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AI-notes.md

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Going to try having all values in ship genomes normalized from 0 to 1.

For weapons/batteries, count is always 0 if the factor is, 1 if the factor is A or above, and can range from 1 to 33 otherwise. This last case requires the 0 to 1 range partitioned into 33 segments.

  • Particle Accelerator: six possible factors (0, 4, 8, E, L, Q), so proceeds in sixths
  • Meson Gun: four possibilities (0, C, D, K) so proceeds in fourths.
  • Missile: nine possible factors (0-6, 8-9). Additional binary choice of nuclear or conventional missiles.
  • Laser: A binary choice of type determines the range of options: nine options (0-8) for beam lasers and seven options (0-6) for pulse lasers.
  • Energy Weapon: Six options, 0 plus 3-7. A binary choice of type adds one to the factor if the type is fusion gun
  • Sand-Caster: eight possibilities (0, 3-9)
  • Repulsor: binary choice (0, 6)

Non-weapons tech:

  • Nuclear Damper: binary choice (0, 1); count limited to 1
  • Meson Screen: as Nuclear Damper
  • Jump Drive: should really be a binary choice of 0 or 3
  • Computers: Can't be 0 on fighting ships. 1-6 regular or fiberoptic, 1 or 2 bis.
  • Power plant: 1 to 50
  • Maneuver 1 to 6
  • Armor: 0 to Z, with some constraints based on hull config

Vehicles: ??? (This is a really complicated thing to handle)

Tonnage: Tonnage code can range over 33 possible values, from 0 to Y. Within that range, can have between 0 and 99% of difference between that tonnage code and the next highest one, rounded to the nearest percent. No ship can be 0 tons. Tonnage code Y ships are assumed to be between 1,000,000 and 1,990,000 tons.

Configuration: 9 possible values

Drop tanks and fuel are done as a percentage of tonnage. They can be infinitely fine tuned, but the final value is always rounded off to the nearest whole ton.

Crew: calculate from other things

Frozen Watch: Binary choice

No bridge: binary choice, ignore if tonnage >= 100.