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12:08 AM
@GNiklasch Yet another approach. Rebuilt the vampire again with a new Don Quixote methodology. Vampire can't bounce out, but you know what...I don't care. I don't care one whit. Windmill can just be a fat cow for Vampire to suck dry the whole game.
I found a way in that doesn't cause the queen or her helper to bump into Windmill's workers, which can get all the way to the queen. The only time this could possibly fail (although I haven't done a wide range of tests yet) that I can see, would be if a windmill worker is arriving/departing the queen at just the right moment when Vampire arrives.
Ah, one more rail detection bug that causes the follow-rail code to never engage. Even so, using Dave's controller I see that what I have now is 40% effective (i.e. in a Vampire v Windmill only tournament, Vampire wins 40% of the time)
 
12:45 AM
Fixing that bug brought the win-rate up to 50%
Ahh, I see the other flaw. Hm. How to address this...
 
1:13 AM
Ok, that fixed. One more hangup known about, should be detectable easily enough. Will need to play with the code some more.
 
 
1 hour later…
2:26 AM
Much better. (Vampire is the top row).
 
2:41 AM
@trichoplax THE WINDMILL HAS FALLEN
 
 
4 hours later…
6:56 AM
Just finished reading back through your messages. Intensive work... I wonder if this will affect the position of Vampire's other victims, now that Windmill is there to hog its attention?
 
7:43 AM
@trichoplax I've been running a lot of 50 game tourneys with Dave's controller. MoaR rises a little, but really, there's not ENOUGH impact on Windmill (the two pair off pretty rarely to begin with, and Vampire only strikes home one in every 2 games, give or take). No vampire, Windmill scores the most food, every time.
I'm actually fiddling with some of the "is it worth leeching?" code, as Vampire can get stuck on impossible black holes (effectively killing itself). Looks like it was almost in a good spot already, but I've had to remove the "or > 60 food" condition, as it's WAY better to go after anyone else.
 
Vampire depends on a last minute decision I made, that it would be better to allow workers to steal from enemy queens than to allow queens to steal from enemy workers. I was in two minds at the time, but it seems to have worked out really well. It's great to see what's possible.
 
Oh god, letting queens steal from workers would've been terrible. No one COULD take advantage of it.
leaders atm are Glider/Lightspeed (they change off), Miners/Windmill, Single Queen/Lonewolf/Steamroller
but yeah, if Vampire gets its teeth into Windmill, its pretty much game-over for Windmill. I have seen a game where Steamroller or Trail Eraser came by and managed to knock Vampire off (and windmill had enough laden workers close enough by to reboot the system, scoring 10 points)
...in like the last 4000 moves of the round...
 
8:29 AM
Woo-hoot! (/me tips hat to @Draco18s)
So it's going to be Vampire Mk.V "codename quixotic", after all?
It's gonna be a whole new Hill soon -- Sliding Miners, and whatever else @Alion will come up with...
 
 
2 hours later…
10:35 AM
It's going to a very different Hill, indeed, but probably not because of my contributions - the only things I have in mind (or am currently working on) will have negligible impact on the arena in ~90% of the games...
 
 
3 hours later…
1:33 PM
I've discovered a pattern that allows for an increased food collection rate by 6.67% (compared to the simple straight diagonal line approach) with just a Queen. More details coming soon-ish.
 
1:48 PM
The top three windows represent the actions taken.
Red is ant, blue is trail, magenta is movement action, cyan is coloring action.

The bottom three windows represent the corresponding cells surveyed.
Lime is new cell discovered.
Hopefully I'm not re-discovering anything. I believe this would be used if it was known.
Unless I'm missing some serious flaw. This is only in theory, I haven't implemented it in practice yet.
 
@Alion you can't distinguish from the ant being on top of a color from being to the left :/
(that is, if I've understood the idea right)
 
@dzaima But you can! You can distinguish whether a color is diagonally or orthogonally adjacent to you.
In frame 1, you have one diagonally, one orthogonally.
 
@Alion oh, right. Misunderstood the idea then
 
In frame 2, one orthogonally, in frame 3 one diagonally.
Posting this for clarity anyway.
Should be a nice tiny boost for those who care enough to implement it.
 
imma try implementing it quickly
 
2:03 PM
Good!
 
made it collect food and it's getting ~46.745 food per game on an empty map in a tournament of 200 games
 
How does that compare with Lone Wolf?
Although LW also uses randomized colors to avoid going into explored territory...
 
and that's on an empty map. Running LW tournament
71 food/game :|
 
How about a pure straight-line implementation...?
 
well, I did literally just add 56 bytes to make it collect food from any square to errors are expected
 
2:11 PM
In theory, this thing should get 80/game
Wait, no.
My calculations are off, one sec.
No they're not. I'm just drunk.
 
my calculations got 80 too
 
It's probably a case of avoiding its own path when it comes to LW.
Theoretically this can be made superior.
Whether people care enough... I mean, it's just 6.6%...
 
and why is my show checkbox not working for it..
ooh, it's often rewalking it's path..
and when it is, it's likely not gonna stop for a while
oh, the entry ID isn't the same as the team ID for new entries....
eh, imma just make new entries show always
 
Well, my job here is done. Back to procrastinating over my upcoming entries...
 
@Alion yeah, I should get back to that too.
 
2:26 PM
@dzaima Oh yeah, how's the rail-less miner going?
 
2:37 PM
@Alion Have had very little time to work on it, and I'm currently stuck on something just not working
 
@dzaima I feel like I've just read a description of my own situation...
Good to know I'm not the only one suffering right now... Let's suffer together!
 
ಠ__________ಠ my cellsEq function doesn't check if ant types equal
 
2:52 PM
I can imagine that bug slipping through.
 
@Alion it's not a but, it's laziness (anything of ants wasn't checked for equality. I even remember thinking "oh, I'll implement it when I'll need it")
 
...and then you forgot about it.
 
because before I never did much of ant type checking as I didn't need it
 
Anyway, I've got to go. Have fun over there!
 
3:06 PM
aaand we have liftoff!!
(but so system of getting food nor back to the rail)
ok now how to get food and then turn back..
that movement system is pretty well equipped for not turning away from the axis it started at.. That might be a problem.
 
3:42 PM
oh right, the tournament of your 6.666% increased food gain ended with it with average 7.8 score, on the 15th place.
 
3:56 PM
...it just works? kind of? I'm currently not doing anything to make it collect food (so it's only getting the food right in front of it, so 2 food / a pair of miners / move), but it just does and is working quite okay-ly
 
 
2 hours later…
5:49 PM
@GNiklasch That is a much better name than I was going to use. I was just going to call it "Vampire Mk. 5 (Don Quixote)"
 
6:23 PM
Oh, for shits and giggles, I calculated the total number of combinations of ants in a round: 30,421,755.
Permutations (because order matters in this game): 636,507,987,889,213,440,000
 
6:45 PM
Oh @trichoplax You may also want to confirm expected food theft behavior in Dave's controller. I think it may not match your own controller when 2 queens have 1 worker adjacent to themselves and the other queen, particularly when in motion (e.g. when a queen moves next to an enemy worker, should that worker steal food from her?)
I managed to catch vampire stealing food from Glider, despite Glider always having 1 worker adjacent to Vampire's queen at some point during the simstep (Glider moved first, workers moved away, Vampire caught up, steals 1 food).
May also be a sitjuation where a static arrangement also causes a net flow of food, but I'm less confident on if it is actually occurring and even less so as to why (Vampire lost food to Windmill during one test, but because I can't see which ants belong to who, I am not confident in the observation).
 
 
1 hour later…
7:53 PM
Ran a tournament with that new bot (still exactly as unfinished as before). first game - only Windmill beat it - looked promising. But in the end, the average score was.. 2.3..
 
8:35 PM
^ 6 food on average. But, 64 workers.
 
9:00 PM
@dzaima Ouch, that's less good.
 
@Draco18s Currently it only ever saves food when it can't spawn miners, and really it could be twice as effective. And I'm currently trying to fix that sometimes 2 pairs of miners are sent out
 
*nod
 
9:41 PM
empty map, have fixed that single bug (really it was a mistake of my idea of deploying the pairs but ¯_(ツ)_/¯), empty map, 923 food, 257 workers, though I made it stop making workers past 300 food
 
btw, Vampire updated about an hour ago. Did another edit a few minutes ago to improve the description of what I'd done to make it work (I'd run out of time prior to needing to leave for an appointment and did a quick 3-line entry).
Glider also got a small update recentish, too. I forget when (last night?) resolveing some deadlock scenarios
@dzaima That is better than any other ant's "on an empty field" result
 
@Draco18s MoaR got >1K IIRC on an empty map (or SlM, idk)
 
Had it? Let me check.
I know that in REAL games, Windmill can get ~600
And with far fewer workers (60ish)
 
not sure why this is so good though, it's got 2x less food/miner/tick than SlM & MoaR (though that can be changed)
stopping making workers at 400 food - 628 food (tau*100 :D) and 623 miners
 
Heh
17,000 moves and Windmill has 321 food (~70 workers)
@dzaima You're using a counting system, yeah? 3 cells worth of information would be enough to count out to 512 (two gets you to 64). If you counted to 64, and then reset, counting to 64 again...you might be able to count out 128 workers (the second time you hit 64 you'd have some threshold of food, acting as the 4th bit of storage). I wonder if that would work
 
9:55 PM
@Draco18s I use no counting system - the queen is often moving, using the SlM idea
 
Oooh
Ah, it was Alion that did the information storage (and associated picture) earlier this morning. My mistake.
 
it often wraps around the map >2.5 times so that's pretty helpful
 
heh
 
also it seems to almost never save food on a vertical rail while horizontal's doing quite fine
 
pfft
 
9:59 PM
for choosing whether to make a worker I just do random(4) on one of the steps of moving to the next rail block
 
10:24 PM
@dzaima Windmill completed, 710 food. Running MoaR (same seed) now.
 
11:15 PM
387 food
 

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