generated from battlecode/battlecode20-scaffold
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notes.txt
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notes.txt
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Strategy Ideas:
- Implement state based thing like last year
- Most movable units can be run on a home-destination frame - they go to the destination, do something, go back home, do something, and repeat
Tunnel strat:
Use landscapers to make a tunnel to the enemy HQ, placing down net guns - no other landscapers could enter to mess it up
Maybe alternate landscapers and net guns in a 3 wide tunnel, so that whenever any dirt is placed on the sides it can be picked up again
Go to the enemy HQ and use a drone to put a landscaper next to it, to bury it
Rush strat:
Build landscaper, grab dirt, rush to enemy base
Wait long enough, then build miner if strat doesn't work
Bad matchups - WateredDown, Volcano is kinda weak, InADitch glitches out, DidAMonkeyMakeThis also is buggy with design school placement
AS OF SEEDING
- Rush is the major issue - no implementation against it
- Have to polish up miner build code - still janky
- Small optimizations in turtle will win us the games - have to investigate
To communicate:
Note that bytecode costs for hashing and identifying, though are constant per turn, are very low - usually under 100 or something, so it's ok to do every turn
Every 10 turns HQ communciates info
- First integer is an identifier
Need to think about how to do it - possible methods:
- Hash of ID
- Flat value
- Flat value but modified each turn - maybe first value is different then hashed?
- Last integer is turn number of robot
- Second integer is ID of robot sending?
Need to indicate what type of message it is, like if a miner finds more soup
Turn 1 communication:
HQ message is composed of
(Should compress, integers can store multiple location values)
- ID value - generated by HQ at beginning
- Soup Location X1
- Soup Location Y1
- HQ Location X2
- HQ Location Y2
- Identifier value - just change every competition
- Number of defensive spaces
For miner soup communication:
- Hashed ID value
- Soup Location X1
- Soup Location Y1
- Hashed ID value - this repeat indicates that the value came from a miner
- Miner Location X2
- Miner Location Y2
For HQ surrounded by water and landscaper should start rotating communication:
- Hashed ID value
- Soup Location X1
- Soup Location Y1
- Hashed ID value - this repeat indicates that the value came from a miner
- Miner Location X2
- Miner Location Y2
For constant 10 turn communication
- Hashed ID value
- Number of defensive landscapers
- 5 - maybe defensive drones or lattice status? - currently working as an identifier
- 0 if panic message has been sent, hashedID - 3 if not
- Current Location X
- Current Location Y
- Unit ID
Things that should be communicated:
- Soup locations
- Enemy HQ locations
- Flood areas