Yanqing — Today at 6:05 PM
for unimportant position, if we return {1,2,3} instead of {1,2,3,4}, the time drops from 18000ms to 12000ms and still pass all current test cases
Luke — Today at 6:07 PM
How
Yanqing — Today at 6:07 PM
I think we can mark a position with different level of importance, if it's totally unimportant (e.g. the nearest important cell is 2 blocks away), then we return {1,2} possible move, it it's medium unimportant (e.g. the nearest important cell is 1 block away), then we return {1,2,3}; for important cell we keep the same
Luke — Today at 6:07 PM
How does that work
What if we just sort moves by importance
Yanqing — Today at 6:08 PM
I was trying to only return {1} or {1,2}, but those fails one to two cases
Yanqing — Today at 6:08 PM
that's also a good idea
we can have a uint to label the importance instead of the bool we are using
I'll look into this once I'm done agent-fighting
Yanqing — Today at 6:05 PM for unimportant position, if we return {1,2,3} instead of {1,2,3,4}, the time drops from 18000ms to 12000ms and still pass all current test cases Luke — Today at 6:07 PM How Yanqing — Today at 6:07 PM I think we can mark a position with different level of importance, if it's totally unimportant (e.g. the nearest important cell is 2 blocks away), then we return {1,2} possible move, it it's medium unimportant (e.g. the nearest important cell is 1 block away), then we return {1,2,3}; for important cell we keep the same Luke — Today at 6:07 PM How does that work What if we just sort moves by importance Yanqing — Today at 6:08 PM I was trying to only return {1} or {1,2}, but those fails one to two cases Yanqing — Today at 6:08 PM that's also a good idea we can have a uint to label the importance instead of the bool we are using I'll look into this once I'm done agent-fighting