Re: Development of Naval Robocode

Pavel Ĺ avara <[email protected]> Wed, 23 Nov 2016 10:56:23 +0100
Newsgroups gmane.comp.java.robocode
Message-ID <CABB+071fMkmkvU=ivanoFbsBPpTfUE3fKz9tVDMEMLBVtLbrRg@mail.gmail.com>
Nice, few notes:
- I would advise you to implement it step by step, so that you are able to
show working result when you run out of time, or passion.
- Try to play the game with the new rules with a friend, so that you could
tune the rules. Otherwise you will end up with game with poor fun factor.
- It seems to me that rules you propose would work best with teams of
ships.
- It seems it would require smarter robots than usual robocode, planning
ahead, planning routes to avoid islands. Again, try to implement such robot
with a friend to prove the problem is solvable and fun.
- Sample robots would help others in the community to follow.

On Wed, Nov 23, 2016 at 10:12 AM, <[email protected]> wrote:

> Hi Pavel,
>
> Thank you for your response, I appreciate it.
>
> I have elaborated some of the plans and added what I think would be needed
> as new game rules and impact on the game strategy.
> I will just post them in here since I think that will be easier for
> everyone.
>
> ------------------------------------------------------------
> ------------------------------------------------------------
> ----------------------------------------------------
>
> Missiles
>
> Elaboration
> This feature consists of implementing Missiles in the game. It will be a
> new type of weapon that the ships will be able to use. Missiles will be
> more powerful than the current bullets or mines. These missiles won't
> behave like bullets, so they won't be able to hit something in their path.
> They will be launched from a ship and go straight into the air to high
> altitude. After that they will travel their distance and impact and
> detonate on a certain area of the battle arena. Every ship in the blast
> radius of the missile will be hit and damaged.
>
> Impact on game strategy
> The impact on the game strategy will be that the robocoders of ships will
> have to take in account a new type of weapon. There needs to be way the
> ships can estimate a location where the missile will most likely impact, so
> they can handle accordingly, or not.
>
> Changes in game rules
> The minimum and maximum damage of missiles needs to be defined in the
> rules. The maximum distance a missile can travel also needs to be in the
> rules. The energy it takes to fire a missile needs to be significantly
> higher than a bullet or a mine, since it will do more damage. Firing
> missiles is not something you should be able to do over and over again.
>
>
> Islands
>
> Elaboration
> The plan to implement islands into the arena is to create more dimension
> in the game. I want the islands to block radar scans so that you cannot see
> everything around you in a certain radius anymore. This creates an element
> of surprise, since you do not know what can be lurking behind the island.
> Maybe it is an idea that certain types of weapons(missiles in particular)
> can damage an island. To do that the island would need a certain amount of
> life or an energy level. This will enable the island to be destroyed after
> a certain amount of hits. If this does not get implemented it will
> basically just function like some kind of wall somewhere in the arena,
> since it should behave the same way. Maybe we can let the island be
> randomly generated, in terms of size and maybe shape.
>
> Impact on game strategy
> The impact this will have on the strategy is that it creates an element of
> surprise. If you do not know what's behind an island, you'll have to either
> circle around it to find out. Or you have to move away from there. This
> forces the robocoder to think about whether he wants to take that risk, or
> not.
>
> Changes in game rules
> In case an island can actually get destroyed, there could be a set life or
> energy value defined in the game rules. It is also an option to make the
> energy or life value depend on the size of the island, if it will be
> randomly generated.
>
>
> Composition of ships
>
> Elaboration
> At the moment every ship that the robocoder can program is the same. I
> have the idea to make the robocoder decide the composition of his own ship.
> So for example he can have an extra powerful radar instead of a mine
> launcher, an extra powerful front cannon instead of a back cannon,
> etcetera. The idea was to make some sort of point system, or a maximum
> amount of components a ship can have.
>
> Impact on game strategy
> It would add a new form of flexibilty to the game because not every ship
> will be the same anymore. It would also force the robocoder to choose the
> approach he wants to take, he can sacrifice his back cannon to create an
> extra powerful front cannon, this gives the robocoder more freedom.
>
> Changes in game rules
> The rules will need to contain some form of point system or maximum amount
> of components which the robocoder is allowed to use.
>
>
> Submarines
>
> Elaboration
> The idea was to create a new type of ship, this creates more dimension in
> the game once again. I want to make the normal radars, not detect the
> submarine. This would be a way to make use of the composition of ships,
> because you would need a sonar to detect a submarine. Submarines will be
> more fragile than normal ships so the game remains a bit more balanced. I'm
> thinking about making some weapons able to hit a submarine and making some
> unable to. I was planning to make missiles, mines and torpedo's(see below)
> able to hit a submarine, but normal bullets will not be able to.
>
> Impact on game strategy
> A robocoder will need to take into account that a new type of ship can be
> lurking in the deep. If you don't have a sonar you will be blind for what
> happens under water. So he will need to decide whether he wants to take
> that risk, or not. If the robocoder is planning to use a submarine, he
> needs to decide whether the fact of being more fragile, outweighs the fact
> of being harder to detect.
>
> Changes in game rules
> The maximum energy level of submarines needs to be specified in the rules
> since it needs to be lower than a normal ship. The rules also need to
> contain which type of weapons can hit a submarine. I also think it is a
> good idea to give the submarine less available components to use, due to
> its advantages.
>
>
> Torpedoes
>
> Elaboration
> This is a certain type of self-propelling missile which travels trough
> water and detonates on hitting a ship or wall. The idea was to make this
> new type of weapon available to both normal ships and submarines. Torpedoes
> will travel at a lower speed than normal missiles and bullets, but will be
> faster than ships or submarines. The damage a torpedo will do to a ship or
> submarine will be in-between a missile and a mine. The damage done to a
> submarine will be higher(almost critical) than to a normal ship.
>
> Impact on game strategy
> This is a new aspect the robocoder will need to pay attention to,
> especially if he chooses to use a submarine. The ships will need to have a
> possibility to monitor the torpedo and act accordingly, or not.
>
> Changes in game rules
> Minimum and maximum damage of torpedoes will be specified in the rules.
> The extra damage a torpedo will do to a submarine, will be taken care of in
> the submarine's classes.
>
> ------------------------------------------------------------
> ------------------------------------------------------------
> ----------------------------------------------------
>
> With kind regards,
> Colin
>
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