screepers / simpleAllies

Allows for simple communication between allies using a public segment
MIT License
1 stars 4 forks source link

Economic reports sent to allies #1

Open CarsonBurke opened 1 year ago

CarsonBurke commented 1 year ago

Overview

Properties

some properties are optional because they might be hard to calculate.

glitchassassin commented 1 year ago

energy income - optional - the average energy income the bot has calculated over whatever timeframe they choose

Suggest dropping this to simplify the spec: it doesn't represent something objective or actionable (past performance doesn't guarantee future performance and all that)

stored energy - cumulative energy across the bot's rooms

Suggest narrowing this to "energy available to be shared," so allies don't commit to an expensive venture when your energy bank is already funding a different expensive venture

CarsonBurke commented 1 year ago

Suggest dropping this to simplify the spec: it doesn't represent something objective or actionable (past performance doesn't guarantee future performance and all that)

If we shorten this ambiguous timeframe to 100 ticks, it should be a more present indicator of performance. And it does provide some insight into future performance, as they might defend their remotes and keep their rooms. I think this metric is useful in determining how aggressive the team can be, knowing there is economy to back it up or not

Suggest narrowing this to "energy available to be shared," so allies don't commit to an expensive venture when your energy bank is already funding a different expensive venture

Love it, will do

CarsonBurke commented 1 year ago

Done

glitchassassin commented 12 months ago

If we shorten this ambiguous timeframe to 100 ticks, it should be a more present indicator of performance.

But that also decreases its usefulness. In my bot (for example) energy income is balanced with how quickly I can spend the energy, so what I can harvest (to supply aggressive allies) is usually going to be very different from what I am harvesting (to supply my repairers/upgraders).

CarsonBurke commented 9 months ago

I agree that that's how things go. To be clear, I'm suggesting a 100 tick moving average of gross energy income. Looking at my graphs and considering how the game players out, I doubt there is huge variation in that. I think it will be a good way to give team members an idea of wealth of the team. As they get more wealthy, especially compared to their estimations of the enemy's wealth, they can automatically be more aggressive. They can do other stuff too, I'm sure. For example, they can consider a team member with a low gross income as one that would benefit a lot from funnelling and other assistance

CarsonBurke commented 9 months ago

I think the energy available to be shared is in many ways a more specific way to determine this. But I think it is also less objective.