Maturity Matrix

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While developing your bot, there many, many different implementations different systems can use. Some are more efficient than others, comparing your progress to other such implementations can be useful to gauge where you are and how far you have to go. It is important to remember, that Screeps is a sandbox however, if something works for you and your happy with it, use it. However, if you are looking to improve a system, or just wondering how your implementation can compare then you may find this useful.

Structure

This article will be broken up into various game 'systems' that a bot normally has. Each system will then list different implementations generally from 'least efficient' or 'easiest to code' to 'most efficient' or 'hardest to code'. This will vary by user, of course, some things may be on-par or similar to other implementations efficiency wise, or be a small part to add on not necessarily a full rework.

Spawning Creeps

Hard-Coded & Console Generated

The first stage for spawning creeps introduced in Screep's tutorial. Creeps can be generated by a user typing the information out into the console, and subsequently spawning the creep, or hard-coding it into the main or other modules. This is very easy, as it is mostly user controlled but not very robust. If data changes in-game (say, a spawn in destroyed) the hard-coded item will cease to function, and a user can only spend so much time without having to fulfil other requirements than spawning creeps, like eating, or sleeping.

If & Else-If Chain & Filter Head-count

Introduced in Screep's Tutorial, this implementation centers around getting a head-count for currently living creeps then going though either a set of IF statements or a chain of IF ELSE IF statements looking for a (normally) hardcoded value. When a discrepancy is found, a spawning call is put out and a creep is spawned. This system can be further improved by optimizing how and when the headcount is done, vs how long / how many statements are checked. This implementation does tend to run into challenges when the number of roles/type of creeps a user is spawning gets past a certain point.

Library Object & Looping

A further evolution of the spawning system, by keeping an 'object' of paired role/type names along with quantities or other data a user can thereby implement a looping architecture to iterate though the object, using the contained data to fetch counts, and compare needs. This can then be further evolved by a management system adjusting counts as needed by pressures of the environment on the colony so that a balance of creeps of many times is maintained when they are needed, or counts reduced when they are not.

Queue System

Instead of looking down a list of 'highest priority' strictly on an object, a management system can go though its own processes to determine what 'needs to be' spawned next, then simply push it to a queue that the 'spawning system' can execute on when it can, or adjust as needed.

Dynamic Energy Considerations

Another part though not normally a major overhaul, depending on colony/room need some times it is imperative that certain creeps are replenished but not necessarily always at the maximum size. Having a user's spawn system know this, and take into account when it needs to 'make do' with what energy is at hand is useful to maintain a constant operation.

Examples Include:

  • Catch-up - If a user's spawn/extension filler(s) have perished and no creep is going to take over, a creep needs to be spawned to do so, even if the 'normal size' is not available due to energy.
  • Cold boot / Recovery - If something catastrophic has happened, and a user is not getting any more energy, the spawn system can take this into account (either by measuring income or by measuring reserves) and spawn with what it has to recover accordingly.

Dynamic Part Generation

Normally implemented along-side systems that keep track of things such as Hauling Logistics, Defense/Combat creeps, or other such systems. Dynamic Part Generation takes into account not only that a creep needs to be spawned, but what size and composition it needs to be. Examples include:

  • Hauling Logistics - How many 'total carry parts' required to haul energy for a room (or chain of rooms), by how many creeps required/exist (as dependent on RCL creeps can only be so large due to energy requirements) and what energy is available now.
  • Combat Logistics - How many 'total combat parts' are required to defeat the enemy defenses / enemy creeps? What configuration/order? Spread out over how many creeps?

Harvesting Energy

Harvesters

Harvesters and 'on demand' source mining roles as shown in Screep's tutorial are the first most common implementation of creeps acquiring energy. When a creep needs energy, it seeks out a source acquires the energy needed then moves on. While easy to implement, this often leave sources with energy left-over in them when their regeneration timer goes off, meaning that it is 'wasted' (not used).

Drop-Mining & Static Harvesting

Static harvesters are a big step when it comes to maximizing energy for a room, with a creep or creeps dedicated to harvesting a source, a user can normally drain it long before the regeneration timer lapses meaning the maximum amount of energy is pulled from the source to be used. The first step is normally drop mining where the energy is dropped to the floor, some energy may be lost in this implimentation as energy evaporates/sublimates/

Container Mining & Hauler Logistics

Remote Mining

Source Keeper Mining

Hauling Logistics

Creep Combat

Lab Logistics

Creep Movement (Pathfinding)

Creep Action Management

Role Modules & Agent Based Approach

Top Down / Management based Approach