To expand or not to expand the map interface... #211
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👋 Just caught up on the latest "Battlesnake Codes" VOD so leaving some comments about things here!
Ya I think I agree with Jonathan here! I totally get wanting things to be predictable, but that already isn't 100% possible today with food and hazards spawns. While it does create the possibility of 'bad' maps/modes I think thoughtful modes could take advantage and work really well! Maps vs StagesBut that said, I'm not sure if these things should be Maps vs Stages 🤔 Like should Dodgeball be more of a 'Map' or a 'Stage'? Like Chris was talking about on stream, the distinction seems a bit fuzzy to me! Moving objects could probably be implemented as a 'stage' today, on top of an existing map! But I think basically anything could be implemented as a stage today, so what should be a map? In terms of custom things I've worked on (or brainstormed):
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Hey @JonathanArns and @coreyja - thanks for your thoughts on this! We've discussed a few options related to this internally, and I wanted to confirm a few things to make sure I understand the use case. It sounds like the main idea here is being able to move or place a hazard before damage is applied, but after the last turn has been shown on the board already. So currently, if you move a hazard to where it's supposed to be on the current turn, it'll appear to damage snakes incorrectly (as described above), and you can't move it one turn ahead because the board is shown immediately after the map takes affect. I think that means providing more information to the
I think that's potentially helpful for checking what's occurred on the current turn, but without expanding what maps can do to the board state, that still wouldn't work for this particular use case. Just to expand a little on what Chris was saying about predictability - it's not about the RNG aspect of where hazards/food spawn, but whether snakes have made a decision based on incorrect data. With the current suggested implementation, we would be sending the current board to each snake, then moving some stuff around on the board, then applying their moves and other rules. So they've made decisions based on a board that has already changed.
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Closing this because we integrated Just to be fully transparent, this has not been fully integrated into the production engine yet because we delayed rolling out the new version until after the Fall League tournaments. The |
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This is related to this PR and is also sort of an answer to today's "battlesnake codes" stream to continue the discussion here.
@coreyja and I were recently brainstorming some map ideas with moving hazards (dodgeball) and we came to the conclusion that the current map interface does not support this in a way that makes sense to the viewer, since hazards can only be moved after damage is applied. The problem with that is that for example a dodgeball that looks like it did hit will not do any damage and one that looks like it missed by one turn will actually apply damage.
I would really like a way to implement moving objects in maps, since it enables a bunch of cool maps that are also visually appealing.
The PR that was linked above is a version of this that we came up with and were able to implement as a proof of concept. Please also propose alternative approaches.
Of course I also see some downsides... some less beginner friendly maps, the option to build maps that feel like the bad kind of rng.
In terms of not wanting to do anything to the snakes that they couldn't predict, I think most tree search snakes already precompute future hazard placements whenever possible. To my snake at least, this would really not be any different than existing maps like spiral and sinkholes.
So let's discuss :)
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