float GetExperienceForLevel(ActorValueInfo * info, UInt32 level)
{
    if(!info || !info->skillUsages)
        return 0.0;

    double fSkillUseCurve = 0.0;
    SettingCollectionMap	* settings = *g_gameSettingCollection;
    if(!settings)
        return 0.0;

    Setting	* skillUseCurve = settings->Get("fSkillUseCurve");
    if(skillUseCurve)
        skillUseCurve->GetDouble(&fSkillUseCurve);

    return info->skillUsages[ActorValueInfo::kSkillImproveMult] * pow(level, fSkillUseCurve) + info->skillUsages[ActorValueInfo::kSkillImproveOffset];
}