrote: >> 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 > > > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. 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