Screeps

Strategy discussion for the Screeps programming game
Jun 5, 2015 18:59
pfff its too easy to store memory by accident when things load slow..
Jun 5, 2015 12:29
and broke my bot once again :p
Jun 5, 2015 12:29
wow, with this update the script can be cut at any moment, while everything executed stays executed... scary...
Jun 3, 2015 17:06
I'm too lazy to benchmark, though I can observe that it will probably do less
Jun 3, 2015 17:05
Also pushed my priorityStack implementation... Not sure how much it is faster than heap.js (in the worst case it might have a slower sort)
May 28, 2015 10:21
It's a bit like simcity to be honest :-)
May 27, 2015 14:20
that update broke a lot of stuff I guess...
May 27, 2015 13:23
its back?
May 27, 2015 12:42
changelog will be big...
May 27, 2015 12:41
energy decay increased from 1 to 1000
May 27, 2015 12:40
repair power is increased
May 27, 2015 12:39
and constants are changed (engine file is still reachable)
May 27, 2015 12:39
there seems to be a new object called 'link' in the game
May 27, 2015 12:35
but the api is still up
May 27, 2015 12:35
can't even post
May 27, 2015 12:30
even the simulator is closed
May 27, 2015 12:27
Hmm can't play now
May 25, 2015 11:40
We really need a way to control peace :p
May 25, 2015 11:13
tscmoo is sending a lot of backup :P
May 25, 2015 11:09
tscmoo is kinda going for the offence
May 25, 2015 11:01
and respawning doesn't give me walls :p
May 25, 2015 11:01
wow I'm death
May 24, 2015 22:57
Need to benchmark this function I guess

https://gist.github.com/avdg/d4dfe33cfd858cdcf58a
May 24, 2015 20:24
lol, my guards are protecting the edge
May 24, 2015 16:41
uh, I need to fine tune the path cache I guess...
May 24, 2015 16:39
hmm maybe that is the problem
May 24, 2015 16:39
and the target is a moving one
May 24, 2015 16:38
its actually a double sink system
May 24, 2015 16:36
but I need to box the situation before I can make a good conclusion
May 24, 2015 16:35
it seems that when both are trying to find the closest, it may seem to use a lot of time
May 24, 2015 16:35
bringing them closer together
May 24, 2015 16:35
its actually more supply and demand
May 24, 2015 16:32
already aiming to get such stuff done for few days, but transporters are complicated and I had to write a lot of code (and test it)
May 24, 2015 16:32
just noticing that when I'm generalizing the system to my transporters
May 24, 2015 16:32
that sink system is actually putting more load on the pathfinder
May 24, 2015 15:47
17:46:11]invadersS ---- 3
[17:46:11]creeps ---- [object Object]
[17:46:11]rooms ---- [object Object]
[17:46:11]
May 24, 2015 15:46
probably trying to say hi :-)
May 24, 2015 15:46
ow boy my logs are getting spammed by other bots :p
May 24, 2015 13:42
but I do maintain my bot ai code on github itself, but only the core part
May 24, 2015 13:41
(because code tends to improve a lot if worked on it and managed well)
May 24, 2015 13:41
personally I don't care as much because if I don't push, code gets outdated quick anyway
May 24, 2015 13:41
I'm not sure, I guess it prefers what you want
May 24, 2015 13:27
May 24, 2015 13:03
above 10 uses I guess the code runs faster if reused (by putting them in a function)
May 24, 2015 13:03
under 10 times (? maybe 5, maybe 20 didn't benchmark it) you'll get closer to compile par compared to code compiled once (unless v8 doesn't like to optimize the code)
May 24, 2015 13:02
if they are only used once or twice, the code would probably spend most of the time being compiled
May 24, 2015 13:01
it gives v8 more opportunities to optimize code if they are reused a lot
May 24, 2015 13:00
also I would use more functions later on but introduce them slowly