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AI Challenge Forums • View topic - planet coordinates

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planet coordinates

Random stuff about the contest, posts that don't fit in the other forums.

planet coordinates

Postby xyz » Wed Sep 15, 2010 1:17 am

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Re: planet coordinates

Postby amstan » Wed Sep 15, 2010 2:08 am

Afaik, they can be any numbers.
The only data you should extract from them is differences and distances. You should not actually try to find the map dimensions(really no point).
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Re: planet coordinates

Postby voidptr » Fri Sep 17, 2010 3:40 am

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Re: planet coordinates

Postby GMNightmare » Fri Sep 17, 2010 3:55 am

amstan said there is no point in knowing the dimensions of the map, and he's right.

I don't know what kind of distance equation your using voidptr, but the only necessary information needed is the coordinates of two planets... and that's exactly what amstan said. That's the only information needed. I cannot conceivably understand why you need to assume that the map is so and so big. If you *really* needed it, you shouldn't be assuming anything, and should calculate it by finding the minimum and maximum x and y from the planet data.

...

But it's still kind of useless information.
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Re: planet coordinates

Postby voidptr » Fri Sep 17, 2010 5:42 am

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Re: planet coordinates

Postby Terr » Fri Sep 17, 2010 6:50 am

voidptr: No, I'm pretty sure what he meant is that the literal dimensions are useless, and he's right.

This is because the game-space is due to the ceil() rounding! Example: Take the "turn-distance" between any three planets, and you'll almost certainly find that that a²+b² is not equal to c². So either your "flat" map is subtly and non-uniformly warped, or else your ships are fickle and sometimes move faster or slower depending on the route.

Either way it's a huge pain in the ass to account for space-warps or speed-limits, so things like voronoi diagrams and influence-maps are much more difficult to apply.

Thus the literal geometry of the map isn't useful, and you should instead consider the playing-field as an undirected weighted graph.
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Re: planet coordinates

Postby GMNightmare » Fri Sep 17, 2010 8:03 am

My bot can calculation all distances between planets. Distance is figured into calculations. My bot doesn't really "look ahead" persay, but it has all future values of each planet calculated into its algorithms... still under testing however. So it "looks ahead" as far as needed. But technically, no, the strategy wouldn't really change if say, on one map, all the distances suddenly doubled. And this is because my AI would still try to do the same kinds of things, takeover that weak planet over there, move reinforcements there... ect ect... For that matter, nobodies' AI would, this is because calculations are always relative to the map being played on.

I'm wondering what you do differently depending upon the size of the map. What changes?

The calculation for all distances, straight from the specification: "Trip lengths are determined at the time of departure by taking the Euclidean distance to the destination {dx, dy} from the source {sx, sy} and rounding up. That is, ceil( sqrt( (dx - sx) ^ 2 + (dy - sy) ^ 2 ))."

I'm under the belief that all starter packages have a rudimentary method of this already implemented.
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Re: planet coordinates

Postby voidptr » Fri Sep 17, 2010 8:13 am

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Re: planet coordinates

Postby BarsMonster » Fri Sep 17, 2010 3:38 pm

I was worried about this at first, but provided that there is 200 moves limit, I don't care.
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Re: planet coordinates

Postby RebelXT » Fri Sep 24, 2010 2:21 am

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