On Sunday, 13 February 2022 at 6:19:13 pm UTC+8, bjoer... wrote:
But if even the current hills can not be optimized against properly, it is not a good argument against giant hills? In any case, it is all about fun, so if there is no interest in this idea, fair enough.
I haven't played in (far too many) years, and it seems to me that the optimization against the current hills is a huge barrier of entry. It is not enough to have a good idea for a warrior, you also have to master the optimization tools.
But granted, the way to play the giant hills would probably require even more tools, because nobody would want to write a 10000 line warrior by hand.
I wouldn't necessarily expect completely new strategies, but perhaps variations. For example since presumably it would take longer to find the enemy, warriors would have more time for their opening strategy. They could perhaps launch multiple
strategies in parallel and so on.
Thinking about it, maybe it would just be annoying, like p-space :-) Even p-space was fun for a while, because it lead to fiddling with switching strategies. But once the switching strategies were fairly optimized, it just lead to more work for
creating warriors. I guess - unless there is still undiscovered potential for p-space we don't know about...
It is an interesting idea but it is not not really practical.
Okay lets break down the problem a bit. A big core requires a big memory footprint and a huge execution time to allow warriors to reasonably stun and kill opponents. You will also want to have a visualiser to debug any problems. A visualiser for 55,440
is big, I can imagine a visualiser for 550,000, I can't imagine a workable visualiser for 5,000,000 core locations. Even if you could usefully visualise that size of core, single stepping through anything beyond the opening stages of the battle would be
the work of months. So we are not going to have old style hand coded and optimised warriors. Development is going to be, draft an idea and feed it to an optimiser/evolver that can tweak the constants and try alternative code and configurations. But that
is still going to take forever. I have driven a 4GB linux machine into thrashing with just 4 parallel 94x optimiser processes. A standard run of my optimiser/evolver takes around 4 to 8 hours for coresize 8000 and 2-4 days for coresize 55440. Running a
hill like Koth is going to take a serious enterprise server class system and a full rewrite of PMARS and you are not going to get back a response in any reasonable amount of time. Picking a one meg core size would need less hardware but you are still
going to need a PMARS re-write and you will have have unreasonable wait times unless you have a truly tiny hill.
Have a go at developing for the 94x hill (it needs more people submitting) and then come back and tell us if bigger hills still seem viable.
Just as an aside I don't think that switching strategies ever really got optimised on the 94 draft hill as such but eventually people found out that small switchable components didn't really compete against the best of the compound strategy monsters
coming back from the 94nop hill.
Steve
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