bugGlobulation 2 - Bugs: bug #22635, Workers wasting resources by...

 
 

bug #22635: Workers wasting resources by overriding it with something else

Submitted by:  Kieran <k776>
Submitted on:  Mon 17 Mar 2008 03:45:52 AM UTC  
 
Severity: 2 - MinorStatus: Postponed
Assigned to: NoneOpen/Closed: Closed
Release: 0.9.3 (Beta 3)Operating System: None

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Thu 03 Nov 2011 04:29:07 AM UTC, comment #5:

i prefere my task allocation and right now there is an allocation in place that even only requests as many workers as definitely needes resulting idle workers rather staying idle instead of getting resources in case some problems arise.
still this is not a bug. closing it.

Leo Wandersleb <giszmo>
Project Member
Sat 29 Mar 2008 02:59:24 AM UTC, comment #4:

This has been temporarily reverted to the original greedy unit allocation algorithm for beta 3.

Bradley Arsenault <genixpro>
Project Administrator
Tue 18 Mar 2008 05:44:16 AM UTC, comment #3:

I suppose a storage facility might come in handy too (storing resources in a safe building).

In any case, as long as large chunks of wood aren't picked up and dumped often, it should be ok, but ultimately it wouldn't waste anything.

Just use Astrix's (*).

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Kieran <k776>
Project Administrator
Mon 17 Mar 2008 10:42:23 PM UTC, comment #2:

now how did you do the bullets? :)

Leo Wandersleb <giszmo>
Project Member
Mon 17 Mar 2008 10:41:43 PM UTC, comment #1:

i recently worked on unit assignment and introduced this behavior. i will work on it next week if i get the week off.

problem was: we had a greedy matching like you suggested.
<ol>
<li>a task grabs the closest glob that has the needed resource.</li>
<li>if not applicable it grabs the closest glob that has no resource.</li>
<li>if not applicable it grabs the closest glob that has a not needed resource</li>
</ol>

problem with this is that an idle glob with wood next to a swarm will not fill the swarm if an idle glob with wheat at the other end of the world is not too hungry to bring that wheat to the swarm.
my solution is to assign scores to each glob with penalties for distance and wrong resources but bonus for speed and right resources etc.

i will tweak the value of "right resource" if you think it is not right as it is now. actually i should run tests scenarios. i did so when i first implemented it. counted steps to "finish 12 buildings" and such.

Leo Wandersleb <giszmo>
Project Member
Mon 17 Mar 2008 03:45:52 AM UTC, original submission:
  • Build an inn, upgrade, set about 10 workers
  • Wait till upgrade completes, toward end, units will be fired
  • Watch the fired units, until the get a new job

Most of the time, their new job involves wasting the resource to get something else. Example wasting wood because the globs take a job that fills inns. When you're using ~20 workers to upgrade say a school, a fair bit can sometimes get wasted.

Please change it back so that the idle workers wander around until a job with that resource becomes available, or idle workers hits 0 (in which case they would let go of the resources because they are needed elsewhere).

Basically, an idle worker should not waste something it doesn't have to.

Kieran <k776>
Project Administrator

 

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  • -unavailable- added by genixpro (Posted a comment)
  • -unavailable- added by giszmo (Posted a comment)
  • -unavailable- added by k776 (Submitted the item)
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    Follow 3 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Thu 03 Nov 2011 04:29:07 AM UTCgiszmoSeverity3 - Normal=>2 - Minor
      Open/ClosedOpen=>Closed
    Sun 30 Mar 2008 02:38:33 AM UTCk776StatusNone=>Postponed

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