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halite20's Introduction

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chengtianyue avatar gamekarkhana avatar lunw1024 avatar markhaoxiang avatar

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halite20's Issues

Advanced mining

Consider multiple factors in mine reward - currently only considers halite and distance.

Example:
controlMap (K-nearest, convolutions)
haliteSpread (DBSCAN, convolutions)

Trap code

Add code to detect if ship can be trapped by opposing ships in the next turn. Also return how to trap ship.

Farming

Leave a minimum halite (tunable parameter) in controlled areas
Doing so by subtracting it from the reward calculation

Speedup + training

Convert for loops to matrix multiplications. Create NN optimizer pipeline. (See core.py - reward based in ship_tasks() and reward.py)

Improved build pipeline

Required features:

View -
0. !important add color display of extra info on map

  1. Numeric display of cargo
  2. Movement indicator (like a trail)
  3. Simplified icons
  4. KDA
    image

Build -
Build multiple files into one runnable file

Runner -
Automatically run and debug games

Better Attacking

Decide:
Aim at killing or aim at disturbing
Former: multiple attackers -> 1 miner
Latter: few attackers -> 1 shipyard

Improved task creation

Improved task creation (Consider a “group” of points as one task, attack/control tasks)

Task assignment to ships

Consider the assignment problem (sub-optimal solutions with faster runtime? Set limits on max tasks, alternating turn task assignment, etc)

Area Micro

Eg.

  1. If ship at x halite, and in danger of dying if above x halite at current square, don't mine, but stay in area to attempt control.
  2. Mark points where after 1 turn, ship could become trapped as blocked in state[ship]['blocked'].
  3. Account for control when choosing mining positions. (Maybe reinforce contested area before contesting new area?)
  4. Ship offensive coordination - coordinate multiple ships to surround and trap opponent.
  5. Base defense - shipyard is able to call nearby ship to defend itself.

Adversarial attack

implement & defend adversarial attacks
use empty ships to interfere with opponents' pathing

Training

ELO fitness
Increased use of weights
Variable step
Account for uniqueness and similarity

Thorough picture for strategy

Big decision tree?
Proper documentation?
Other methods?

Requirement:

  • Easy to understand, even for outsiders
  • Always be up-to-date

This is very important for communicating thoughts

Shipyard defence

Add feature where one nearby ship will return to shipyard once opponent is coming in for a collision.

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