Atlantean AI can handle Citadel villages in forests only

Bug #951546 reported by spth
8
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Undecided
TiborB

Bug Description

The Atlantean AI can handle Citadel villages in forests only. I have seen this problem in both build16 and bzr6277. An example from bzr 6277 can be found in the savegame at http://pholia.tdi.informatik.uni-frankfurt.de/%7Ephilipp/widelands/LR17%25201.wgf and replay at http://pholia.tdi.informatik.uni-frankfurt.de/~philipp/widelands/2012-03-02T21:18:44%20singleplayer.wrpl and http://pholia.tdi.informatik.uni-frankfurt.de/~philipp/widelands/2012-03-02T21:18:44%20singleplayer.wrpl.wgf

When there is only a moderate number of trees near the start position, the Atlantean AI fails for Citadel villages: It just runs out of wood. The AI of all other tribes and the Atlantean AI with default starting conditions will build rangers to plant more trees in time. But the Atlantean AI with a Citadel village won't.

I know the AI is not very smart, and probably needs a major overhaul or rewrite. Nevertheless, this issue makes the AI fail right from the start, so I think it should be fixed before.

Philipp

Tags: ai atlanteans
Revision history for this message
Hans Joachim Desserud (hjd) wrote :

Please note that it is possible to upload attachments such as screenshots, replays or savegames to Launchpad. :) See "Add attachment or path" at the bottom of the page.

tags: added: atlanteans computerplayer
Nasenbaer (nasenbaer)
Changed in widelands:
status: New → Confirmed
Revision history for this message
SirVer (sirver) wrote :

Setting to incomplete for bug sweeping.

Changed in widelands:
status: Confirmed → Incomplete
Revision history for this message
wl-zocker (wl-zocker) wrote :

The problem is that the Atlantean AI builds many buildings (spiderfarm, weaving mill, later a farm) and only one woodcutter. When the trees in the area are cut down, it does not build a second woodcutter nor a forester (or does not have enough material). The other tribes build less buildings. (Tested in r6968.)
I think the AI should make foresters a higher priority than they are now.
However, Tibor is currently working on the AI (https://code.launchpad.net/~tiborb95/widelands/tiborb-ai). Maybe the problem is already solved in his branch.

wl-zocker (wl-zocker)
summary: - Atlantean AI can handle Citadel villages in forests onl
+ Atlantean AI can handle Citadel villages in forests only
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
Revision history for this message
SirVer (sirver) wrote :

Tibor, can you comment on this? Do you think it is fixed?

Changed in widelands:
assignee: nobody → Tibor Bamhor (tiborb95)
status: Expired → Incomplete
Revision history for this message
TiborB (tiborb95) wrote :

Indeed I noticed the same problem right now, so it is not fixed. I will take care that it will behave better in my current development AI branch. In fact I do not test villages this is why I did not notice that problem.

Revision history for this message
TiborB (tiborb95) wrote :

I think we can consider this as fixed.

Changed in widelands:
status: Incomplete → Fix Committed
Changed in widelands:
milestone: none → build19-rc1
GunChleoc (gunchleoc)
tags: added: ai
removed: computerplayer
GunChleoc (gunchleoc)
Changed in widelands:
status: Fix Committed → Fix Released
Revision history for this message
GunChleoc (gunchleoc) wrote :

Fixed in build19-rc1.

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