Hey all, thanks for a good time.
I didn’t get to spend as much time on it as I would have liked, and the time I invested didn’t pay off as much as I would have liked, but it was still fun. I went from no submission, to low 300s pretty quickly, to a slow improvement to low ~120.
I started with a generic strategy I’ve used to score in the middle of other, similar, contests – evaluate each zone with people, evaluate the neighbors, and split myself amongst them, based on score.
I assigned a score based on whether I owned it or not (or no one), platinum, and then also boosted further away from me, and closer to the enemy (the latter pretty small). I also added a small random factor later to help spread out exploration better. This worked pretty well, and got me in the low 300s.
Although I knew people were rushing, and I was losing to such rushes (sometimes foolishly, moving defenders off my base, so a solo enemy could claim it) I wanted to improve by moving my troops to the ‘frontier’. I considered the frontier a case where I could see it (or had seen it) and it wasn’t controlled by me. I then changed my assignment to send troops to the nearest frontier spot. This gave a pretty big boost. I actually did a bit of a hacky mix, so that if troops neighboured on the frontier, they sent troops to it, and then later looked moving those further away. I never did a decent job of ‘coverage’ (a troop has been sent and is sufficient, so don’t send more), which I think would have been key for a higher ranking.
I did do a nice technique, IMO, of figuring out where to move next based on where I wanted to go – given the distances of all-to-all, you only need check which neighbour is closest to the target.
I then spent some time on defence, but only in a half-assed way. Basically if more enemy were close to my base than me, move in the way, rather than further away. This got me into 100-200 region. There was definitely room to improve here – I think I only considered out to 3 hexes away, but it got complicated.
I think most important to me would have been the ‘coverage’ tactic – not exactly, but at least a better job of sending the right number of people to the target frontier. I also never did proper ‘defence’ of normal squares, e.g., if I and an enemy are dancing, sit on the hex with more platinum.
I didn’t do any advance zone loss detection, not did I analyze the map for chokepoints or such, but would have liked to, but I think they were less important. Tweaks to scoring zones would have been nice too, and a more generic defense/rush strategy. Oh well, can’t do it all.
Thanks for a good time!