AI sometimes runs out of trunks with castle village

Bug #1226624 reported by fk
10
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Medium
Unassigned

Bug Description

If the AI fails to build the first woodcutter's house, then it continues with a weaving-mill and runs out of trunks for the second woodcutter's house.

Perhaps the players should have more trunks from the start, or the AI could first try to build three woodcutter's houses instead of one, but this is not yet fail safe. Otherwise there could be checks to see if a road can be build to a building site before deciding to build, or safety checks for the use of trunks.

In the replay in the attachment the blue player is unable to finish it's woodcutter's house.

The same problem occurred in another game with the atlanteans tribe, it is not specific for the empire.

Tags: ai economy
Revision history for this message
fk (fredkuijper) wrote :
tags: added: economy
Revision history for this message
Hans Joachim Desserud (hjd) wrote :

Thanks for reporting this issue.

I haven't looked at your save game specifically, but I guess the underlying problem here is that the AI is rather bad at dealing with limited resources. While easier said than done, it would be nice to see the AI better at planning and perhaps focusing more on setting up a basic "construction material" economy both at the start of the game and when it needs to recover. Ideally, it should even be able to deal with things like the Hardcore starting condition [1].

[1] https://wl.widelands.org/forum/topic/830/

Changed in widelands:
importance: Undecided → Medium
status: New → Confirmed
tags: added: ai
Revision history for this message
fk (fredkuijper) wrote :

"but I guess the underlying problem here is that the AI is rather bad at dealing with limited resources"

I agree with that, but I think that the problem is twofold. In castle village the player starts with 13 trunks of which 7 go to the sawmill immediately. The limited number of 6 remaining trunks is very low for a setting of which I understood that it should give the player an easy start. So it might be a good idea to increase the initial number of trunks, independently from other solutions.

(btw. I confused the atlanteans with the empire, but this doesn't matter for the problem.)

Revision history for this message
TiborB (tiborb95) wrote :

Hi,
revision 7080 in trunk contain further batch of AI improvements, that includes also changes in buildings prioritization.

Now AI should always manage to built (and complete) first woodcutter. But if your experiences differ, let me know.

Revision history for this message
SirVer (sirver) wrote :

setting to incomplete. If it times out I consider it fix committed.

Changed in widelands:
status: Confirmed → Incomplete
Revision history for this message
Launchpad Janitor (janitor) wrote :

[Expired for widelands because there has been no activity for 60 days.]

Changed in widelands:
status: Incomplete → Expired
SirVer (sirver)
Changed in widelands:
status: Expired → Fix Committed
milestone: none → build19-rc1
GunChleoc (gunchleoc)
Changed in widelands:
status: Fix Committed → Fix Released
Revision history for this message
GunChleoc (gunchleoc) wrote :

Fixed in build19-rc1.

To post a comment you must log in.
This report contains Public information  
Everyone can see this information.

Other bug subscribers

Remote bug watches

Bug watches keep track of this bug in other bug trackers.