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AI Challenge Forums • View topic - How to handle close starting positions.

It is currently Thu Jun 21, 2018 9:38 pm Advanced search

How to handle close starting positions.

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Re: How to handle close starting positions.

Postby DGL_Flash » Tue Oct 05, 2010 3:15 pm

I think your asumptions are not correct.
Lets take your example: Start1 and 2 have Dist of 4.
This means, that my Bot (Start 1) could use 20Ships (4Steps * 5Prod) for expanding.
That I loose ships is unimportant, because the loss is less or equal the amount of Ships I can produce till the enemys fleet arrives.
It is unimportant how big the production rate of the new planet is. In every case my new postion is superior to the inactive Bot2.

BUT it is important, that the planet I use for expanding has to be closer to Start1 than Start2. Else the enemy could use "Sniping" to get an advantage.
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Re: How to handle close starting positions.

Postby McLeopold » Tue Oct 05, 2010 6:37 pm

The tcp server already has a few of these "useless" maps. Bot's that use this logic just sit there doing nothing. They are a draw and should not be allowed.

But, as long as there is a cheap neutral somewhere, cheaper than the growth rate * distance between home planets, then the map is still useful. It may be slower to develop.
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Re: How to handle close starting positions.

Postby voidptr » Tue Oct 05, 2010 6:48 pm

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Re: How to handle close starting positions.

Postby DGL_Flash » Wed Oct 06, 2010 1:06 pm

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Re: How to handle close starting positions.

Postby temp_dummy » Wed Oct 06, 2010 5:20 pm

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Re: How to handle close starting positions.

Postby Innominate » Thu Oct 07, 2010 2:57 am

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