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chocokies

Henry was here!

Updates to the Game

  1. Yielding no longer offers bonuses in power
  2. Checking nuke build progress only works when halfway done

Strategy : January 15, 2013 Notes

The idea is to have a finite state machine that figures out what sort of strategies/general behaviours we shall have over a game. There shall be some function on the HQ that calculates the "effectiveness" of a given strategy by some metric function. Then if it deems that the strategy is doing well, we may keep going with the current strategy. Otherwise, switch to a more appropriate strategy.

To effect a strategy on robots, we may make up a set of general behaviours in which they should follow. The HQ will send orders to follow a specific behaviour to each Robot via their communications channel. In this way, there is a localized sense of planning.

Some potential strategies might include:

  1. Turtle-Nuke
  2. Push-mines
  3. Aggressive Rush

and some relevant behaviours might include:

  1. Capture
  2. Swarm
  3. Combat
  4. Scout
  5. Fortify
  6. Jamming

Some notes on the functions:

  • Capture can be overloaded to take a target or just general encampments nearby
  • Jamming can be done deviously by replays or simply scanning and flooding. Another idea might be to implement some sort of cross-game relpay attack.

Turtle Nuke

The general strategy of turtle nuke shall be outlined below.

(OPTIONAL) The HQ will find encampments and the bots may scout. At this point, the bots might also go and construct some encampments based. However, this sort of encampment capturing might not be worth it in this sort of strategy.

After that initial set up stage, the HQ should begin to research pickaxe. Meanwhile, bots will fortify the nearby area with an effective tiling of mines.

With this done, a bit of spawning shall be followed by intense research of the nuke and continual fortification of the HQ. At this point, bots should be engaged in general fortification behaviour.

At this point, it is up to chance and luck for the effectiveness of the game.

Remarks on Team Memory

One thing that might be helpful

Implementational Notes

The idea is to query the personal inbox to check whether or not there is a behaviour that the robot should take at the time being. Otherwise, we shall take a default behaviour, that is something along the lines of scouting or something like that.

Within BaseRobot, or SoldierRobot for that

BaseRobot
  initializeState
  (determineBehaviour(state))

  if(stateX)
    stateX()
  else if(stateY)
    stateY()
    ...
  else
    default()

  cleanUpCode

  rc.yield

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