Less aggressive use of Monte Carlo simulation

5000 turned out to be a too low threshold: at that complexity score traditional probability calculation is still much faster.
This commit is contained in:
Jyrki Vesterinen 2016-12-31 16:41:10 +02:00
parent 3dac13ae9e
commit 169946fc24
3 changed files with 7 additions and 1 deletions

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@ -1,5 +1,7 @@
Version 1.13.6+dev:
* AI:
* Fix a performance regression in complex combat situations such as the
"Oath of Allegiance" UMC campaign.
* Fix some Micro AIs and AI helper functions not working correctly for AI
sides under shroud
* New function ai_helper.find_path_with_shroud()

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@ -3,6 +3,10 @@ changes may be omitted). For a complete list of changes, see the main
changelog: https://github.com/wesnoth/wesnoth/blob/master/changelog
Version 1.13.6+dev:
* AI:
* Fix a performance regression in complex combat situations such as the
"Oath of Allegiance" UMC campaign.
* Graphics:
* Improved terrain graphics: lava.

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@ -61,7 +61,7 @@ struct combatant
#endif
private:
static const unsigned int MONTE_CARLO_SIMULATION_THRESHOLD = 5000u;
static const unsigned int MONTE_CARLO_SIMULATION_THRESHOLD = 50000u;
const battle_context_unit_stats &u_;