Views
No views yet
| Feature | Impact | Lines |
|---|---|---|
| Gang-up missions | Attack enemy planets weakened by inter-enemy combat (4P) | ~30 |
| Elimination missions | Focused kill of weakest enemy — 1.5x bonus in 4P | ~40 |
| Rescue missions | Save threatened planets before they fall | ~35 |
| Recapture missions | Retake just-lost planets (arrive after fall + 1-10 turns) | ~35 |
| Followup phase | Use leftover attack budget for opportunistic captures | ~30 |
| Total war endgame | Dump all ships at weakest enemy in final 55 turns | ~25 |
| Opponent profiler | Adapt 20+ parameters mid-game based on enemy behavior | ~80 |
| finalize_moves | Safety net preventing over-sending from any planet | ~10 |
| Better doomed evacuation | Try to capture something first, retreat only as fallback | ~30 |
| Extended horizon | 130 turns (was 110) for better long-range planning | 1 |
| Matchup | Result |
|---|---|
| V13 vs Random | 2/2 wins (eliminated step ~120) |
| V13 vs Starter | 2/2 wins (eliminated step ~120) |
| V13 vs V12 (1v1, alternating P0/P1) | 6/8 wins (75%) |
| V13 vs 3×V12 (4-player) | Survived all games, competitive |
agent(obs, config) → opponent profiler → WorldModel → plan_moves(world, deadline)HOSTILE_TARGET_VALUE_MULT = 2.05
ELIMINATION_BONUS = 55.0
EXPOSED_PLANET_VALUE_MULT = 2.0
GANG_UP_VALUE_MULT = 1.4
WEAKEST_ENEMY_VALUE_MULT_4P = 1.5
PROACTIVE_DEFENSE_RATIO = 0.28