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TODO.md

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TODO List

Comms

  • Headquarter count: Fix.
  • Lesser or equal priority message overwriting. If none found, overwrite oldest message. - [ ] Add dedicated channels for maintaining count of units
  • Free up 3 bits for symmetry stuff.
  • Flushing the queues

Carriers

  • Carriers need to explore more and avoid overcrowding - [ ] Prioritize resource collection based on lack of a resource.
  • While returning to HQ to collect anchor, periodically check on the anchor count. If reaches zero, go back to resource gathering.
  • Collect anchors when going back to deposit resources..
  • Flee from launchers.
  • Consume less bytecode in highly crowded areas.
  • Opportunistic anchor collection.
  • Collection rate too low. Fix issue.
  • Update HQ to go to every turn when in transit_TO_DESP - [ ] Don't do opportunistic if currently mining (inplacemining)
  • Carrier attacking carrier
  • Desperation index
  • Replace hasMilitaryUnit with a non carrier one
  • Mine only mana on smaller and medium size maps until some certain round.
  • Store island and wells locations locally and write it to comms later on.
  • Write combat locations
  • Do the new explore where you use the well near hq to find other wells - [ ] What's happening with saving locations and writing them.
  • Flee if carrying anchors also
  • Overwrite older locations in savedLocations.
  • Increase radius if revolution complete in looping around hqs too. - [ ] Possibly transfer resources from a hq that has abundant resources to an hq with less resources. - [ ] Attack carriers by carriers
  • When near hq and about to deposit resources, don't flee. - [ ] Need to slightly increase adamantium collection. Perhaps go back to 1:1 priortization split?
  • Replace currentLocation with rc.getLocation everywhere properly. - [ ] Increase adamantium collection on larger maps
  • Do early deposition.
  • Possible overcrowding fix: Trigger explore when not mining and greater than a threshold number of carriers in vision.
  • overcrowding limit set to 9 and test : did not go well - [ ] Move movementWrapper to the end. - [ ] Perhaps use GG's strat of mining one resource in waves.
  • Fix circular explore issue of not continuing revolution after the first one.
  • Test mining of resources enroute to another location
  • Test flee rounds counts.
  • Experiment with mining immediately after first move. Remove bugs.
  • Fix fleeing code
  • Avoid overcrowding
  • Place anchors after movement too.
  • If have fleed to a location quite near hq, deposit resources.
  • If found other elixir well. Mine from there too.
  • Send excess carriers to the woodchipper
  • Rework entire resource collection strategy.
  • Fix back and forth behavior when against a wall when doing circular explore.
  • If carrying anchor and encountered enemy occupied island with no enemy to defend, squat and free.
  • Find out how to improve production in BowAndArrow (noBFSplz match)
  • Shift all movementWrappers to the end of the code PROPERLY.
  • Fix flee from enemy hq. Perhaps use circular explore to circumvent?
  • Opportunistic mining : perhaps opportunistic adamantium mining after some number of turns?? Check.
  • Refine toExploreOrNotToExplore heuristic
  • Check save location's performance.
  • Perhaps deposit to other hqs if nearest hq is overcrowded
  • Carrier mining loss due to movement wrapper (run auto script)
  • Try removing the need for Explore.explore() in the worst case scenario in Circular Explore.
  • Work on generation of elixir

Explore:

  • Add function to allow launchers to circle around a location at a distance.

Build Order:

  • Perhaps use Ivan Geffner's build order - [ ] If using bot counts for build order prioritization, use amplifier count as a confidence factor on how trustworthy each bot count is.
  • Fix amplifier excess production.
  • verify well designation by hq for carrier.
  • Anchor production too low now. Fix
  • Spawn launchers when our hq can see enemy hq
  • Set optimal build location properly (carriers and launchers done)

Launchers

  • Change to Finite State Machine micro.
  • Try to shift code to microbattle if possible
  • Add cloud attacking
  • Add hiding in clouds and better attacking comms

Combat

  • Verify combat message types' priority order
  • Find out if an anchor can be thrown by a carrier -> Yes
  • Find out how much damage is done by throwing an anchor by a carrier.

Amplifiers:

  • Do all comms stuff you can (while ensure bytecode limits).

General

- [ ] Make maps

  • Defense of skyislands
  • Send enemy occupied islands to combat channels
  • Amplifier built by HQ follow carriers carrying anchors
  • Scan for unoccupied islands should be done by every bot (given bytecodes left)
  • Attack of skyislands via any units (launchers first to clear the enemy units and then any units for occupation of the same)
  • Have amplifiers travel to combat locations