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it would also make the game cheaper if you figure out less computationally intensive algos to win.


    it would also make the game cheaper if you figure out 
    les[s] computationally intensive algos to win.
Yes but a player who was an absolute shite programmer could just throw their bank account at the problem.

While my O(n) solution maybe eloquent, they can afford O(n^n) so provided our _players_ make the same outcome the algorithmic complexity is irrelevant if you can afford it.

The game uses a soft turn based _ticks_ timer. So provided your O(n^n) solution can execute in 1 tick. Their is no difference.


> Yes but a player who was an absolute shite programmer could just throw their bank account at the problem.

Seems to model reality fairly well.


> The game uses a soft turn based _ticks_ timer. So provided your O(n^n) solution can execute in 1 tick. Their is no difference.

I don't think you're giving your hypothetical shite programmer enough credit here.


While my O(n) solution maybe eloquent

Screeps has a speech API?


Holy crap if Screeps allows webhooks to generate events to your modules you could easily use api.ai to do just that!


Cool, but my comment was really a veiled correction to the previous comment's English.


Cool, but that's an incredibly boring comment so I made it better. I am confused why you did not accept this pull request.


Cool, but that's an incredibly boring comment

It worked on you!


This is that thing where people throw a dart then paint a target around it.


> a player who was an absolute shite programmer could just throw their bank account at the problem

There aren't (yet) any public codebases which have a handle on endgame combat. It's still more or less competitive after 2 months of play.


I guess that maybe the point of the game.




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