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AI Challenge Forums • View topic - Representing fleets

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Representing fleets

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Representing fleets

Postby Migi32 » Fri Oct 15, 2010 12:30 pm

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Re: Representing fleets

Postby mogron » Fri Oct 15, 2010 1:38 pm

For a few strategies, SourcePlanet can be necessary to analyze the enemy's behaviour. I don't do that, but still need SourcePlanet in my simulator (I could work around this, but it would make it more complicated).
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Re: Representing fleets

Postby P_Hansson » Fri Oct 15, 2010 2:36 pm

I use fleets at simulation stage (after parsing), then I drop them completely and only implicitly represent them through number of ships on each planet after combat stage for every turn. Of course, this means care must be taken when making calculations that need to know number of ships before combat.
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Re: Representing fleets

Postby mrflippy » Fri Oct 15, 2010 4:44 pm

SourcePlanet and totalTripLength could be useful for opponent behavior analysis: For example, if you keep track of their fleets and notice that they are sending a lot of fleets all the way across the map rather than supply chaining or something, you could implement different behavior.
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Re: Representing fleets

Postby P_Hansson » Fri Oct 15, 2010 5:45 pm

Maybe... But you would have to give a better example to convince me - opponents sending fleets very far already is easy enough to deal with.
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Re: Representing fleets

Postby voidptr » Fri Oct 15, 2010 6:46 pm

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Re: Representing fleets

Postby skalkin » Fri Oct 15, 2010 7:01 pm

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Re: Representing fleets

Postby voidptr » Fri Oct 15, 2010 7:03 pm

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Re: Representing fleets

Postby Migi32 » Fri Oct 15, 2010 7:26 pm

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Re: Representing fleets

Postby Terr » Mon Oct 18, 2010 9:50 pm

After procrastinating way too long (Curse you, Minecraft and TF2!) I've been working on a two-dimensional grid of space-time.

Each node in the grid represents a planet at a point in time, and among other variables contains the number of fleets arriving for each player. For a while I tried building a system where each fleet had space/time endpoints, but then I too realized I would probably have no time to make something fancy enough to use the data about source planets.

Each turn, whenever I see a "newly-launched" fleet, I find the node that represents the time and place the fleet will arrive in, and increment the value that corresponds for the player. This nicely merges a variety of fleets and reduces the "housekeeping" each turn, since I can ignore the predictable progress of "old" fleets.
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