Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
2019-04-25 | Implement move and dig commands | Justin Worthe | |
2019-04-25 | Test that match replay matches my simulation | Justin Worthe | |
2019-04-25 | Arranged the types to start writing the replay based property test | Justin Worthe | |
2019-04-25 | Call update vs create after the first move | 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. | |||
2019-04-22 | Structures representing game state | Justin Worthe | |
2019-04-22 | Start the project from the starter bot | Justin Worthe | |