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AI Challenge Forums • View topic - Running Away

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Running Away

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Running Away

Postby dimkadimon » Wed Nov 03, 2010 6:44 am

Suppose you have a planet with 50 ships and it is about to get captured by the enemy. There is nothing you can do to prevent the capture. Is it ever beneficial to save those 50 ships by "running away" to another planet?

Here is how I see it. If you run away then those 50 ships can be used to defend another planet or capture a neutral. On the downside, your enemy easily gets your planet and that planet becomes harder to retake. If you don't run away, both you and enemy lose ships, enemy captures the planet, but you might be able to get it back later.
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Re: Running Away

Postby Mistmanov » Wed Nov 03, 2010 9:32 am

Running away can certainly have advantages in some situations. My current bot doesn't use it yet, but I can think of a few situations where you should always run away.

For example, say I have two planets.

p1: 10 ships +2 production
p2: 10 ships +2 production

with a distance of 4 turns between them. The enemy has sent a fleet of 20 to both, and they will arrive in 4 turns. All other planets are too far away to influence the outcome of the battles.

Now, when the enemy fleets arrive, both of my planets will have 10+2*4 = 18 ships, so both are going to be conquered. So after the battle, the enemy will have a total of 4 ships left, and 4 production.

What I should do is send the 10 ships on p2 to p1. Then, when the enemy arrives, p1 will have 28 ships and p2 will only have 8 ships. Enemy fleets arrive, so the final situation will be me owning p1 with 8 ships, and the enemy owning p2 with 12 ships. He still has a 4 ship lead, but now we both have 2 production. If the enemy then directly sends his 12 ships from p2 to p1, they will only arrive when p1 already has 8+4*2 = 16 defenders, meaning that I'm not going to lose that planet, without outside interference.
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Re: Running Away

Postby Innominate » Thu Nov 04, 2010 5:52 am

The only time running away is ever beneficial, assuming your opponent is using a "good" algorithm (by which I mean "Doesn't do obviously suboptimal actions"), is to protect another planet. Even then, you shouldn't do a full evacuation but simply send enough ships to ensure the other planet is safe; ships which are sitting idly are wasted ships, except when they are being used as deterrents to attack, which is plainly not the case if you are already under attack by a superior force. If you can't take a valuable neutral, try to identify a weak spot in the enemy's defences and take one of their planets. If you can't take a neutral and you can't take an enemy planet, then, unless they are similarly hamstrung, you've lost. The only hope at that point is that they might make a mistake.
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Re: Running Away

Postby dimkadimon » Thu Nov 04, 2010 7:04 am

Another situation where running away is beneficial is during a planet swap. Your opponent takes your planet and you take his planet that has a higher growthRate. Of course this only works if the opponent cannot defend his planet.
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Re: Running Away

Postby Celica » Tue Nov 09, 2010 3:42 pm

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Re: Running Away

Postby Innominate » Wed Nov 10, 2010 5:34 am

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Re: Running Away

Postby lavalamp » Wed Nov 10, 2010 4:12 pm

Don't agree.

If he sends 100 ships from a +5 planet (leaving it undefended) to your +1 planet with only 50 ships on it, it is advantageous for you to take his +5 planet with your ships and let him have your +1 planet.
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Re: Running Away

Postby McLeopold » Wed Nov 10, 2010 6:34 pm

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Re: Running Away

Postby voidptr » Wed Nov 10, 2010 7:42 pm

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Re: Running Away

Postby lavalamp » Wed Nov 10, 2010 8:52 pm

What voidptr said. My numbers were not meant quite that literally, the point is that you can definitely come up with a situation where it's advantageous.

Of course my current bot takes those fleeing ships and annihilates them on a neutral, which is probably the worst possible thing to do...
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