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AI Challenge Forums • View topic - Planet.PlanetID()

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Planet.PlanetID()

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Planet.PlanetID()

Postby _Shurf » Thu Sep 16, 2010 8:22 am

I need to calculate some additional param for each planet and so i have a question. Does planet ID changes between turns or it is constant for certain planet?
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Re: Planet.PlanetID()

Postby elemeno » Thu Sep 16, 2010 8:35 am

I'm fairly sure that the docs state that it will be constant. If it weren't then it would break just about everything anyway!
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Re: Planet.PlanetID()

Postby ath888 » Thu Sep 16, 2010 4:20 pm

Fleets have a source and a destination planet referred to by ID, and lasts for several turns, so i would assume that planets retain their ID for the duration of the game.
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Re: Planet.PlanetID()

Postby thomasz » Fri Sep 17, 2010 10:27 am

The PlanetIDs are actually indexes for a planet array on the server side. The only 'benefit' of changing planetIDs between rounds would be forcing each bot to parse the gamestate message each turn in order to prevent against exploiting a certain protocol vulnerability.
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Re: Planet.PlanetID()

Postby Terr » Fri Sep 17, 2010 8:49 pm

Terr
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Re: Planet.PlanetID()

Postby temp_dummy » Sat Sep 18, 2010 11:02 am

If you really want to mess around, let's make the planets not stationary.

Give the universe an asymmetrical centre (a Sun?) point and let all planets revolve around it.
This will continuously change the relative distances between all the planets,
creating many options and headaches.

As a bonus, the centre point will not be disclosed by the service and may, itself not even be stationary.
This forces the player to re-evaluate the universe every move.

(removing the possibility of calculating a strategy between "sumbitting go" and receiving a new game map.
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Re: Planet.PlanetID()

Postby Terr » Sat Sep 18, 2010 5:31 pm

That's not a "protocol vulnerability" a client can exploit, that's a wholly different game.
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