Frohman wrote:
So I know you mentioned the possibility of a RoboRumble-like tournament, how are weight classes going to be handled? Does Lua bytecode work as well, if not better than the way Robocode does it?
Well, I'm not sure yet. I think it largely depends on what bot authors are interested in.
One thing I'm planning is that CPU limits will be configurable, and calibrated based on a reference bot. So you could set the limit as "100x as much CPU as BasicBattler uses in battle vs x/y/z", and you could have multiple settings. So with that in place, we could have weight classes based on CPU time. I could also try to build a code size type tool for LuaJIT bytecode, or measure the size of the obfuscated source code.
Frohman wrote:
And related, if I require a file, is that file going to be packaged along fine as well?
Yep, it will be. You can try packaging BasicBattler, or most of the sample stages, which use modules and package just fine. On that note, your previous post actually prompted me to write up a
wiki page about organizing source code last night, which might be useful to you.
Frohman wrote:
(And for my own interests here - in Robocode a lot of the methods for reducing codesize via manual optimisations were uh... ew... if you were to take the lua bytecode route, is it any better off?)
I don't know yet since I haven't tried, but you'd probably have the same type of stuff if we took a similar approach to code size. I'm also not a huge fan of writing ugly code to appease a code size limit, so I've spent most of my Robocode life writing MegaBots. But some people love that stuff so I'm open to it.