-
Notifications
You must be signed in to change notification settings - Fork 11
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Long Game Duration with Few Bots Remainin #18
Comments
Thanks for your awesome feedback! Maybe we should adjust the tickrate increase logic instead? No i was never at the congress ^^ Its somehow too much for me (i love keeping it local). |
Hi @freehuntx Thanks for the response! I get your point about reducing map size introducing more luck—it could create unfair situations by cutting off paths. That said, luck is already a factor, as it’s impossible to predict which bot will die next. This unpredictability keeps the game interesting and avoids a perfect, overly predictable solution. As for increasing the tickrate, I think it could also be problematic. It shifts the challenge to factors like PC performance and network latency, which could make the game less enjoyable. If we wanted to test code performance, a RoboCode-style setup (compiling bots and simulating on a server) would make more sense. But that would completely change the charm of this game. I am already trying to work on the change also to get more familiar with the architecture. (I am embedded developer. I have not much knowledge about this kind of stuff) The yellow line is the reduced limit. I also changed a few smaller things like the color of the bot names. I’ll definitely host this at 38c3 and reach out if I have questions. Thanks again for creating such a great game! |
Tbh the intention of this change (tickrate increase) was actually exactly this :D So people cannot just throw some huge AI model onto this challenge (which is slower than proper code). Maybe we have different opinions about that but thats fine for me :) |
Yes, that is fully right. I will make it a configurable option. If you have any other request which I should consider or general hint, then let me know. |
Hi there!
First off, I want to say how much I love this game. I first discovered it at the last GPN while trolling with @freehuntx in the kitchen, and it completely captivated me. It's truly an amazing piece of work—thank you so much for creating it!
Now, onto the issue:
I've noticed that when the game starts with a large number of bots, and it eventually narrows down to just two bots, the game can drag on for a long time. This is because these two bots end up with a huge amount of space to cover.
To address this, I was wondering if it might be possible to dynamically reduce the map size whenever a bot dies. The idea would be to shrink the map so that all remaining bots' current positions still fit within the map, with maybe an additional 1-2 fields of padding. This way, the game could maintain its intensity even when only a few bots are left.
On a related note, if @freehuntx is okay with it, I'd love to host this game at the 38c3. I heard you might not be attending, but if there's anything I can do to support either this issue or the hosting, please let me know! I'd even be happy to give fixing this issue a try myself, but if anyone else wants to collaborate, that would be fantastic.
Thanks again for this incredible game and all the effort you've put into it. I'm excited to see where it goes from here!
The text was updated successfully, but these errors were encountered: