Using c++ 17 because websocketpp seems stuck thereon?
Messages on board writer; replay player
Adjusted TODO list
Corrected small important error.
Hopefully corrected a tight loop
General Predictor is getting better
Corrected some meander errors
Fixed several off-by-ones in board writer
Discover large armies moving in
Fill the state with fog instead of empty.
Board writer generates smaller boards; flush
Test replays game, but no assertions yet
Fixed several off-by-ones in board writer
Divided up the mock_game and generals_simulator
Correcting problems with tests
Added chat log
Sandbox mode can take a replay id
Check for defend when executing paths.
Corrected .is_invalid() usage
Refactored pair<int,int>, etc. Adding general locator
Correct an error in calvin, cheaper RNG
Reorder gathers
parallel reformat; corrected test running
Correct comparator
Removed redundant code
Debugging enemy general pursuit
Gathers are ordered
Failing test for reordering gathers
Test protecting multiple spots in gather.
Worked out some kinks in general prediction
Formatting
Clean up use of non-literal literal.
Refactored pair<int,int>, etc. Adding general locator
Changed some logging statements
Don't print std::string to log.
Predict enemy general deep in quadrant
Adding game joined message
Sundry corrections.
Remove DEBUG_IN DEBUG_OUT
Adjusted meander code; no std::vector necessary.
Make paths discernible on the board writer.
Name Quit request thread
Mark enemy general on images
Stop trying to defend when the game is over.
Log joined game message at INFO
Don't predict general on mountains, etc.
Mark off TODO item
Clean up unused code
Predict enemy general in middle of quadrant
Corrected several things.
Take lock to get enemy general.
Refactored some locking; Makefile; unit tests
Game over scenario maybe implemented now
Clean out board images after a day.
Limit foolishness in play50moves
Mock city population
Delete more images
Corrected do_push so he doesn't go back and forth
Logging adjustments
Making the sandbox work better
Mock game engine should clear attacks
The mock engine is about done
Fixed the stopwatch; turns out I'm using it a bit
Mock engine can wait for moves
Mock game plays... sort of
Cache replays
Parsing replays
Reformatting and removing unuzed lz code
Tile information caching and Adjusted stopwatch API
Restructured how Calvin handles his turns
Tidy up; remove logging statements
Reformatting and extract game engine interface
Use start_game_info struct for game starting information
Don't reformat library code
Restructured for mock engine
Adding replay reading code and lz decompression
Making the main loop a little easier to read
Corrected double-lock; logging changes
Reformatting
Smoothed out some things; some things worse
In Progress - adjusting best fringe spot
Added some early enemy attack logic
Adjust monte carlo algorithm: no overstepping
Nailing down the timing
Changed early expand to a monte carlo approach
Corrected early expand problem
Adding meander-finder and drawing paths
Changed synchronization strategy
Adding thread IDs to logs
Restructuring test code
Figured out time to move
Adding to the drawn board for debugging purposes
Adjusted some code and logging for early meander
added optimizer
Compound move works in generals simulator
Added reinforcement and city/general increases
Added opening-checker
Corrected reinforcements
Added another generals_simulator test
Smoothed over opening sequence, but not done.