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hacking algos
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doc/source/advancedgameplay/batch.png
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doc/source/advancedgameplay/hackingalgorithms.rst
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Hacking algorithms
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==================
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There are 3 main family of hacking algorithms. This guide will go over each of them and give advice on how to
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implement them.
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Self-contained algorithms
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-------------------------
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Implementation difficulty: Easy
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pros:
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* Easy to implement
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* Does not require other scripts to work
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* Works at any stage of the game
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cons:
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* Limits income generation
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* Very inefficient with ram
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* Makes poor use of your script online time.
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This family of algorithms are the simplest to implement they are called self-contained because a single script
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contains everything needed to maintain a constant flow of money.
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The general logic goes like this:
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.. code-block:: javascript
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for ever {
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if security is not minimum {
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weaken(target)
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} else if money is not maximum {
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grow(target)
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} else {
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hack(target)
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}
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}
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This is a perfectly fine algorithm to start with and can get you through most of the game. But it does have
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some very serious issues.
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- It tends to make all your scripts on every server do the same thing.
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This means if you are 0.01 security above minimum most scripts will be doing a weaken when only a
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handful of thread should be.
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- At higher thread count it can drain a server of all it's money in 1 hack(). Recovering from $0 is
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possible but extremely slow.
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- It makes very poor use of the servers RAM. To implement this you will need to call functions like
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getServerSecurityLevel and that functions ram cost will be multiplied by the number of thread.
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loop algorithms
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---------------
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Implementation difficulty: Easy to Medium.
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pros:
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* Simple to understand
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* Works at any stage of the game
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* Maximize RAM usage.
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cons:
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* Support scripts are required to make things easy.
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We can kill 2 birds with 1 stone from the previous algorithm by splitting our 3 main functions into 3 files
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.. code-block:: javascript
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for ever {
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hack(target) // or grow, or weaken
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}
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Now we take the total amount of thread available and split it. We allocate:
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- 1 part to the hack script.
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- 10 part to the grow script.
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- 2 part to the weaken script.
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Meaning if we have room for 100 thread across all network 7 thread will go to hack, 76 thread to grow and 15 to weaken.
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These ratios are arbitrary and can be improved but this is generally a good idea.
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Carefull when applying this algorithm that you monitor the amount of money in the server, it should hover around maximum.
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For that reason it may be wise to start the hack script later than the grow / weaken. If you find that the ratio is not
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right feel free to modify it.
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To some extent it's better to split the grow processes into smaller parts.
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4 process with 20 thread each is better than 1 process with 80 threads.
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It can be useful to add a delay to your scripts in order to prevent them from all starting at the same time.
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The sleep function has no RAM cost.
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batch algorithms (aka hwgw or cycles)
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-------------------------------------
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Implementation difficulty: Hard
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pros:
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* Maximize money
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cons:
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* Very hard to implement
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* Does not work well without a large player bought server.
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Batch algorithms are so called because you have a master script that `exec` a lot of other scripts in batches.
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The basic building blocks are even simpler than the previous algorithm but a controller is required and is much
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more complex.
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.. code-block:: javascript
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sleep(a bit)
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hack(target) // or grow, or weaken
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We need to know a couple of things before we can implement this algorithm.
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- The effect of hack / grow depends on the server security.
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- The time it takes for hack/grow/weaken takes to complete is determined when the
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function is called but the effect is calculated at the end.
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A batch consist of a set of 4 special process
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1. A hack script that will remove a predefined, precalculated amount of money from the server.
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2. A weaken script that counters the security increase of the hack process.
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3. A grow script that counters the money decrease of the hack process.
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4. A weaken script that counters the security increase of the grow process.
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It is also important that these 4 scripts finish in the order specified. Hence why you need a delay in your script.
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It's possible to make a batch with 3 scripts (hgw) but that it less efficient as the effectiveness of `grow` is based off server security.
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Here's a picture demonstrating batch in action.
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.. image:: batch.png
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For batches to work the server needs to be at max money and min security. It is possible to use batches
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to reach max money and min sec, just don't use any hack in your cycles.
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The time set between each script ending cannot be tighter than 20ms as this is the best the javascript engine can do.
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