Closed GoogleCodeExporter closed 8 years ago
yes, even if there are 2 upgrades i do not see any build that will research
those both in the same time. SP should be limited to 1.
The same for other buildings if you do not select multiple upgrades.
Another common thing i sow is 3 evochambers when i select only +2 armor.
I think limiting buildings based on the input can speed things a little.
Original comment by ice...@gmail.com
on 27 Oct 2010 at 7:32
[deleted comment]
[deleted comment]
Putting 1 Spawning Pool on final also doesn't fix the issue, it makes no sense
why it would make more than 1 Spawning Pool unless the user specifically said 2.
Original comment by sean.cow...@gmail.com
on 2 Nov 2010 at 7:29
Perhaps this could be solved by adding constraints, such that in the same way
we set a target amount, we could set a maximum.
Providing constraints on the algorithm could help exclude poor branches before
even attempting them.
Basically a way to say "at most 1 spawning pool <or _____ unit/building>"
Original comment by hugh.lo...@lodestarbpm.com
on 2 Nov 2010 at 8:19
Issue 111 has been merged into this issue.
Original comment by azzur...@gmail.com
on 3 Nov 2010 at 8:06
In genetic algorithms, there are sometimes un-intuitive jumps from good builds
to bad builds, to an even better build.
So, while that will never absolutely go away, I believe we are currently
ignoring more than one spawning pool in the actual build.
Original comment by Frit...@gmail.com
on 6 Nov 2010 at 1:12
Original issue reported on code.google.com by
phezm...@gmail.com
on 26 Oct 2010 at 5:32