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I will either go with Rusher's approachRusher's approach of writing a Java controller where participants only need to implement an interface (and provide a wrapper for non-Java submissions) or I'll write a controller that invokes bots as separate processes whenever its their turn.

I will either go with Rusher's approach of writing a Java controller where participants only need to implement an interface (and provide a wrapper for non-Java submissions) or I'll write a controller that invokes bots as separate processes whenever its their turn.

I will either go with Rusher's approach of writing a Java controller where participants only need to implement an interface (and provide a wrapper for non-Java submissions) or I'll write a controller that invokes bots as separate processes whenever its their turn.

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Martin Ender
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  • the current time
  • the number of bases and units controlled by each player
  • the state of all bodies the player currently has units or bases on (*)
  • the ID and location of the idle unit(s) that can currently perform an action
  • a list of all bodies with their current positions (in Cartesian coordinates, so distances can easily be determined)
    • potentially I'll just provide a list of travel times for each idle unit instead, to save the bots the need to compute those
  • a list of all bodies with their current angular positions

(*) Alternatively, I am considering to provide bots with full information of the game.

  • Should bots have full information about the game? (To determine who is the leading player)
  • How should vulnerability during base-building be modelled? By penalising or by disallowing interruptions?
  • How can fights between more than two parties be handled?
  • Is the "refuelling" necessary/useful? Do the details for it need work?
  • the current time
  • the state of all bodies the player currently has units or bases on (*)
  • the ID and location of the idle unit(s) that can currently perform an action
  • a list of all bodies with their current positions (in Cartesian coordinates, so distances can easily be determined)
    • potentially I'll just provide a list of travel times for each idle unit instead, to save the bots the need to compute those
  • a list of all bodies with their current angular positions

(*) Alternatively, I am considering to provide bots with full information of the game.

  • Should bots have full information about the game? (To determine who is the leading player)
  • How should vulnerability during base-building be modelled? By penalising or by disallowing interruptions?
  • How can fights between more than two parties be handled?
  • the current time
  • the number of bases and units controlled by each player
  • the state of all bodies the player currently has units or bases on
  • the ID and location of the idle unit(s) that can currently perform an action
  • a list of all bodies with their current positions (in Cartesian coordinates, so distances can easily be determined)
    • potentially I'll just provide a list of travel times for each idle unit instead, to save the bots the need to compute those
  • a list of all bodies with their current angular positions
  • How should vulnerability during base-building be modelled? By penalising or by disallowing interruptions?
  • How can fights between more than two parties be handled?
  • Is the "refuelling" necessary/useful? Do the details for it need work?
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Martin Ender
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Planetary motion will be simulated, although in a simplified manner. Orbits are assumed to be circular and lie all in one plane, with a radius of approximately their real-life semi-major axis, and their real-life orbital period. Hence, no gravity is simulated – only plain orbitalsimple (uniform) circular motion.

Planetary motion will be simulated, although in a simplified manner. Orbits are assumed to be circular and lie all in one plane, with a radius of approximately their real-life semi-major axis, and their real-life orbital period. Hence, no gravity is simulated – only plain orbital motion.

Planetary motion will be simulated, although in a simplified manner. Orbits are assumed to be circular and lie all in one plane, with a radius of approximately their real-life semi-major axis, and their real-life orbital period. Hence, no gravity is simulated – only simple (uniform) circular motion.

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Martin Ender
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Martin Ender
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Martin Ender
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Martin Ender
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Martin Ender
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