Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-08-10 | Removed dead half-written pruning code | Justin Worthe | |
2019-08-10 | Passing score weightings in, so they can be more configurable | Justin Worthe | |
2019-08-09 | Scoring based on multiple criteria | Justin Worthe | |
2019-08-07 | Assertions to test that my lava logic is right | Justin Worthe | |
2019-07-08 | Command filtering to avoid wasting the selects | Justin Worthe | |
2019-07-07 | Strategy split to allow creating a minimax with pruning strategy | Justin Worthe | |
2019-07-07 | Cleaned up dead code | Justin Worthe | |
2019-06-29 | Put score allocation behind constants | Justin Worthe | |
2019-06-28 | Bumped benchmarking json | Justin Worthe | |
2019-06-28 | updated active worm in update | Justin Worthe | |
This might change weirdly because of the select move. | |||
2019-06-27 | Select and move and select and shoot implemented | Justin Worthe | |
2019-06-27 | Starting to allow selecting from all of the new moves | Justin Worthe | |
2019-06-26 | Implemented select move rules | Justin Worthe | |
2019-06-24 | New command types for select and bombs | Justin Worthe | |
2019-05-26 | Setting up makefile for submission | Justin Worthe | |
2019-05-26 | Score based MCTS | Justin Worthe | |
2019-05-22 | Added a strategy cache for reusing previous round data | Justin Worthe | |
2019-05-21 | More robust game logic and reasoning | Justin Worthe | |
2019-05-17 | Strategy to focus mcts | Justin Worthe | |
2019-05-14 | Better performance for finding things to shoot at | Justin Worthe | |
2019-05-14 | Filled in the rest of the MCTS | Justin Worthe | |
Problem: The current random things isn't actually finding any victorious end states. This game easily meanders if it's played without purpose. | |||
2019-05-13 | Building up unsimulated moves list | Justin Worthe | |
2019-05-12 | Outline of MCTS | Justin Worthe | |
2019-04-26 | Refactored game map to use less memory | Justin Worthe | |
2019-04-25 | Strategy that starts building exhaustive game state tree | Justin 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. | |||
2019-04-25 | Made the state object avoid any heap allocations | Justin Worthe | |
2019-04-22 | More minimal game state | Justin Worthe | |
I'd prefer to start with just the state that I need, and progressively readd the bits that I've skipped as I find I need them, or as the competition evolves. |