Nice work and some thoughs

Fragment of a discussion from Talk:LiteRumble
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Imagine 2 melee bots using minimum risk movement (dominant in melee), and 2 bots using provocative movement (dominant in twin duel). The 2 melee bots will be each on a different corner, but the 2 with provocative movement will be on the same corner ganking on the lonely melee bot. But at the same time, 3 bots close together become tasty targets for swarm targeting from other 3 teams.

There must be a balance between minimum risk and provocative movement, or a third undiscovered strategy. Maybe there is still room for inovation.

MN21:35, 28 May 2012

Sure, but that's assuming both bots on both of those teams survive to the final stages of the round, which seems unlikely. And even if both bots on one team survive that long, I think how much energy they've retained from the "pure melee" early stage of the round will be the most important factor. Maybe on a bigger field than 1000x1000, and/or with 3-4 teams instead of 5?

Voidious22:10, 28 May 2012

It assumes ganks in the middle of a battle weakens "pure melee" strategies somewhat. Although not in the same way as in twin duel.

With 3 teams, I believe "shooting the team with lowest energy" 2x1 strategy will dominate. One team is eliminated almost on luck, and the battle is decided between the remaining 2. It happens in most 3 player games.

There is a catch though, since the API doesn´t tell you which bots from the opponents belong to the same team. Which is not a problem in either meleerumble or teamrumble. But estimating it in team melee might be worth. This alone may change the game significantly... or not.

A bigger battlefield or 4 teams seems nice. I thought of 5 teams of 2 bots each to keep the 10 bots total from meleerumble/teamrumble, and 2 bots per team from twin duel. And see strategies from all 3 divisions clashing against each other.

MN22:50, 28 May 2012