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path: root/src/game.rs
AgeCommit message (Collapse)Author
2019-08-19Changes from balancing updateJustin Worthe
2019-08-14Optimized finding valid snowball + bomb movesJustin Worthe
2019-08-14Pruned moves betterJustin Worthe
2019-08-13Trimming down on redundant code and tweaking perfJustin Worthe
2019-08-10TODO PruningJustin Worthe
2019-08-10Removed tiny hashmapJustin Worthe
2019-08-09More filtering of silly movesJustin Worthe
2019-08-07There is only one valid move once frozenJustin Worthe
2019-08-07Cleaned up setting of occupied cellsJustin Worthe
2019-08-07Assertions to test that my lava logic is rightJustin Worthe
2019-08-07Lava assertionsJustin Worthe
2019-08-07Added snowballs to valid movesJustin Worthe
2019-08-06All valid moves list into the game simJustin Worthe
2019-08-06More snowball implementation. Now with freezing your opponent!Justin Worthe
2019-08-06Unfreezing over timeJustin Worthe
2019-08-06Damaged the worms with lavaJustin Worthe
2019-08-06Frozen wormsJustin Worthe
2019-08-06Lava map constantsJustin Worthe
2019-08-06Extra todos for snowball movesJustin Worthe
2019-08-06New statefile changesJustin Worthe
2019-07-16Prevent invalid bomb selections in simulationsJustin Worthe
2019-07-12Had bombs destroy health packsJustin Worthe
2019-07-08Test case that included a collisionJustin Worthe
2019-07-08Command filtering to avoid wasting the selectsJustin Worthe
2019-07-07Strategy split to allow creating a minimax with pruning strategyJustin Worthe
2019-07-07Cleaning up TODOsJustin Worthe
2019-06-29Put score allocation behind constantsJustin Worthe
2019-06-28Fixed issues identified through comparison with the official engineJustin Worthe
2019-06-28updated active worm in updateJustin Worthe
This might change weirdly because of the select move.
2019-06-28Function to give all valid bomb moves (also rustfmt)Justin Worthe
2019-06-27Select and move and select and shoot implementedJustin Worthe
2019-06-27Starting to allow selecting from all of the new movesJustin Worthe
2019-06-27Implemented bomb attacksJustin Worthe
2019-06-26Passing bomb count through from the jsonJustin Worthe
2019-06-26Implemented select move rulesJustin Worthe
2019-06-24New command types for select and bombsJustin Worthe
2019-05-26A bit faster through caching set of occupied spotsJustin Worthe
2019-05-26Score based MCTSJustin Worthe
2019-05-25Implemented tracking of the tiebreaking scoreJustin Worthe
2019-05-22Added a strategy cache for reusing previous round dataJustin Worthe
2019-05-21More robust game logic and reasoningJustin Worthe
2019-05-20Extracted functionality for clearing out dead wormsJustin Worthe
2019-05-18Started breaking up state for easier unit testingJustin Worthe
2019-05-17Strategy to focus mctsJustin Worthe
2019-05-14Better performance for finding things to shoot atJustin Worthe
2019-05-14Filled in the rest of the MCTSJustin Worthe
Problem: The current random things isn't actually finding any victorious end states. This game easily meanders if it's played without purpose.
2019-05-13Building up unsimulated moves listJustin Worthe
2019-05-12Outline of MCTSJustin Worthe
2019-04-26Refactored game map to use less memoryJustin Worthe
2019-04-25Strategy that starts building exhaustive game state treeJustin Worthe
This falls over (and takes the host machine with it) because its memory usage grows catastrophically. The main use of time, reported by perf, was cloning the map vector.