// this will require decoupling memory move cell and memory dig cell
// will need logic for arrived but wanted to dig at different cell
// trying it with equal weighting per adjacent cells?
Radar sprayed, radar edge, radar would be sprayed all should have algos for them that are efficient
Dig latches should happen on cells
Radar idea: stick it center with closest to center robot requesting, put other robots around field of view of theoretical radar
Generate diggraph once -- possibly on the grid Could keep a perpetual dig graph going with scoring system updated in real time -- grid would be responsible
If robot carrying trap/radar signals intent to dig, robot calculating afterwards may also signal to dig despite trap/radar there
Re-evaluate every turn
Radar should try and follow edge of previous radar -- maximize edge contact
destination memory latching unsure of
More complex system -- movement to cells where you can change the dig target are excellent
Verify mind change then can dig in cardinal direction while staying in same cell
Need to weight further moves away harder when placing radar if there is sufficient revealed ore on the map -- perhaps calculate total ore available on map?
Scoring should be on cardinal cells, not just single cells
Or redo scoring -- rate all cells then take into account movement?
Shouldn't all positive be counted as movement?
The movement should be greedy -- the scoring assuming (including calculating moves back to hq for scoring)
Can generate two graphs -- one with scores assigned to probs and then do the rest per robot
Start by implementing value calculation for bigger radius -- 5 cells
You're getting creamed if there is a vein in the early half of the map
movement latch can come back if digging and movement are different
Check ore prob of each cell and calculate if all the high prob cells have radar attached
You can figure out where opp radar and bombs are placed Target radars, avoid bombs -- probabilties is what you can do -- doesn't have to be cardinal, can be direction from which they came from (make that configurable)
Track opp movements and get nervous if they've been in a spot?
Bury traps in ore>0 -- build out requesting system around this Trap: only plant in enemy holes with ore in them
Make sure search doesn't look for already existing hole
Track enemies and when they make holes -- can figure out if hole is first since coming from HQ
wall: https://www.codingame.com/replay/413775813
Movement should be optimized to 4 spaces
Trap/radar cooldown is 5 turns, can be optimized for coming back
Change to different mined hole if next to or on top of enemy Remember to integrate with movement memory
Add in go to hq for radar modifier
Verify http://chat.codingame.com/pastebin/028dddfe-88aa-47ab-8a2e-172a26438253 and http://chat.codingame.com/pastebin/1edd7d68-0033-4762-87ff-cb526433e189
Pressing:
"my bot objects have a field containing their current task when it's complete, they fetch a new one" -- is that a better way to do it? -- queue
Radar should stop placement after algo point, not hard coded -- perhaps add in no need clause as well?
Two with radar going to the same spot -- need last minute check or neg if too close or latch for radar or something
Multi ore latching -- better implementation or get rid of move latching -- maybe ok now? Need debugging
No need for memory just move and dig as needed As in dig 20,8 will figure out the best path The upside of your method is you can check things beforehand The downside is you need to signal intent and do optimizations Confirm thinking is right and movement isn't being wasted -- should be right
Movement (ignoring HQ) should check 4 closest cardinal directions of target, then distance between robot and all 4 of them selecting the shortest
Intent dig target should be stored in robot -- queue?
If distance equal, prefer left hand side
general function export rather than attaching to classes
- Rank 621
- Rank 113, 30.05
- 78, 30.01-28.73
- 128, 28
- 116, 28.87
- (With traps) 1 38
Silver:
- 178, 20
- 59, 23.30
- 22, 24.46 -> 73 22.41
- 80, 22