BlitzProg, 51th
Aww. what a ride. Worked day and night for this. Prepared myself, took days off, went all out and did everything I could. I’ve learnt a lot, this was great, though a bit frustrating. The bosses were so strong.
Wood 3 -> Wood 1
Go to the last entity of the list.
Wood 1 -> Bottom Bronze
Switch from PHP, Proper C++ algorithm. Dumb dummy consisting of targeting neighboring wrecks and targets. Doof was given arbitrary coordinates.
Bottom Bronze -> Top Bronze
Thought a bit more about the AI, made it so it would make smarter choices. Think of selecting wrecks more carefully, targeting tanks with more waters and sometimes try to use grenade to move opponents away from wrecks.
Top Bronze -> Middle Silver
Simulator done, basic Monte Carlo that just evals over his score minus leading opponent’s score.
- Simulator translated from github referee and adapted to my game structure.
- My simulator is very accurate. I tested it using 3x IDE code, all going to 0 0 300, and try to predict which position they will be on their next turn. 6000 6000 300 to test the borders.
Middle Silver -> Bottom Silver
My 2nd Genetical Algorithm ever : done, same eval as above. I’ve coded it so it would evolve against a dummy AI because i thought it was the most important at that point! I didn’t stay disappointed for long, though.
Bottom Silver -> Top end Silver (2nd)
The curse of the 2nd position starts!
GA shows how good it is. Merely factoring distance to closest wreck and closest destroyer made it jump over the entire league, stopping just behind the boss.
Top end Silver -> top Gold
My doof wasn’t factored in the eval, so with my genetic evolution it was roaming aimlessly.
Tweaked eval so it would get a slight penalty the further away he is from opponent reaper. Useless doof immediately became very annoying for the opponent. I rank somewhere in the 60th gold.
Top Gold -> Top end Gold (2nd)
The curses of the 2nd position continues.
Superb results with doof additions. more results from finally simulating skills, something my AI was completely oblivous about until then. - also adding ability to cover wreckages with oil.
2nd Gold -> 2nd Gold
Things I tried:
- Adding ability to throw grenades
- Fixing slight simulation glitches (oil radius of effect also depends on your radius)
- Better eval changing weighting of distances penalties
- Adding more stuff to eval (reaper => distance to oppoent doof)
- Finding magic numbers (weightings, parameters)
- Evolving my opponent for 20% of the time (dummies could beat silver Boss after that)
- Adding rage generation and weighting it
- Timing my submits, trying to count on others to push me up in front of Boss, etc.
None of that made any noticeable difference, though it did help me reaching that annoying 2nd gold place much faster and much more reliably. Smallest gap with boss was 0.2 point.
2nd Gold -> 3nd Gold
- frustration nap to accidentally kill the remaining time! Good job to the new 2nd , you get to share the frustration with me