Triaxx2 wrote:Does it sort by closest position? Or largest deposit? I always go for what's bigger, but most would go for what's closer.
Ok, an out-of-the-box suggestion. Use financial/economic theory a little bit.
a) The equivalent of Net Present Value... Discount future metal production. 10 metal/s 180s sooner than 15m/s during which there is geometric growth (earlier) would be like having interest rates akin to the post WWI Weimar Republic... ie the 50% less output now more than pays for itself over time.
Also remember that time isn't the only 'cost' of a mex, and 3 mexes within the range of one existing plasma battery is worth some part of 2 plasma batteries more than 3 spread out. You also want things as 'far' from enemy positions (known, or guessed) as possible.
b)Perhaps try to figure out future demand _very roughly_ (build queues, perhaps some very simple assumptions. Ideally you could grab lots of replays and shoot for a very rough regression function from them. It doesn't need to be horribly precise, just a rough gauge of what the usage curve looks like, and where on the 'curve' you are.
Part a) should be easy enough to code, might even be nice if you used an external file to load the parameters from so it would be easy to tweak. You can also use different algorithyms when you find out that you have uniform metal & large radius, small radius, 100% coverage but with hot spots, etc. When you end up on a uniform metal map you can simply start placing for optimum density, closest first, without reducing the pathing width to X.
Another thought, it would be good if the AI switched from mexxes to mm's when they became the cheaper option.
Now B... Well if someone collects the replays and extracts all the info into CSV or something, then its easy enough
Ok I'll stop 'helping' now...