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Quick start

  1. Make sure python version = 3.6.7 is installed
  2. Download python started kit here
  3. Put the scipts of this repo under the same folder of the starter kit
  4. Modify run_game.sh (inside starter kit) as below and run it
# Play with different parameters, setting RANDOM_SEED so it is reproducible
a="python3 5_.py --RANDOM_SEED 1"
b="python3 5_.py --RANDOM_SEED 1 --MIN_HALITE_TO_STAY 30"
c="python3 5_.py --RANDOM_SEED 1 --MIN_HALITE_TO_STAY 40"
d="python3 5_.py --RANDOM_SEED 1 --MIN_HALITE_TO_STAY 50"

./halite --replay-directory replays/ -vvv "$a" "$b" "$c" "$d"

Final ranking

[Pending]

Version details

Script Rating Ranking Description
8_.py 79.31 76
  • Updated make dropoff logic, will move deeper into halite dense region to make dropoff
  • Updated spawn ship logic, more conversative in 4p game
7_.py 78.21 80
  • Will collide into enemy in 2p game
6_.py 75.7 94
  • Added make dropoff logic (details in below sections)
  • Updated default value of MAX_SHIP_ON_MAP=200, MAX_SPAWN_SHIP_TURN=0.9
  • Ship will explore using gaussian filtered map
  • Ship will not move to cell which has enemy ship nearby while exploring
5_.py 67.58 250
  • Ships with low halite do not return to shipyard at the end of game
  • Set ship status to exploit when few places >= MIN_HALITE_TO_STAY within farthest place it can go
  • Decide spawn ship or not based on expected return (i.e. if not much halite left to explore), this gives better results in a small map or 4v4 game
4_.py 65.56 322
  • Implemented new exploring function (new_exploring, exploring_next_turns, get_optimize_naive_move, new_expected_value, distance_map_from_position)
  • New exploring mechanism (details under below sections)
  • Returning ship will use get_optimize_naive_move to find path with lower cost
  • Avoided blocking ship at shipyard, and will try to move around enemy ship during return
  • Stop spawning ship if cells that can be collected (>= MIN_HALITE_TO_STAY) is <= ship number
  • Updated default value of MAX_SHIP_ON_MAP=40, HALITE_DISCOUNT_RATIO=1.5, MAX_EXPECTED_HALITE_ROUND=8
3_.py 57.55 627
  • Revamp safe_move_check, leverage mark_unsafe method of hlt
  • Exploring will try to move farther away from shipyard (measured by manhattan distance)
  • Improve returning (will try to move around if block by enemy's ship)
  • New function: exec_instruction, set_instruction, naive_navigate_wo_mark_unsafe, gen_random_direction_list
2_.py 54.14 775
  • Refactor code
  • Ships will move based on "Expected Halite" (discounted by round).
  • Ships will return to shipyard near end of the game
1_.py 44.7 1369 Based on starter code provided on halite website

Explore mechanism (implemented from 4_.py)

Apply logic below to ships 1 by 1

For distance d range from 0 to MAX_EXPECTED_HALITE_ROUND away from the ship:

  • Found the cell (distance = d and not occupied) with max halite
  • Calculate expected cost if move to that cell
  • Calculate expected gain if stay in that cell and collect halite, minus the cost above
  • Order the possible cells to move by expected gain (descending order)

For all possible cells from above:

  • If there exists a naive move to that cell, do it, if not, try next possible cell

Dropoff mechanism (implemented from 6_.py)

[Pending]

Collision mechanism (implemented from 7_.py)

[Pending]

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my bot to the halite3 competition by Two Sigma https://halite.io/

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