2010-10-31T00:00:57 *** dmj111 has quit IRC (Ping timeout: 245 seconds) 2010-10-31T00:02:03 I have 59 versions of my bot saved that I can use for test games, and often older ones beat newer ones 2010-10-31T00:02:37 jesus 2010-10-31T00:02:44 i guess i should start branching 2010-10-31T00:04:16 i am just now realizing how much i bit off with this implementation lol 2010-10-31T00:07:52 Yo yo! 2010-10-31T00:08:05 hey jeff 2010-10-31T00:08:10 long time no see 2010-10-31T00:08:10 I just copy and rename my main program so I can keep all the versions runnable 2010-10-31T00:09:50 Yeah I know. I've been busy. 2010-10-31T00:10:04 Happy Halloween! 2010-10-31T00:10:15 i just had an invalid order problem and realize it could have happened in like 6 places :( gonna be a long night 2010-10-31T00:10:32 Anybody have a bot that draws a pumpkin or bat? 2010-10-31T00:12:51 Top 10 players: GreenTea(4165), bocsimacko(4158), felixcoto(4151), Slin-.-(4132), Accoun(4113), dmj111(4106), rsergio(4068), Hazard(4033), joakim_mjardner(4022), rs5147(4013) 2010-10-31T00:16:04 *** davidjliu has quit IRC (Quit: Page closed) 2010-10-31T00:16:36 So who is GreenTea? Are they here? 2010-10-31T00:17:27 i think i will submit my mostly terrible bot now and be done for the contest 2010-10-31T00:19:29 a month early? 2010-10-31T00:20:09 i have other work i need to do for about all of november 2010-10-31T00:20:40 *** espes has quit IRC (Ping timeout: 265 seconds) 2010-10-31T00:28:49 noooo Zannick! 2010-10-31T00:29:35 I know that you will be back haha. I have carefully designed the contest to be as addictive as possible. "The first time is free" :-D 2010-10-31T00:29:36 *** espes has joined #aichallenge 2010-10-31T00:29:43 i'll still be here to help out 2010-10-31T00:30:05 and i'd love to help prepare/run the next one 2010-10-31T00:30:43 but november is nanowrimo so my free time won't be all spent programming 2010-10-31T00:35:42 *** janzert has joined #aichallenge 2010-10-31T00:35:43 j3camero: zomg! you're alive 2010-10-31T00:35:53 what, where 2010-10-31T00:36:03 I can't believe it :P 2010-10-31T00:36:16 j3camero: it's a little too addictive if you ask me 2010-10-31T00:36:24 i'm constantly up till sunrise 2010-10-31T00:36:44 i just did this: http://cubicmatter.net/forums/viewtopic.php?f=10&t=54&p=442#p442 2010-10-31T00:39:54 btw, golang is working on the servers. just waiting for a working starter package from lavalamp before announcing it 2010-10-31T00:40:23 double rainbow.. 2010-10-31T00:40:28 Although I may just announce it with starter package to follow 2010-10-31T00:40:29 antimatroid1: oh wow sunrise. Yikes what have I done? 2010-10-31T00:42:55 janzert: you are my hero! 2010-10-31T00:43:06 janzert: we had lots of good entries in Go during the Tron contest 2010-10-31T00:43:15 great 2010-10-31T00:43:27 janzert: and its very appropriate to have Go since it's Google-sponsored! 2010-10-31T00:43:29 lavalamp_: did most of the footwork actually 2010-10-31T00:43:45 amstan: what is that link you posted? Looks likke 3D modeling? 2010-10-31T00:44:11 janzert: oh nice. That's great that you're roping in more volunteers! 2010-10-31T00:44:14 j3camero: it's a game server, and you can edit multiplayer, i just added a way to procedurally generate maps 2010-10-31T00:44:25 amstan: sick. 2010-10-31T00:44:41 janzert: what's the status of C# right now? 2010-10-31T00:44:55 working through a work around :P 2010-10-31T00:45:12 still leaking semaphores like crazy but there are now scripts on the servers to clean up after it 2010-10-31T00:45:33 that took me 5 days or something to sort out :( 2010-10-31T00:46:07 I just added a script yesterday to monitor ec2 instances and reboot them 2010-10-31T00:46:13 *** superflit has joined #aichallenge 2010-10-31T00:46:22 you'll want to run it locally somewhere you trust putting your ec2 credentials 2010-10-31T00:46:49 janzert: oh that's awesome! we should get that set up asap. I am free basically all day tomorrow. You down? 2010-10-31T00:47:03 It's at /trunk/planet_wars/backend/ec2-check.py but with no isntructions currently 2010-10-31T00:47:19 yeah, I won't be around till the afternoon for a few hours 2010-10-31T00:47:30 then after around 8pm anytime 2010-10-31T00:47:35 Sweeeet I see we have around 37 games/minute average right now! That's probably doing a lot to reduce user frustration, eh amstan? 2010-10-31T00:47:36 too bad all your dev is in python i have too much free time ;) 2010-10-31T00:47:54 janzert: are you eastern time? 2010-10-31T00:47:58 yep 2010-10-31T00:48:02 Michigan 2010-10-31T00:48:07 Nice game: http://72.44.46.68/canvas?game_id=787507 2010-10-31T00:48:27 janzert: it's variable though 2010-10-31T00:48:40 j3camero: it's variable though 2010-10-31T00:49:14 I was without power for about 48 hours so I my instances went down during that time :/ 2010-10-31T00:49:34 eburnette: v nice 2010-10-31T00:50:38 ooh look at this one, go to the last frame and try to guess who won http://72.44.46.68/canvas?game_id=786559 2010-10-31T00:51:09 janzert: so are those your own servers running games right now? 2010-10-31T00:51:29 yes, the others went down at the beginning of the week 2010-10-31T00:51:49 I can try to kick them again now but I noticed they're just not working anymore. 2010-10-31T00:51:51 they tend to need a hard reboot through ec2 every 12 hours or so 2010-10-31T00:52:10 your's will really need to start up fresh so they pull down the latest svn code 2010-10-31T00:53:20 oh right right. 2010-10-31T00:53:36 So I'll have to completely decommission them and create new spot instances you think? 2010-10-31T00:53:41 I am not so familiar with EC2. 2010-10-31T00:53:54 rebooting the EC2 instances.... 2010-10-31T00:53:56 I think if you just terminate them 2010-10-31T00:54:04 ec2 will start fresh instances 2010-10-31T00:54:12 I see I see... 2010-10-31T00:54:33 I'll try that if they dont start playing games in the next 10 minutes. 2010-10-31T00:55:06 the problem is that even if they play games they won't have the c# updates and the golang installation 2010-10-31T00:55:43 I need to sort out a better way to automatically update them 2010-10-31T00:56:00 the easiest might be to just add it to the ec2-check script 2010-10-31T00:56:55 hopefully I can get away from fighting instances soon, I really want to work on the match pairing and some other stuff 2010-10-31T00:57:26 janzert: I have an idea for match pairing 2010-10-31T00:57:37 yes? 2010-10-31T00:57:54 would it help save time if you took a pool of 5-10 bots and did a round robin? 2010-10-31T00:58:01 not really 2010-10-31T00:58:20 I though that might make cleaning up a less frequent operation 2010-10-31T00:58:59 nah, there isn't much spent in clean up time or really even setup time after a worker has been up for an hour or two 2010-10-31T00:59:26 isn't the cleanup, or lack of, what is bringing down the servers? 2010-10-31T00:59:49 no 2010-10-31T01:00:00 at this point it's bugs in hardy on ec2 2010-10-31T01:00:17 where the machines randomly freeze up 2010-10-31T01:00:40 ah 2010-10-31T01:00:46 one problem with the current matchup code is it starts from scratch for every pairing request 2010-10-31T01:01:28 the process of making the matchups needs to be separated from the code that hands them out so it can prepare them in batches with much less database load 2010-10-31T01:01:32 you mean recomputing who's next instead of using a queue? 2010-10-31T01:01:38 right 2010-10-31T01:02:09 when we had 5 workers running at one point it was overloading the server just handing out and processing the results of matchups 2010-10-31T01:02:41 *** iris1 has quit IRC (Read error: Connection timed out) 2010-10-31T01:02:52 that seems odd, you mean just the code to give out 2 user ids? 2010-10-31T01:02:55 also by splitting it up we can easily do a little more intelligent things such as pairing new submissions with someone near their old rank 2010-10-31T01:03:17 because of all the database queries mostly 2010-10-31T01:03:58 that would be great 2010-10-31T01:04:05 then people's rankings would converge way faster 2010-10-31T01:04:12 have any of you guys tried having your bot and it's opponent repeatedly make best responses to each others moves and just hoped that went to something decent? 2010-10-31T01:04:24 i tried to hack it together last night, but i don't think i did a very good job of it 2010-10-31T01:05:55 janzert: what file does the matchmaking? 2010-10-31T01:06:02 antimatroid: are you talking about some sort of iterative algorithm? 2010-10-31T01:06:18 also am going to poke the mathematician who worked on the tron bot with me to try and optimize the pairings to stabilize and improve the ranking as quickly as possible 2010-10-31T01:06:41 http://code.google.com/p/ai-contest/source/browse/trunk/planet_wars/www/api_get_matchup.php 2010-10-31T01:06:48 is the one that hands out to workers 2010-10-31T01:07:54 the other problem with the current method is that one player keeps getting chosen for the first player until a game result is recorded which means people tend to get 2 or 3 games right in a row 2010-10-31T01:08:12 janzert i can tell you're doing a lot of great work here. You should focus on what you're interested in. If you would rather work on the mathcing policy than the server troubles maybe just do that. 2010-10-31T01:08:43 well, I think we have to have servers up though or people aren't going to bother staying around 2010-10-31T01:09:00 but I think I'm really close to those staying up fairly consistently now 2010-10-31T01:09:07 so I will be able to move on 2010-10-31T01:09:52 nice nice thats good to know 2010-10-31T01:10:04 How's it going to work when submissions close - reset scores and go until... what? 2010-10-31T01:10:21 I know I am always glad to be done with puttign out fires so I can work on the cooler algorithmic aspects. 2010-10-31T01:10:36 eburnette: until we run out of time most likely :P 2010-10-31T01:10:52 j3camero: yep, will feel good :) 2010-10-31T01:11:00 dang, nodejs is out? 2010-10-31T01:11:01 eburnette_: dunno we'll just wing it like last time. probably wipe the slate clean, create some new maps, and run people's bots until the rankigns more or less converge. 2010-10-31T01:12:05 how do you tell if map creation is fair? bots tend to have favorite maps 2010-10-31T01:12:07 McLeopold: if you're looking at what I think you are it's in just only running on the main server right now 2010-10-31T01:12:31 eburnette_: haven't thought much about it. what do you think? 2010-10-31T01:12:51 Top 10 players: GreenTea(4187), bocsimacko(4186), felixcoto(4153), Slin-.-(4137), Accoun(4117), dmj111(4102), rsergio(4067), joakim_mjardner(4065), protocolocon(4030), Hazard(4027) 2010-10-31T01:12:53 k going to bed. I'll be around tomorrow during the afternoon. 2010-10-31T01:13:01 see you then 2010-10-31T01:13:47 how about creating a brand new map for each match, using map gen program that is known a couple weeks in advance? 2010-10-31T01:14:21 janzert: if you get around to it, a nicer map choosing algo would be nice to 2010-10-31T01:14:36 McLeopold: yep, I've thought about that as well 2010-10-31T01:14:53 bots are very fickle about the map type 2010-10-31T01:15:06 should avoid repeated matches on the same map if at all possible 2010-10-31T01:15:35 that way you wouldn't get caught with an accidental set of maps that favors one bot 2010-10-31T01:15:55 yeah 2010-10-31T01:15:56 I think the best guard against that is just a rather large pool 2010-10-31T01:16:14 janzert: a large pool of maps 2010-10-31T01:16:20 right 2010-10-31T01:16:22 large pool might work too, say 10k or more 2010-10-31T01:16:26 j3camero: yep 2010-10-31T01:16:28 somebody help me look at this real quick before my eyes cross thinking too hard about turns 2010-10-31T01:16:35 i've tried a whole bunch of things and nothing seems to wor 2010-10-31T01:16:41 http://72.44.46.68/canvas?game_id=787923 invalid order was sending 9 from 16 - the one with 10 on it at the end 2010-10-31T01:16:44 i thinks it's my move selection though, it needs a lot more though 2010-10-31T01:16:44 t 2010-10-31T01:17:01 the details of the game are a lot more complicated than i originally thought 2010-10-31T01:17:13 the way we're doing neutral conflict resolution complicates things A LOT 2010-10-31T01:17:19 i spent hours and hours debugging bot turn vs game turn 2010-10-31T01:17:28 i get easily confused lol 2010-10-31T01:17:46 imo there's nothing wrong with sending 9 from 16 because there's 10 there 2010-10-31T01:17:48 but then, i'm sure any of the alternative resolution methods would have made it any beter 2010-10-31T01:18:12 not sure** 2010-10-31T01:18:14 *** delt0r has joined #aichallenge 2010-10-31T01:18:21 my brain hurts 2010-10-31T01:18:26 my bot sniped! tho :) 2010-10-31T01:18:40 *** delt0r___ has quit IRC (Ping timeout: 255 seconds) 2010-10-31T01:18:40 what is sniping? 2010-10-31T01:18:49 what i did to the bottom planet 2010-10-31T01:18:55 grabbed the neutral right after he conq'd it for me 2010-10-31T01:18:59 demerzel_: kinda, but you wasted 7 just before the snipe 2010-10-31T01:19:00 isn't that just attacking? 2010-10-31T01:19:22 McLeopold: enemy fleet calc - can you tell me why 16 17 9 would be my invalid order? 2010-10-31T01:19:28 bah, yep. 5 workers and the main server is up to a load average of 8 2010-10-31T01:19:38 drop one and it's now dropping back down 2010-10-31T01:19:51 demerzel_: because you did it twice? on turn 15, not 16? 2010-10-31T01:20:05 no i only did it once 2010-10-31T01:20:11 i have it stderr all moves 2010-10-31T01:20:13 antimatroid1: it's attacking at the right time 2010-10-31T01:20:32 McLeopold: your'e right about wasting 7 ships actually - i'm trying to coordinate launches obv it's not working right 2010-10-31T01:20:45 McLeopold: no it's not :P and my offensive moves get done as soon as possible, so it just does that 2010-10-31T01:21:00 demerel_: you need to not take a neutral the same time as the enemy unless you 2010-10-31T01:21:04 re intending to send more than them 2010-10-31T01:21:07 no i know 2010-10-31T01:21:09 it's a bug for sure 2010-10-31T01:21:21 i'm still tyring to figure out why that was invalid 2010-10-31T01:21:30 got the bot paused with all vars in front of me 2010-10-31T01:21:42 also, if you are taking a neutral, it has to be not the future state+1 but the future state + 1 + incoming fleets from them (if your future state has already subtracted that) 2010-10-31T01:21:47 i didn't realise that till a few days agoo 2010-10-31T01:21:51 yup 2010-10-31T01:21:53 demerzel_ maybe the error message is wrong 2010-10-31T01:22:13 i just calc what's left over + 1 2010-10-31T01:22:19 my stderr? 2010-10-31T01:22:27 more correctly max(future_state+1, incoming_fleets+1) 2010-10-31T01:22:29 i'm sure it's invalid tcp has been good that way i just don't know what i did wrong 2010-10-31T01:22:41 whoever says 16 17 9 is invalid 2010-10-31T01:22:43 or if you just run game turns like i do ships[turn] + 1 ;) 2010-10-31T01:22:54 that's the last move i made before it kicked me for invalid 2010-10-31T01:23:05 are you sure you didn't send on turn 15? when it had 8? 2010-10-31T01:23:11 that's what i'm wondering 2010-10-31T01:23:18 if tcp stops at 16 what does that mean tho 2010-10-31T01:23:25 that i gave invalid on 15 or 16 2010-10-31T01:23:58 i like that sometimes it's best to send everything at a planet at equal distance 2010-10-31T01:23:59 i think 15 2010-10-31T01:24:13 turn 15 does not have any moves from you 2010-10-31T01:24:13 ugh i hate gameturn vs bot turn bugs 2010-10-31T01:24:15 i haven't got that in my bot yet though 2010-10-31T01:24:15 so hard to track down 2010-10-31T01:24:31 demerzel_, just start counting at 1 2010-10-31T01:24:32 McLeopold: ok ty 2010-10-31T01:25:01 bot turn = game turn but pre-resolution 2010-10-31T01:25:07 in my implementations anyway 2010-10-31T01:25:13 i do actually run turn logic etc so i have to track it 2010-10-31T01:25:32 what's the difference between game turn and bot turn? aren't they the same? 2010-10-31T01:25:40 hehehe 2010-10-31T01:25:41 no 2010-10-31T01:25:49 I spent a day reviewing the turn orders. 2010-10-31T01:25:52 check all your commands since the last go, any of them could be wrong 2010-10-31T01:26:05 i am only allowing it 1 per turn atm 2010-10-31T01:26:19 virdo: on turn 1 you will have 105 ships 2010-10-31T01:26:27 get game state at check my state, inc turn num, give orders, perform battles, repeat 2010-10-31T01:26:28 virdo: but you can't use them, you're stuck pre-resolution 2010-10-31T01:26:50 so i just implement botturn concept, which is game turn, but prior to growth/fights 2010-10-31T01:26:56 how do you have 105 ships on turn 1? you start with 100 ships. 2010-10-31T01:26:57 I put in assertions in my issue_order function, to verify the moves were valid before issuing them just in case - found a buncha bugs 2010-10-31T01:27:02 technically there is no game/bot turn number 2010-10-31T01:27:21 you get a game state followed by a go, then you send orders followed by a go 2010-10-31T01:27:32 virdo: it does growth and battles AFTER your orders, but the results can't be used until next turn 2010-10-31T01:27:43 virdo: as in you will have 105 ships at the end of the turn but you can't use them till next turn 2010-10-31T01:28:05 if you have state prediction like most of the bots do you know you will have 105 ships at the end of turn 1 but you can't look at it like that you have to say it will be turn 2 2010-10-31T01:28:14 demerzel_: it's splitting hairs, but I would say you have 105 ships at the start of you turn 2010-10-31T01:28:21 next turn 2010-10-31T01:28:24 yes 2010-10-31T01:28:29 that's the best way to implement it i would say 2010-10-31T01:28:29 agreed here, that's turn 2 :) 2010-10-31T01:28:41 but then you have to adjust fleet etas 2010-10-31T01:28:44 you can't start by sending a fleet of 105 2010-10-31T01:28:52 for example 2010-10-31T01:29:01 turn 1 you launch to a 50 ship planet with an eta of 5 2010-10-31T01:29:08 you just have to remember that stuff happens between your go and the next game state 2010-10-31T01:29:12 on turn 6 you will have 1 ship on that planet but you can't use it till turn 7 2010-10-31T01:29:27 demerzel_: you can use the 1 right away 2010-10-31T01:29:27 it's either adjust the etas or adjust all ship calcs back a turn 2010-10-31T01:29:36 no not exaclty 2010-10-31T01:29:40 the eta is what turn it will arrive 2010-10-31T01:29:43 which is after you give orders 2010-10-31T01:29:49 hope 2010-10-31T01:29:51 if it's eta is turn 6 and you try to use it on turn 6 you will invalide 2010-10-31T01:29:55 i mean, nope 2010-10-31T01:29:59 you can't use it till turn 7 2010-10-31T01:30:12 demerzel_: I think you're doing your turns in some whacky way :) 2010-10-31T01:30:20 you can use it at turn 6 2010-10-31T01:30:22 virdo: could be ;) 2010-10-31T01:31:18 McLeopold: I'ma make some interesting maps with small planets and actually type them up, are you keen for some? and I would be interested in other people coming up with some too 2010-10-31T01:31:30 sure 2010-10-31T01:31:52 demerzel_: I hope you caught that you can use ships as soon as they arrive. 2010-10-31T01:32:17 *** eburnette_ has quit IRC (Quit: Page closed) 2010-10-31T01:32:49 McLeopold: i'm probably just not explaining it right - i have predicted all 200 turns accurately for almost a month 2010-10-31T01:33:03 i'm just recoding it and forgot my standards and overthinking it 2010-10-31T01:35:00 *** Rubicon-|-Cross has quit IRC (Quit: Leaving) 2010-10-31T01:35:13 okay, but if distance is 5, send at turn 1, arrive at turn 6, send 1 at turn 6 2010-10-31T01:35:42 ah holy shit i skipped a turn somewhere lol 2010-10-31T01:35:48 that's interesting 2010-10-31T01:35:53 probably didn't get a reply from tcp fast enough 2010-10-31T01:35:53 that logic doesn't prevent you from predicting game state, just holding on to fleets an extra turn 2010-10-31T01:36:15 well you would logically deduct 1 from your eta 2010-10-31T01:36:21 since it's moving this turn 2010-10-31T01:36:30 you just don't do that i guess 2010-10-31T01:36:58 wow this is going to be fun to track down 2010-10-31T01:37:05 you would logically deduct 1 from distance between turns 1 and 2 2010-10-31T01:37:21 so that the first time the opponent sees the fleet it would have eta 4 2010-10-31T01:38:04 orders, advance/growth, battle, repeat 2010-10-31T01:38:40 antimatroid1: http://ai-contest.com/forum/viewtopic.php?f=17&t=1038&p=6835#p6835 2010-10-31T01:38:50 there's my small map 2010-10-31T01:40:29 where's that site where you can paste game results? 2010-10-31T01:41:04 is there a URL for viewing all of your game results? 2010-10-31T01:41:40 there are two -- http://spz.nofate.com/planetwars/visualizer/ and pastebin like here: http://visualizer.naktibalda.lt/ 2010-10-31T01:41:52 coofamani: like the rankings page? 2010-10-31T01:42:13 virdo: no, a history of games for your profile 2010-10-31T01:42:25 virdo: do you know the format of the game file? 2010-10-31T01:42:28 contestbot: click on "My Profile" on the website. 2010-10-31T01:42:29 virdo: User error, it's not my fault. 2010-10-31T01:42:53 nm 2010-10-31T01:43:02 McLeopold: for the spz one? or pastebin? it's the replay file. 2010-10-31T01:43:16 I just read the part of the website where it tells me. :) 2010-10-31T01:45:40 demerzel_: http://visualizer.naktibalda.lt/506 2010-10-31T01:45:53 demerzel_: just to make sure we are on the same page 2010-10-31T01:46:27 demerzel_: notice how the 70 fleet avoids the 105 fleet? 2010-10-31T01:47:22 yes 2010-10-31T01:47:43 my bot has got multi launch down at least 2010-10-31T01:47:43 http://72.44.46.68/canvas?game_id=788111 2010-10-31T01:48:02 it's beautiful! watch from 13 on 2010-10-31T01:48:06 negative growth planet? wonder how different engines handle that ;) (negative ship counts?) 2010-10-31T01:48:22 got 3 separate launches to the neutral on the left :) 2010-10-31T01:48:32 now to figure out why i tried to launch more than i had lol 2010-10-31T01:48:57 bot 13 or game 13 :P 2010-10-31T01:49:03 turn 13 on the one i linked 2010-10-31T01:49:25 still got a 1-off problem tho 2010-10-31T01:49:36 2 fleeets land at the same time but the last one is one behind 2010-10-31T01:50:40 *** coofamani has quit IRC (Quit: leaving) 2010-10-31T01:53:08 hehe, my bot does so much multi launch I'm trying to stop it ;) -- if it doesn't use the fleet for defence, it always sends it out, either routes it, or attacks neutrals / enemy... have to make it delay attacks / coordinate more 2010-10-31T01:55:45 i haven't put in defense yet lol - it's mostly just automatic in that it sees a gain in defending atm 2010-10-31T01:57:44 well, mine in brain dead too then... if I see it I lose it in the future, I check if I can get to it in time to defend it, and I just send towards it the amount needed. 2010-10-31T01:58:02 if i could get this damn invalid order bug tracked down argh 2010-10-31T01:58:52 demerzel_: you got some games with 4-5 turns and only 1 planet. It should be easy to track down from them. 2010-10-31T01:59:01 http://72.44.46.68/canvas?game_id=787763 2010-10-31T01:59:08 you log for yourself the state of the game / fleet orders? so you log sending X amount of ships from planet Y that has Z ships available still? :) 2010-10-31T01:59:59 are you sending 0 size fleets? 2010-10-31T02:00:05 are you sending to the same planet? 2010-10-31T02:00:14 no i know what orders i'm sending 2010-10-31T02:00:15 are you sending from a planet you don't own? 2010-10-31T02:00:25 nope just sending more than i have in 2 different missions 2010-10-31T02:00:35 ah 2010-10-31T02:00:37 stupid thing is both planet state and supply state both know i don't have that much 2010-10-31T02:00:42 so it's difficult to figure out where it's not catching it 2010-10-31T02:01:45 in my bot, sometimes I started adding min(planet.ships_available, ships_i_want_to_send) 2010-10-31T02:01:52 is it only happening when you send 2 fleets from the same planet? 2010-10-31T02:03:07 it's sending fleets too early basically 2010-10-31T02:03:36 i'll find it ;) it knows the turn it's supposed to get there and it knows how much it really has 2010-10-31T02:03:40 but for whatever reason it's sending off anyway 2010-10-31T02:05:01 guess i just need to dump it all too much for stderr 2010-10-31T02:07:04 dump it into a file 2010-10-31T02:07:36 update visualize_localy.py and integrate it with the visualizer.js ;) 2010-10-31T02:08:06 at least that's the best method I've found so far 2010-10-31T02:08:16 but definitely interested in ways everyone else debugs their bots 2010-10-31T02:12:17 i used to dump all info but now i am thinking i have an ide just dump game state and then recreate and step throug 2010-10-31T02:12:54 Top 10 players: bocsimacko(4190), GreenTea(4189), Slin-.-(4141), felixcoto(4139), dmj111(4126), Accoun(4122), rsergio(4072), joakim_mjardner(4070), protocolocon(4040), rs5147(4035) 2010-10-31T02:13:21 demerzel_: I totaly need that too 2010-10-31T02:13:27 http://codepad.org/OmCCZZDq 2010-10-31T02:13:31 there's 4 maps to start with 2010-10-31T02:13:36 an ide just to review my logs files 2010-10-31T02:13:38 they're not very hard to work out 2010-10-31T02:13:44 i don't think 2010-10-31T02:13:54 now i'ma move to 2d 2010-10-31T02:13:55 well you might as ewll use the ide 2010-10-31T02:14:04 lot more work to make a bunch of customized data dumps 2010-10-31T02:16:59 my current setup: http://spz.nofate.com/planetwars/debug.png ... the debug info on the right side is per turn... how do you guys do it? I may want to copy your methods ;) 2010-10-31T02:17:53 let me know what you guys think are the best moves on each of those maps if you can be bothered 2010-10-31T02:18:38 mcleopold will probably find i got numbers wrong again, i think i got it right though 2010-10-31T02:20:09 antimatroid1: the second one should be attack the center 2010-10-31T02:20:13 the first, wait 2010-10-31T02:20:44 the 3rd and 4th, wait 2010-10-31T02:21:27 i think you should do your neutral on the third, hang on i'll check again 2010-10-31T02:22:18 yeah, pretty sure you can defend your claim of your neutral in 3 2010-10-31T02:22:26 yes, your right 2010-10-31T02:22:42 if opponent lanches far first turn, you can hop and gain 5 2010-10-31T02:22:53 doesn't even matter 2010-10-31T02:22:56 you can back it up 2010-10-31T02:23:09 if you into that... 2010-10-31T02:23:26 i'm not sure hoping is better for you 2010-10-31T02:23:47 cause you incure the 10 cost to take the neutral 2010-10-31T02:23:54 and you already lost it on your neutral 2010-10-31T02:24:46 okay, down 10, up 5 2010-10-31T02:25:24 i think best strategy is to take your neutral first move with 11, then send back up second move if they attacked 2010-10-31T02:26:03 well, since there is nothing interesting by your starting planet, you might as well send it forward 2010-10-31T02:26:10 The full 100 2010-10-31T02:26:17 and stream the rest 2010-10-31T02:26:23 yes, but assuming there were other choices, and this was a subgame 2010-10-31T02:27:05 only if those other choices are better than the 2 center planets combined 2010-10-31T02:27:08 i'm trying to work out specific details of the game better, i'm convinced that's why my bot sucks 2010-10-31T02:27:29 these types of maps are excatly what i've been working on for a month 2010-10-31T02:27:39 but they might expand to other places later, enabling you to spend the other 89 ships expanding elsewhere too 2010-10-31T02:27:54 so you don't want to send everything right away 2010-10-31T02:28:02 only what you HAVE to 2010-10-31T02:28:04 *** Rubicon-|-Cross has joined #aichallenge 2010-10-31T02:28:35 even if it is a sub-game, you still want to neutralize the enemy's ships 2010-10-31T02:29:15 yeah, but there might be something you can expand to with 15 ships near your home planet, you can't take that now, but if they send that much out to somewhere nowhere near the centre first turn, then you can expand with it 2010-10-31T02:29:20 if that makes sense 2010-10-31T02:30:55 it does, but it depends on where the front line is 2010-10-31T02:31:11 not moving to the center is like retreating 2010-10-31T02:31:38 what's behind you has too be worth 21 growth or more, and the enemy has to have nothing behind them 2010-10-31T02:35:32 i think the information advantage might be better, remember you only lose one turn 2010-10-31T02:37:20 the closer planet is even, the furthur is 2, due to reaction time 2010-10-31T02:37:34 you only control 1 planet at the start 2010-10-31T02:37:53 if you can move to the close neutral, and your opponent doesn't, you control 2 2010-10-31T02:37:57 gtg 2010-10-31T02:38:15 * raedwulf needs to find that sheet of paper with his strategy on 2010-10-31T02:42:42 *** virdo has quit IRC (Ping timeout: 240 seconds) 2010-10-31T02:52:15 *** Appleman1234 has joined #aichallenge 2010-10-31T02:56:55 *** McLeopold has quit IRC (Ping timeout: 240 seconds) 2010-10-31T03:09:58 that wasnt' too bad to set up 2010-10-31T03:10:08 streams can be useful lol 2010-10-31T03:12:52 Top 10 players: bocsimacko(4213), GreenTea(4202), felixcoto(4135), dmj111(4119), Accoun(4103), Slin-.-(4098), rsergio(4079), joakim_mjardner(4075), Hazard(4035), protocolocon(4024) 2010-10-31T03:14:59 *** iNtERrUpT has joined #aichallenge 2010-10-31T03:23:18 janzert, I'm around, still want me? I just updated the go starter package. 2010-10-31T03:24:37 *** Utkarsh has quit IRC (Ping timeout: 264 seconds) 2010-10-31T03:25:46 I'm back from a go tournament, ready to go write some go code, hehe... 2010-10-31T03:30:45 *** Utkarsh has joined #aichallenge 2010-10-31T03:37:34 lavalamp_: go? damn 2010-10-31T03:37:42 isn't that like high end ai shit nowadays lol 2010-10-31T03:37:51 is there a go competition after this or something 2010-10-31T03:40:47 no I play go competitively 2010-10-31T03:41:04 where do people find these ai things for go? 2010-10-31T03:41:13 i'd be keen to have a play 2010-10-31T03:41:16 language or game? 2010-10-31T03:41:24 game 2010-10-31T03:42:39 I don't know if there is a contest running for a go ai or not 2010-10-31T03:43:02 at some points there has been prize money available for making bots of a certain level 2010-10-31T03:43:19 surely there's a place people writing bots test against each other 2010-10-31T03:43:47 oh, yeah, there's the equivilent of the tcp server 2010-10-31T03:44:14 there's also a script so you can hook up a go bot to the KGS go server (gokgs.com) 2010-10-31T03:45:15 where would one find the equivalent of the tcp server is my question? :P 2010-10-31T03:45:42 janzert didn't say if golang was enabled or not, I just uploaded a submission to find out... 2010-10-31T03:46:05 http://www.cgl.ucsf.edu/go/ladder.html 2010-10-31T03:47:05 cheers 2010-10-31T03:51:26 grr it says there were errors compiling but it's not emailing me 2010-10-31T03:51:35 at least it identified the language 2010-10-31T03:52:15 hmm, lavalamp_ it did work for me earlier 2010-10-31T03:52:28 are you sure the emails aren't ending up in your spam folder btw 2010-10-31T03:52:46 antimatroid1: cgos is the place to test go bots 2010-10-31T03:52:51 http://cgos.boardspace.net/ 2010-10-31T03:53:03 janzert, yeah not in spam, either 2010-10-31T03:53:10 generally people play there bots on the kgs server to get games against humans 2010-10-31T03:53:51 *** Palmik has joined #aichallenge 2010-10-31T03:53:51 oh, haha, janzert's link is the one I meant to paste in 2010-10-31T03:54:30 wow after almost 2 hours of debugging this shit i figured out it wasn't clearing arrays properly because i messed up the size 2010-10-31T03:54:31 and computer-go mailing list is the place for discussion http://computer-go.org/mailman/listinfo/computer-go :) 2010-10-31T03:54:37 downside of c++ i guess lol 2010-10-31T03:54:47 lavalamp_: try resubmitting maybe 2010-10-31T03:55:00 what is your name on the main server? 2010-10-31T03:55:27 or more importantly your user_id 2010-10-31T03:57:09 hold on, I just realized I included a couple of files that aren't part of my project and since it doesn't use my makefile it's trying to compile them 2010-10-31T03:57:31 ahh, that could do it 2010-10-31T03:57:43 yeah ok let's see if this works... 2010-10-31T03:58:06 hey, what's all this talk about Go? 2010-10-31T03:58:13 *** Appleman1234 has quit IRC (Ping timeout: 264 seconds) 2010-10-31T03:58:23 btw, unfortunately you are going to get errors on workers #21 and #25 right now 2010-10-31T03:58:32 http://ai-contest.com/profile.php?user_id=10821 2010-10-31T03:58:39 IT WORKS! 2010-10-31T03:58:43 yay 2010-10-31T03:58:52 you are my favorite person right now 2010-10-31T03:59:09 yay i have graduated from broken bot to shitty bot 2010-10-31T03:59:13 j3camero brought them back up but I'm pretty sure they didn't get updated with go 2010-10-31T03:59:14 sigh, I play go and I wrote my bot in the language go 2010-10-31T03:59:27 ah nice :) 2010-10-31T03:59:30 what's your rank? 2010-10-31T03:59:37 2d AGA 2010-10-31T03:59:45 not too bad :) 2010-10-31T04:00:04 I just defended it at a tournament to day, wasn't sure if I could or not so I'm happy 2010-10-31T04:00:22 nice 2010-10-31T04:00:42 yeah, it's always nice when your skills hold up in a tournament 2010-10-31T04:00:54 I need to start playing again 2010-10-31T04:00:56 wow, how many servers are running? I have two games already!! 2010-10-31T04:01:15 don't worry that's a problem with the matchup system right now :P 2010-10-31T04:01:23 but there are three 2010-10-31T04:01:35 sigh: Yeah, I won the prior tournament I was at and got promoted 2010-10-31T04:01:41 2 of them you will just crash on though 2010-10-31T04:01:58 :) 2010-10-31T04:02:13 janzert: lol 2010-10-31T04:02:36 thanks a bunch for including my script 2010-10-31T04:02:44 seriously I owe you a beer or something 2010-10-31T04:02:53 your welcome :) 2010-10-31T04:03:08 Well I really must get to bed now, see you all later 2010-10-31T04:03:16 bye, janzert 2010-10-31T04:03:35 night 2010-10-31T04:06:23 *** AlliedEnvy has quit IRC (Ping timeout: 265 seconds) 2010-10-31T04:06:50 *** Commandir has joined #aichallenge 2010-10-31T04:10:14 *** AlliedEnvy has joined #aichallenge 2010-10-31T04:11:30 gah, 309 after two wins: http://ai-contest.com/profile.php?user_id=10821 2010-10-31T04:11:37 I want more games! 2010-10-31T04:12:39 what were you at before you resubmitted? 2010-10-31T04:12:52 Top 10 players: bocsimacko(4216), GreenTea(4176), dmj111(4116), felixcoto(4103), joakim_mjardner(4087), Slin-.-(4085), Accoun(4081), rsergio(4046), protocolocon(4024), rs5147(4017) 2010-10-31T04:13:50 nothing, go hadn't been enabled on the official servers yet 2010-10-31T04:14:01 ah fair enough 2010-10-31T04:14:38 in my experience, you got a good draw... a lot of the time your first game is against someone much weaker and the climb takes much longer 2010-10-31T04:15:04 what's your bot at? 2010-10-31T04:15:21 yeah not bad, they were both 400's 2010-10-31T04:15:42 at 35 at the moment: http://www.ai-contest.com/profile.php?user_id=6041 2010-10-31T04:15:52 haven't worked on it for over 2 weeks though 2010-10-31T04:16:36 my bot better beat mega1 's... with the amountof time i've spent on it lol! 2010-10-31T04:16:40 no offense mega1 :P 2010-10-31T04:16:52 hehe, ill be happy with top-100 though 2010-10-31T04:16:52 i have spent AGES on mine and it sucks 2010-10-31T04:17:01 i'm working on refining my move selection/studying for an exam 2010-10-31T04:17:06 i want top 10 2010-10-31T04:17:16 sigh, nice 2010-10-31T04:17:24 :D 2010-10-31T04:17:27 i have no exams yet 2010-10-31T04:17:31 antimatroid1, yeah I'm hoping for that too 2010-10-31T04:17:33 mine are in january 2010-10-31T04:17:36 these are my last exams for undergrad 2010-10-31T04:17:53 i should have had it for tron except the stupid timeout rule 2010-10-31T04:17:55 any idea what the next contest will be? 2010-10-31T04:17:56 :P 2010-10-31T04:17:56 wow my bot played so terribly and still won that second one 2010-10-31T04:18:09 :) 2010-10-31T04:18:24 wait... my bot for this contest doesn't work yet 2010-10-31T04:18:34 just a lot of code xD 2010-10-31T04:18:44 let's hope the games don't get exponentially harder each time 2010-10-31T04:18:49 haha 2010-10-31T04:18:54 i don't even want to know what would be next 2010-10-31T04:19:10 Go :P 2010-10-31T04:19:29 a continuous game would be cool 2010-10-31T04:19:31 that would be sucky for this contest though, too high barrier of entry 2010-10-31T04:19:37 antimatroid1, like what? 2010-10-31T04:19:39 tiddlywinks 2010-10-31T04:19:43 some kind of chasing game 2010-10-31T04:19:50 3d fighter pilots seems reasonable 2010-10-31T04:20:16 and you can watch matches using webgl 2010-10-31T04:20:18 woot 2010-10-31T04:20:20 :D 2010-10-31T04:20:23 you can set angle of rotation (limited based off of speed), acceleration/deacceleration and can "fire" 2010-10-31T04:20:26 sticking to 2d is a bit better I think 2010-10-31T04:20:58 i think 2d is too easy to solve 2010-10-31T04:21:09 i could be wrong 2010-10-31T04:21:20 depends on the actual game, I suppose 2010-10-31T04:21:22 that kind of stuff pops up with differential game theory 2010-10-31T04:22:07 main reason I suggested 2d is that being able to get up and running quickly is a huge bonus for this competition 2010-10-31T04:22:08 or something like 2p mario cart 2010-10-31T04:22:10 with weapons 2010-10-31T04:22:16 as well as being able to easily write tools 2010-10-31T04:22:31 yeah, but one could say planetwars is a lot harder than tron was 2010-10-31T04:22:52 i've only just begun to see how retarded my selection of moves is in the last few days 2010-10-31T04:22:56 hm where's the server status page? 2010-10-31T04:23:05 http://ai-contest.com/game_stats.php 2010-10-31T04:23:07 what were you doing wrong? 2010-10-31T04:23:13 thx 2010-10-31T04:23:38 many things, like if i want to take a neutral, it's not the future state of that planet, it's the future state + the number of incoming fleets from the opponent at that time 2010-10-31T04:23:41 *** Error323 has quit IRC (Ping timeout: 265 seconds) 2010-10-31T04:23:43 antimatroid1: oh a hard game is good, just that getting started should be easy 2010-10-31T04:23:53 and refined times where i would want to take neutrals that aren't strictly closest to me etc. 2010-10-31T04:24:21 i had a terrible calculation with me move selection that was possibly sending negative fleets then completely ignoring that move 2010-10-31T04:24:23 easy to learn, hard to master 2010-10-31T04:24:29 ah, that first point is pretty basic... I'm suprised you only just implemented it 2010-10-31T04:24:33 and many other things where it was a lot trickier to calculate things than I had originally thought 2010-10-31T04:24:37 raedwulf: right 2010-10-31T04:24:47 i'm not sure how i missed it :P 2010-10-31T04:24:47 antimatroid1: yep 2010-10-31T04:24:53 thats why my bot doesn't work yet 2010-10-31T04:25:02 i wrote a lot of base code 2010-10-31T04:25:07 antimatroid1: I've made a ton of approximations 2010-10-31T04:25:11 to simplify my writing of heuristics 2010-10-31T04:25:23 so did i, it's horrible trying to go back through and refine it all 2010-10-31T04:25:26 hehe 2010-10-31T04:25:35 yea i ditched about 500 lines of code 2010-10-31T04:26:01 it wasn't general enough to write my rules 2010-10-31T04:26:27 meh i still have to test the code 2010-10-31T04:26:33 i better do that now i guess... 2010-10-31T04:27:19 heh 2010-10-31T04:27:30 i just rewrote 2010-10-31T04:27:34 it actually works now haha 2010-10-31T04:27:42 although my logic is pretty rudimentary 2010-10-31T04:33:07 *** yasith has joined #aichallenge 2010-10-31T04:33:33 i guess i should stop explicitly not defending itself haha 2010-10-31T04:33:46 *** yasith_ has joined #aichallenge 2010-10-31T04:36:52 oh hm I broke something 2010-10-31T04:37:04 so did i 2010-10-31T04:37:12 i've been trying to fix it for like 20 minutes 2010-10-31T04:43:35 *** Appleman1234 has joined #aichallenge 2010-10-31T04:45:22 *** boegel has joined #aichallenge 2010-10-31T04:50:01 *** Sarin has joined #aichallenge 2010-10-31T04:56:47 *** Error323 has joined #aichallenge 2010-10-31T04:58:05 *** boegel has quit IRC (Quit: Leaving) 2010-10-31T04:58:49 *** lavalamp_ has quit IRC (Quit: Page closed) 2010-10-31T04:59:56 *** demerzel_ has quit IRC (Ping timeout: 265 seconds) 2010-10-31T05:00:07 *** iNtERrUpT has quit IRC (Remote host closed the connection) 2010-10-31T05:00:56 *** iNtERrUpT has joined #aichallenge 2010-10-31T05:07:06 *** narnach has joined #aichallenge 2010-10-31T05:12:53 Top 10 players: bocsimacko(4246), GreenTea(4194), dmj111(4142), felixcoto(4129), Accoun(4092), Slin-.-(4088), rsergio(4082), joakim_mjardner(4078), rs5147(4040), Hazard(4033) 2010-10-31T05:14:43 *** alkorsok has joined #aichallenge 2010-10-31T05:16:38 woot, that piece of code doesn't crash (after i incremented the right variable... don't try to increment i when you're incrementing j...) 2010-10-31T05:22:14 :D 2010-10-31T05:28:29 *** alkorsok has quit IRC (Quit: Åñëè òû íàøåë íà ñ÷àñòüå ïîäêîâó, çíà÷èò êòî-òî äðóãîé íåäàâíî îòáðîñèë êîïûòà... ß ÞçÀþ ÑàÌûÉ ÐåÀëÜíÛé ÑêÐèÏò NeOn Script 9.0! CêÀ÷Àé ñ http://neon-ms.info :) 2010-10-31T05:38:46 *** yasith has quit IRC (Ping timeout: 255 seconds) 2010-10-31T05:39:11 *** yasith_ has quit IRC (Ping timeout: 265 seconds) 2010-10-31T05:41:30 *** iNtERrUpT has quit IRC (Remote host closed the connection) 2010-10-31T05:58:50 *** mceier has joined #aichallenge 2010-10-31T06:00:17 i have some weird c++ stack/memory/whatever corruption now and can't find a way to track it down to the source. 2010-10-31T06:01:22 raedwulf: don't use j when it looks similar to i ;) I just jump straight to k. 2010-10-31T06:01:51 hehe 2010-10-31T06:02:01 nah i copied and pasted a loop with i and j 2010-10-31T06:02:03 and renamed them 2010-10-31T06:02:05 lol 2010-10-31T06:02:10 bbl 2010-10-31T06:02:28 lol 2010-10-31T06:03:45 Frontier: i have some mythical bug atm 2010-10-31T06:12:54 Top 10 players: bocsimacko(4270), GreenTea(4216), dmj111(4175), felixcoto(4142), Accoun(4123), Slin-.-(4112), rsergio(4096), joakim_mjardner(4093), Hazard(4069), luksian(4060) 2010-10-31T06:16:11 *** Bobng has joined #aichallenge 2010-10-31T06:16:51 *** wvdschel has joined #aichallenge 2010-10-31T06:16:51 *** wvdschel has joined #aichallenge 2010-10-31T06:17:52 *** yasith has joined #aichallenge 2010-10-31T06:17:52 *** 50UAAWNB6 <50UAAWNB6!~yasith@112.135.75.205> has joined #aichallenge 2010-10-31T06:22:05 hah my bot is finally climbing rankings 2010-10-31T06:22:07 #41 now 2010-10-31T06:25:05 bhasker: gratz 2010-10-31T06:25:17 thanks 2010-10-31T06:25:19 bhasker: where are you at tcp? 2010-10-31T06:25:25 to get an idea 2010-10-31T06:25:33 #21 2010-10-31T06:25:39 332 el 2010-10-31T06:25:41 elo 2010-10-31T06:25:57 but that changes depending on which bots are up and running 2010-10-31T06:26:10 i'm at 49 with 237 elo 2010-10-31T06:26:18 mmm 2010-10-31T06:26:21 true 2010-10-31T06:27:25 bhasker: whats ur name @ tcp? 2010-10-31T06:27:31 malazan 2010-10-31T06:27:37 ah ok 2010-10-31T06:29:01 do you know if staging through hubs is superior to directly going to your destination planet? 2010-10-31T06:29:13 I think it might be superior for two reasons 2010-10-31T06:29:36 1) less in-flight time for reactive decisions 2010-10-31T06:29:42 but.. 2010-10-31T06:29:48 your flight takes longer to get anywhere 2010-10-31T06:29:52 since you are routing 2010-10-31T06:30:00 so you lose some reaction time there 2010-10-31T06:30:01 2) more difficult for enemies to predict with how much to attack 2010-10-31T06:30:10 yes thats the downside 2010-10-31T06:30:12 2) is a good reason 2010-10-31T06:30:24 i have come up with a strategy where i do 2 things 2010-10-31T06:30:31 if enemy is not close stage to my staging planet 2010-10-31T06:30:37 so i think i'm gonna build it in and test @ tcp 2010-10-31T06:30:40 if enemy is close stop sending ships further 2010-10-31T06:30:50 so that way i pile up ships in 3-4 points 2010-10-31T06:30:55 and just launch attack from there 2010-10-31T06:30:57 example 2010-10-31T06:31:46 let me find a good game to show how my bot behaves 2010-10-31T06:32:17 cool 2010-10-31T06:32:23 you sure you wanna share that info? ;) 2010-10-31T06:32:34 its not a trade secret 2010-10-31T06:32:38 ok 2010-10-31T06:32:40 anyone watching my games can see it 2010-10-31T06:32:51 :) 2010-10-31T06:32:55 and i have seen other bots doing it to see how i should do it 2010-10-31T06:32:55 *** Bobng has quit IRC (Ping timeout: 255 seconds) 2010-10-31T06:33:40 i just need to come up with a good routing algorithm 2010-10-31T06:33:52 http://72.44.46.68/canvas?game_id=790552 2010-10-31T06:34:22 http://ai-contest.com/visualizer.php?game_id=6270862 2010-10-31T06:34:24 what do you like? 2010-10-31T06:35:05 lol why go for a zero growth planet thats a bug 2010-10-31T06:35:13 yep :D 2010-10-31T06:35:22 are there zero-growth planets? 2010-10-31T06:35:33 yep, at center 2010-10-31T06:35:35 this is a better map to watch 2010-10-31T06:35:36 http://72.44.46.68/canvas?game_id=790432 2010-10-31T06:35:38 yes Error 2010-10-31T06:35:40 if there is 2010-10-31T06:35:47 you should add logic to ignore it till an enemy takes it 2010-10-31T06:35:59 quite a few maps have zero growth planets 2010-10-31T06:36:02 with like 100 ships on them 2010-10-31T06:36:10 so for my bot its invisible till enemy takes it 2010-10-31T06:36:14 i don't attack it ever 2010-10-31T06:36:15 i see 2010-10-31T06:36:39 well my valuefunction should take care of it 2010-10-31T06:36:55 i have an idea for routing 2010-10-31T06:37:05 actually, sometimes it's correct to take them, if it's not a costly and gives you a positional advantage... tricky thing is for the bot to figure out when ;) 2010-10-31T06:37:07 using some linear algebra :P 2010-10-31T06:37:46 this is another game 2010-10-31T06:37:47 http://72.44.46.68/canvas?game_id=790600 2010-10-31T06:37:56 you can see how my routing works 2010-10-31T06:38:15 yea its a very rare map on which taking the zero growth planet is useful 2010-10-31T06:38:17 unless its very cheap 2010-10-31T06:38:22 i would never take it 2010-10-31T06:38:30 those ships are better used attacking the enemy 2010-10-31T06:38:31 or defending 2010-10-31T06:38:43 i agree 2010-10-31T06:39:06 maximize growth, minimize enemy growth is i think the strategy to go for 2010-10-31T06:42:52 *** vladdy has joined #aichallenge 2010-10-31T06:44:52 *** wvdschel has quit IRC (Read error: Connection reset by peer) 2010-10-31T06:50:06 *** bap12 has joined #aichallenge 2010-10-31T07:04:05 *** irchs has joined #aichallenge 2010-10-31T07:05:54 *** Gorovkhaia2 has quit IRC (Ping timeout: 240 seconds) 2010-10-31T07:06:21 *** Gorovkhaia2 has joined #aichallenge 2010-10-31T07:06:46 *** irchs has quit IRC (Client Quit) 2010-10-31T07:06:51 *** n9thbit has joined #aichallenge 2010-10-31T07:12:54 Top 10 players: bocsimacko(4268), GreenTea(4205), dmj111(4153), felixcoto(4119), Accoun(4098), joakim_mjardner(4092), Slin-.-(4080), rsergio(4077), Hazard(4066), luksian(4050) 2010-10-31T07:20:54 *** vladdy has quit IRC () 2010-10-31T07:22:38 *** vladdy has joined #aichallenge 2010-10-31T07:25:06 *** irchs has joined #aichallenge 2010-10-31T07:25:22 *** vladdy is now known as perestrelka 2010-10-31T07:27:37 *** Appleman1234 has quit IRC (Ping timeout: 245 seconds) 2010-10-31T07:34:36 *** dmj111 has joined #aichallenge 2010-10-31T07:36:29 *** Utkarsh has quit IRC (Ping timeout: 272 seconds) 2010-10-31T07:38:37 *** yasith has quit IRC (Disconnected by services) 2010-10-31T07:39:07 *** yasith has joined #aichallenge 2010-10-31T07:39:31 *** yasith has quit IRC (Disconnected by services) 2010-10-31T07:39:34 *** 50UAAWNB6 is now known as yasith 2010-10-31T07:40:02 *** yasith_ has joined #aichallenge 2010-10-31T07:41:14 *** yasith has quit IRC (Remote host closed the connection) 2010-10-31T07:41:35 *** yasith has joined #aichallenge 2010-10-31T07:41:54 *** Utkarsh has joined #aichallenge 2010-10-31T07:46:39 *** Olathe has joined #aichallenge 2010-10-31T07:50:47 *** RainCT has joined #aichallenge 2010-10-31T07:52:00 *** nullkuhl has quit IRC (Ping timeout: 265 seconds) 2010-10-31T07:58:38 oh god, why did i sign up for a stats class 2010-10-31T07:58:41 it's so dull 2010-10-31T07:58:51 lol 2010-10-31T07:59:04 you i teach stats sometimes.... ;) 2010-10-31T07:59:15 you know^ 2010-10-31T07:59:30 :P, but do you enjoy it? 2010-10-31T07:59:36 yea 2010-10-31T07:59:43 when its not first years 2010-10-31T07:59:45 applied maths is just so tedious and messy, i much prefer my pure courses 2010-10-31T07:59:47 first years su 2010-10-31T07:59:49 sux 2010-10-31T07:59:56 yeah, this is a third year intro to proper stats course 2010-10-31T08:00:10 it hasn't been too bad, but i hate studying for exams, and i'm doing a one day study effort 2010-10-31T08:00:31 should go from boring to hard quickly then 2010-10-31T08:00:35 although couldn't use proper measure theory :( 2010-10-31T08:01:07 Ironically I sux and measure theory... :/ 2010-10-31T08:01:22 always have to look that stuff up 2010-10-31T08:01:29 i sat through a post grad course for it this semester, i'm not sure it makes a lot of sense yet 2010-10-31T08:02:07 well its like a lot of pure math. 99% of the details don't matter for real applications most of the time 2010-10-31T08:02:26 bit like calculus 2010-10-31T08:02:28 i'm probably going to go the theory route anyway, so i'll need it 2010-10-31T08:02:52 i'm doing an honours year for maths next year with lots of analysis and algebra, that should be useful 2010-10-31T08:03:02 lol 2010-10-31T08:03:16 useful for my interests, not for anyone else :P 2010-10-31T08:03:17 well as i keep telling my pure math friends... 2010-10-31T08:03:33 us physics folk always find a real application. :) 2010-10-31T08:03:52 i haven't taken any physics, i didn't even do it in year 12 2010-10-31T08:03:56 i kind of wish i had, but oh well 2010-10-31T08:04:12 i'm going to do a physics unit next year but it's more maths than anything 2010-10-31T08:04:13 if you are good at math --it would be easy 2010-10-31T08:04:27 and applied math... is physics IMO .. More or less 2010-10-31T08:04:34 it's called "symmetry principles and group theory in physics", which is pretty much an intro to lie groups and algebra 2010-10-31T08:04:34 s 2010-10-31T08:04:48 i disagree, i tend to think applied maths is science 2010-10-31T08:04:55 yea--popular for atemtps into GUT 2010-10-31T08:04:59 (i'm an economcis and cs student too) 2010-10-31T08:05:24 well, maths is sciences toolbox 2010-10-31T08:05:36 tell that to a biologist. 2010-10-31T08:05:42 or a doctor 2010-10-31T08:05:50 the better biologists are using maths these days 2010-10-31T08:05:55 and quite a lot of game theory 2010-10-31T08:06:03 yea--I am now in a bio department 2010-10-31T08:06:08 :P 2010-10-31T08:06:15 they get us to do the math --and stats 2010-10-31T08:06:21 yeah, the eco and cs departments at my uni suck for maths 2010-10-31T08:06:22 wtf, how many fields are you working in delt0r 2010-10-31T08:06:35 then complain that we tell then the data they doesn't show what they want 2010-10-31T08:06:39 sigh: |Physics 2010-10-31T08:06:42 orginally 2010-10-31T08:06:53 yeah, people that do stats at my uni hate the other departments 2010-10-31T08:06:56 :) 2010-10-31T08:06:57 about 1/3 of my work mates came from physics 2010-10-31T08:07:10 especially honours/phd students who come to them after collecting data completely wrong and being told they're fucked 2010-10-31T08:07:44 antimatroid1: yea 2010-10-31T08:08:11 sigh: the switching of fields is pretty prevalent generally 2010-10-31T08:08:28 the only time you hear "not a real XXX" is in news papers 2010-10-31T08:08:33 yeah i don't know where i'll end up yet, but if i do a phd i want it to be in game theory damnit 2010-10-31T08:08:36 delt0r: fair enough :) 2010-10-31T08:11:09 *** krokkrok has joined #aichallenge 2010-10-31T08:12:27 *** ntroPi has joined #aichallenge 2010-10-31T08:12:31 hi 2010-10-31T08:12:41 hiho 2010-10-31T08:12:54 Top 10 players: bocsimacko(4271), GreenTea(4208), dmj111(4164), felixcoto(4122), joakim_mjardner(4088), Slin-.-(4088), Accoun(4087), Hazard(4080), rsergio(4079), luksian(4057) 2010-10-31T08:14:04 *** Cold-Phoenix has joined #aichallenge 2010-10-31T08:14:21 yea top10 ... thats still a litte away. I'm at around 300. 2010-10-31T08:15:43 still a long time left until submissions close 2010-10-31T08:15:47 keep trying! 2010-10-31T08:16:16 sure i won't do much else today ^^ 2010-10-31T08:17:17 was there some big change in ranking btw? my elo is higher than usual but my rank is lower. 2010-10-31T08:18:02 someone posted something along those lines on the forums, i dont remember exactly... 2010-10-31T08:28:34 *** nullkuhl has joined #aichallenge 2010-10-31T08:37:25 *** jaspervdj has quit IRC (Quit: NEVER GONNA GIVE YOU UP NEVER GONNA LET YOU DOWN) 2010-10-31T09:04:52 *** sigh has quit IRC (Remote host closed the connection) 2010-10-31T09:12:55 Top 10 players: bocsimacko(4259), GreenTea(4180), dmj111(4156), felixcoto(4100), Slin-.-(4086), Accoun(4085), joakim_mjardner(4078), Hazard(4070), rsergio(4068), FlameN(4064) 2010-10-31T09:17:30 *** delt0r___ has joined #aichallenge 2010-10-31T09:18:52 *** delt0r has quit IRC (Ping timeout: 245 seconds) 2010-10-31T09:30:54 *** krokkrok has quit IRC (Quit: Page closed) 2010-10-31T09:34:57 *** Tobu has joined #aichallenge 2010-10-31T09:47:56 *** irchs has quit IRC (Quit: irchs) 2010-10-31T09:55:49 *** Olathe has quit IRC (Ping timeout: 272 seconds) 2010-10-31T09:59:04 *** irchs has joined #aichallenge 2010-10-31T10:12:57 Top 10 players: bocsimacko(4283), GreenTea(4197), dmj111(4157), felixcoto(4103), Slin-.-(4096), rsergio(4092), Accoun(4092), Hazard(4082), joakim_mjardner(4075), FlameN(4068) 2010-10-31T10:14:01 *** fawek has joined #aichallenge 2010-10-31T10:35:38 *** Bobng has joined #aichallenge 2010-10-31T10:37:43 *** RainCT has quit IRC (Remote host closed the connection) 2010-10-31T10:43:14 *** irchs has quit IRC (Quit: irchs) 2010-10-31T10:44:57 *** irchs has joined #aichallenge 2010-10-31T10:46:40 *** irchs has quit IRC (Client Quit) 2010-10-31T10:47:07 *** wvdschel_ has joined #aichallenge 2010-10-31T10:47:07 *** wvdschel has joined #aichallenge 2010-10-31T10:47:07 *** wvdschel has joined #aichallenge 2010-10-31T10:49:23 *** ntroPi has quit IRC (Ping timeout: 265 seconds) 2010-10-31T10:54:10 *** Rubicon-|-Cross has quit IRC (Quit: Leaving) 2010-10-31T11:11:38 morning 2010-10-31T11:12:56 Top 10 players: bocsimacko(4284), GreenTea(4198), dmj111(4174), Slin-.-(4112), felixcoto(4104), Hazard(4088), rsergio(4086), Accoun(4085), joakim_mjardner(4078), FlameN(4063) 2010-10-31T11:15:03 *** perror has joined #aichallenge 2010-10-31T11:20:11 *** yasith_ has joined #aichallenge 2010-10-31T11:22:15 *** yasith has quit IRC (Read error: Connection reset by peer) 2010-10-31T11:23:57 *** yasith__ has joined #aichallenge 2010-10-31T11:24:46 *** fawek has quit IRC (Remote host closed the connection) 2010-10-31T11:25:31 *** yasith_ has quit IRC (Ping timeout: 276 seconds) 2010-10-31T11:26:42 *** yasith has joined #aichallenge 2010-10-31T11:28:07 *** yasith__ has quit IRC (Ping timeout: 240 seconds) 2010-10-31T11:38:17 *** yasith_ has joined #aichallenge 2010-10-31T11:40:57 *** yasith has quit IRC (Ping timeout: 245 seconds) 2010-10-31T11:44:07 *** wvdschel has quit IRC (Read error: Connection reset by peer) 2010-10-31T11:44:34 *** wvdschel has joined #aichallenge 2010-10-31T11:44:34 *** wvdschel has joined #aichallenge 2010-10-31T11:47:03 *** yasith__ has joined #aichallenge 2010-10-31T11:49:07 *** yasith_ has quit IRC (Ping timeout: 240 seconds) 2010-10-31T11:49:53 *** phreeza has joined #aichallenge 2010-10-31T11:51:40 *** yukito has joined #aichallenge 2010-10-31T11:51:48 *** rabidus_ has quit IRC (Read error: Operation timed out) 2010-10-31T11:51:55 *** wvdschel_ has quit IRC (Read error: Connection reset by peer) 2010-10-31T11:51:58 Error323 around? 2010-10-31T11:52:05 *** wvdschel has quit IRC (Read error: Connection reset by peer) 2010-10-31T11:52:15 everyone else seems to be erroring 2010-10-31T11:52:17 bhasker: yes 2010-10-31T11:52:24 *** wvdschel has joined #aichallenge 2010-10-31T11:52:33 your routing code seems to need a fix 2010-10-31T11:52:34 http://72.44.46.68/canvas?game_id=793326 2010-10-31T11:52:52 yeah 2010-10-31T11:52:58 *** yasith_ has joined #aichallenge 2010-10-31T11:53:00 its pretty damn difficult 2010-10-31T11:53:11 *** yasith_ has quit IRC (Remote host closed the connection) 2010-10-31T11:53:13 *** rabidus has joined #aichallenge 2010-10-31T11:53:30 but that looks like a bug 2010-10-31T11:53:41 no reason to send it all the way north and then south 2010-10-31T11:53:51 mja 2010-10-31T11:54:14 Error323: i pick the planet closet to the enemy that minimises dist (source)(redistPlanet) + redistPlanet.closestEnemy 2010-10-31T11:54:17 that does quite well 2010-10-31T11:54:55 closer* 2010-10-31T11:54:57 its depressing when i change the name of the bot to get a fresh elo and i lose the first two games 2010-10-31T11:54:58 :-\ 2010-10-31T11:55:07 *** yasith__ has quit IRC (Ping timeout: 245 seconds) 2010-10-31T11:55:08 *** wvdschel has quit IRC (Read error: Connection reset by peer) 2010-10-31T11:55:11 *** yukito has quit IRC (Read error: Connection reset by peer) 2010-10-31T11:55:18 antimatroid #37 on official leaderboard ^ 2010-10-31T11:55:23 bhasker: yep, i often have an anonymous crap username to test bots on 2010-10-31T11:55:27 nice 2010-10-31T11:55:30 i'm projecting the source/hub vector onto the source/target vector and then compute the deviation, if its >= 1.0 it won't reroute 2010-10-31T11:55:34 *** wvdschel has joined #aichallenge 2010-10-31T11:55:36 but yes this looks like a but 2010-10-31T11:55:39 *** yukito has joined #aichallenge 2010-10-31T11:55:39 i have an exam in 6 hours, i should really go to sleep 2010-10-31T11:55:47 hehe sleep sleep 2010-10-31T11:56:21 ./cry 2010-10-31T11:56:24 3rd loss in a row:-\ 2010-10-31T11:56:29 http://72.44.46.68/getplayer?player=malazanbot0.14_r65 2010-10-31T11:56:30 :( 2010-10-31T11:56:46 well 3rd one is in progress 2010-10-31T11:57:48 *** boegel has joined #aichallenge 2010-10-31T11:57:57 *** irchs has joined #aichallenge 2010-10-31T11:58:06 ouch, oh well, i'm going to sleep 2010-10-31T11:58:08 *** Migi32 has joined #aichallenge 2010-10-31T11:58:09 oh i won 3rd 2010-10-31T11:58:10 one 2010-10-31T11:58:14 my bot turned the game around 2010-10-31T11:58:17 at 160 turns 2010-10-31T11:58:18 !! 2010-10-31T11:58:21 3 more exams after that then i get to spend like 3 weeks trying to catch up with you guys 2010-10-31T11:58:26 http://72.44.46.68/canvas?game_id=793385 2010-10-31T11:58:27 mega1 particularly 2010-10-31T11:59:07 ha, nice 2010-10-31T12:01:01 *** bhasker has quit IRC (Quit: bhasker) 2010-10-31T12:01:04 sweet alarm is set for 3 hours time :| 2010-10-31T12:01:10 gonna be a nice nights sleep tomorrow night 2010-10-31T12:01:31 *** amstan has quit IRC (Remote host closed the connection) 2010-10-31T12:05:02 *** boegel has quit IRC (Quit: This computer has gone to sleep) 2010-10-31T12:06:26 *** RainCT has joined #aichallenge 2010-10-31T12:10:44 *** Mekanik has joined #aichallenge 2010-10-31T12:12:56 Top 10 players: bocsimacko(4267), GreenTea(4181), dmj111(4157), Slin-.-(4094), felixcoto(4087), Hazard(4071), Accoun(4068), rsergio(4064), joakim_mjardner(4061), FlameN(4046) 2010-10-31T12:13:40 it's quite amazing that the top ranked bot on the main server changes every day, yet dmj111 is constantly in the top 5 2010-10-31T12:14:39 btw, has McLeopold uploaded his bot that does so well on TCP to the official server yet? 2010-10-31T12:34:59 *** Olathe has joined #aichallenge 2010-10-31T12:52:43 *** fmeyer has joined #aichallenge 2010-10-31T12:54:38 *** ghi has quit IRC (Quit: Page closed) 2010-10-31T13:05:40 *** demerzel_ has joined #aichallenge 2010-10-31T13:07:28 *** rebelxt has joined #aichallenge 2010-10-31T13:12:01 my first win with my cpp bot:: http://72.44.46.68/canvas?game_id=794045 2010-10-31T13:12:07 still has a ton of problems lol 2010-10-31T13:12:58 Top 10 players: bocsimacko(4246), GreenTea(4157), dmj111(4133), Slin-.-(4079), Hazard(4078), felixcoto(4048), Accoun(4046), rsergio(4045), joakim_mjardner(4034), FlameN(4030) 2010-10-31T13:19:34 *** fmeyer has quit IRC (Ping timeout: 255 seconds) 2010-10-31T13:22:35 demerzel_, did speed become an issue? 2010-10-31T13:22:46 are you doing some kind of tree search?µ 2010-10-31T13:23:06 not yet 2010-10-31T13:23:09 still ironing out 1 ply 2010-10-31T13:23:19 but you're planning to? 2010-10-31T13:23:22 speed is not an issue atm but a) i am using c++ b) i am an opt freak anyway 2010-10-31T13:23:34 ah ok :) 2010-10-31T13:23:46 yea i am planning to do as many ply as possible 2010-10-31T13:23:54 a) and b) go for me as well :P 2010-10-31T13:23:59 the ply part works it's defense that doesn't 2010-10-31T13:24:04 i'm still under 50ms atm 2010-10-31T13:24:44 ass to mouth 2010-10-31T13:25:00 ? 2010-10-31T13:25:39 atm 2010-10-31T13:25:40 :) 2010-10-31T13:28:42 defense half-ass works, beat dhartmei hehe http://72.44.46.68/canvas?game_id=794231 2010-10-31T13:33:32 *** rebelxt has left #aichallenge 2010-10-31T13:34:54 *** lavalamp_ has joined #aichallenge 2010-10-31T13:42:46 demerzel_, nice that your bot sends defense at the last possible move. But don't you risk that it will use those ships for something else without realizing it will need the ships later for defense? 2010-10-31T13:42:52 or is your bot just that smart? 2010-10-31T13:43:03 If so, I have no chance at winning this contest :P 2010-10-31T13:43:11 well it's jacked up atm 2010-10-31T13:43:20 but yea it sends at the last possible second 2010-10-31T13:43:35 it runs defense plans prior to 'attack' plans to make sure that doesn't happen tho in answer to your question 2010-10-31T13:44:02 i have to add some kind of game state mechanism 2010-10-31T13:44:13 it is choosing ok neutrals but pretty much ignoring the enemy status 2010-10-31T13:44:24 and the added cost of taking an enemy means it will rarely go for it 2010-10-31T13:52:20 *** flag has quit IRC (Quit: Lost terminal) 2010-10-31T13:52:38 *** bhasker has joined #aichallenge 2010-10-31T13:59:10 *** wvdschel has quit IRC (Read error: Connection reset by peer) 2010-10-31T13:59:29 *** wvdschel_ has joined #aichallenge 2010-10-31T13:59:29 *** wvdschel has joined #aichallenge 2010-10-31T13:59:29 *** wvdschel has joined #aichallenge 2010-10-31T13:59:45 *** jaspervdj has joined #aichallenge 2010-10-31T14:00:40 *** yukito has quit IRC (Ping timeout: 255 seconds) 2010-10-31T14:05:56 *** wvdschel_ has quit IRC (Ping timeout: 250 seconds) 2010-10-31T14:05:56 *** wvdschel has quit IRC (Ping timeout: 250 seconds) 2010-10-31T14:07:31 *** wvdschel has joined #aichallenge 2010-10-31T14:07:31 *** wvdschel has joined #aichallenge 2010-10-31T14:07:31 *** wvdschel_ has joined #aichallenge 2010-10-31T14:10:07 *** yukito has joined #aichallenge 2010-10-31T14:12:58 Top 10 players: bocsimacko(4262), dmj111(4184), Slin-.-(4119), Hazard(4114), joakim_mjardner(4100), felixcoto(4091), rsergio(4086), Accoun(4078), FlameN(4065), jambachili(4021) 2010-10-31T14:13:02 *** wvdschel_ has quit IRC (Ping timeout: 245 seconds) 2010-10-31T14:13:52 *** wvdschel has quit IRC (Ping timeout: 245 seconds) 2010-10-31T14:14:00 *** wvdschel has joined #aichallenge 2010-10-31T14:14:09 *** wvdschel has joined #aichallenge 2010-10-31T14:19:54 *** Tobu has quit IRC (Ping timeout: 240 seconds) 2010-10-31T14:35:55 antimatroid1: you have to set some sort of maximum for that right? 2010-10-31T14:36:09 bhasker: is your binary public available somewhere? 2010-10-31T14:39:45 *** andorid has joined #aichallenge 2010-10-31T14:50:49 *** Zannick has quit IRC (Remote host closed the connection) 2010-10-31T14:50:54 *** Zannick has joined #aichallenge 2010-10-31T14:52:29 *** perror has quit IRC (Quit: Bye all !) 2010-10-31T14:54:51 uh... is it common that valgrind outputs 1000s of lines? 2010-10-31T14:57:04 1514 to be exact and I think I'm gonna have a lot of fun ironing that out *doh* 2010-10-31T14:59:31 Frontier: lol 2010-10-31T15:03:08 wtf? "invalid read of size 4" on this line: turns += (req_ships + closer_growth - 1) / closer_growth; 2010-10-31T15:04:08 How can I have an invalid read on local variables?!? *sigh* *calm down* 2010-10-31T15:12:59 Top 10 players: bocsimacko(4282), dmj111(4211), Raschi(4151), Slin-.-(4130), Hazard(4126), joakim_mjardner(4112), felixcoto(4097), rsergio(4091), Accoun(4087), FlameN(4073) 2010-10-31T15:16:11 *** demerzel_ has quit IRC (Ping timeout: 265 seconds) 2010-10-31T15:18:33 Migi32: i'm kind of confused how that happens myself. 2010-10-31T15:18:55 :) 2010-10-31T15:19:30 *** kersny has joined #aichallenge 2010-10-31T15:21:01 *** kersny has quit IRC (Client Quit) 2010-10-31T15:22:11 is mistmanov around here? 2010-10-31T15:22:50 *** hellman has quit IRC (Remote host closed the connection) 2010-10-31T15:24:57 *** Mekanik has quit IRC (Quit: WeeChat 0.3.3) 2010-10-31T15:27:10 *** boegel has joined #aichallenge 2010-10-31T15:36:34 Error323: nope, my code is just python 2010-10-31T15:36:42 so can't make it available 2010-10-31T15:36:55 Frontier:there? 2010-10-31T15:37:11 stack bust probably for that line 2010-10-31T15:37:36 bhasker: ah ok 2010-10-31T15:38:27 bhasker: pyc? 2010-10-31T15:38:36 *** demerzel_ has joined #aichallenge 2010-10-31T15:38:53 does that exist for linux? 2010-10-31T15:38:58 i could make the pyc available 2010-10-31T15:39:04 should do 2010-10-31T15:39:14 that would be awesome ;) 2010-10-31T15:39:17 not sure if pyc is compatible across platforms 2010-10-31T15:39:24 i'll trade mine with you 2010-10-31T15:39:40 the thing is pyc is reversible though 2010-10-31T15:40:03 bhasker: the open source decompiler hasn't been updated past 2.4 2010-10-31T15:40:18 there are commercial ones if you're willing to spend the money 2010-10-31T15:40:43 hmmm 2010-10-31T15:40:50 my bot isn't that good ,though 2010-10-31T15:40:56 i shouldn't worry 2010-10-31T15:40:58 for someone to be willing to spend money on it 2010-10-31T15:40:58 lol 2010-10-31T15:41:05 why is making complex processes based on changing state information with variable complexity so difficult? ! 2010-10-31T15:41:10 btw Error323 http://72.44.46.68/canvas?game_id=795355 2010-10-31T15:41:14 you should have won that 2010-10-31T15:41:18 and never allowed a come back 2010-10-31T15:41:22 another 10 turns and I would have won 2010-10-31T15:41:29 you had like a 400 ship advantage and didn't use it 2010-10-31T15:41:38 bhasker: yes, im here 2010-10-31T15:41:45 i'm computing win/loss for 200 turns 2010-10-31T15:41:54 as long as i'm not losing i keep current state 2010-10-31T15:42:03 thats why i didn't do anything 2010-10-31T15:42:05 yes but you didn't 2010-10-31T15:42:10 you actually attacked me 2010-10-31T15:42:12 and then stopped 2010-10-31T15:42:15 :highfive: that's what i do too 2010-10-31T15:42:30 in theory at least ;) 2010-10-31T15:42:51 at turn 49 2010-10-31T15:42:55 you were already quite ahead 2010-10-31T15:42:59 but you launched an attack then aborted 2010-10-31T15:43:29 mmm well 2010-10-31T15:43:36 after 49 you attacked aswell 2010-10-31T15:43:42 loss of center planet 2010-10-31T15:43:44 that's why 2010-10-31T15:43:45 and i couldn't win anything there 2010-10-31T15:44:03 thereafter* 2010-10-31T15:44:04 that is a crazy map actually 2010-10-31T15:44:05 *** fawek has joined #aichallenge 2010-10-31T15:44:08 weird game 2010-10-31T15:44:13 p0 is almost equidistant to all planets 2010-10-31T15:44:37 would drive defense calcs crazy to hold it 2010-10-31T15:45:21 do all maps have a center planet? 2010-10-31T15:45:29 yup 2010-10-31T15:45:32 really 2010-10-31T15:45:32 oh 2010-10-31T15:45:34 ? 2010-10-31T15:45:36 mmm 2010-10-31T15:45:42 in fact you can calc the width/height of the map by taking p0 x/y * 2 2010-10-31T15:46:12 and the center planet is always ID 0? 2010-10-31T15:46:21 yup 2010-10-31T15:46:25 look at map_generator 2010-10-31T15:46:26 interesting 2010-10-31T15:46:42 actually my bot never calculates the size of the map 2010-10-31T15:46:43 it basically puts p0 at 0,0 then at the end it takes the highest x/y and divides by 2 2010-10-31T15:46:44 ^ 2010-10-31T15:46:49 yea i don't either 2010-10-31T15:47:02 i never look at x/y past calcing distances on turn 1 but i have played with it 2010-10-31T15:47:05 too damn hard 2010-10-31T15:47:11 to get anything useful 2010-10-31T15:47:41 well maybe the diameter of the map is useful 2010-10-31T15:48:06 if you figure out a useful way to use it let me know 2010-10-31T15:48:10 i tried for a while 2010-10-31T15:48:30 way too many variables 2010-10-31T15:48:43 demerzel_, I heard some people use it to resolve fleets in flight for D turns, where D is the diameter of the map 2010-10-31T15:48:50 then look at which planets they still own 2010-10-31T15:49:06 i guess i am giving away a partial secret but i use max distance for that 2010-10-31T15:49:26 the diameter is the max distance: P 2010-10-31T15:49:26 ie when i calc the distances i just pop the biggest one into an int then i know past +maxdistance turns nothing new is going on 2010-10-31T15:49:29 no 2010-10-31T15:49:34 in fact it could be less 2010-10-31T15:49:59 max distance from any px1 to any px2 2010-10-31T15:50:27 it's usually between 24-30 vs. the maps being 24x24ish 2010-10-31T15:50:39 no the diameter is really the max distance. It's per definition. I was wrong to think you could use the width/height of the map to calculate the diameter 2010-10-31T15:50:40 bhasker: you are aware that i won that game right? :> 2010-10-31T15:50:49 you can only find an upper bound. 2010-10-31T15:51:08 oh well yea but why do all that math calc if your'e caching distances anyawy 2010-10-31T15:51:21 the only useful number to know is actual max distance not a euclidean calc'd one 2010-10-31T15:51:30 altho it would work 2010-10-31T15:52:13 but you're right. I was actually thinking about using "local calculations", where my bot thinks it's playing on an infinite field and only looks at planets in a radius of x 2010-10-31T15:52:30 in contrast to the last against v11 of mine 2010-10-31T15:52:32 *** Mathnerd314 has joined #aichallenge 2010-10-31T15:52:32 >_> 2010-10-31T15:52:49 *** rangzen has joined #aichallenge 2010-10-31T15:53:04 Migi32: that's a weird way to look at it, how does that differ from just allowing all targets 2010-10-31T15:53:21 *** wvdschel_ has joined #aichallenge 2010-10-31T15:53:29 *** Naktibalda_ has joined #aichallenge 2010-10-31T15:54:08 demerzel_, I would let x grow bigger and use dynamic programming, but the idea always remained vague 2010-10-31T15:54:17 *** wvdschel has quit IRC (Ping timeout: 272 seconds) 2010-10-31T15:55:10 bhasker: Ok... if I push_back a new object into a vector it can happen that copy constructors for already inserted objects are called during resize. 2010-10-31T15:55:27 so, find the optimal thing to do for x=1 (easy), then recursively try to find the optimal thing to do for x=n, somehow making use of the information we got about x didn't really work out though 2010-10-31T15:58:54 yea that to me justs adds unneeded complexity 2010-10-31T15:59:13 you should be automatically biased towards closer targets because the farther i get the mroe i have to account for enemy and the less payoff 2010-10-31T15:59:18 I switch techniques about once every 2 days though. And no technique seems to be made for this problem. 2010-10-31T15:59:47 I still believe humans, with a little bit of experience and infinite time given per move, could beat top bots no problem. 2010-10-31T15:59:59 its really difficult to make accurate predictions when trying to capture an enemy planet 2010-10-31T16:00:04 >_< 2010-10-31T16:01:06 i have zero prediction problem, just run actual turn logic 2010-10-31T16:01:12 rather than trying to check fleets on the fly 2010-10-31T16:01:53 i basically just add in fleets to int [201] for my fleets and enemy fleets then at turn start run turn logic on all planets starting this turn 2010-10-31T16:02:00 fleet totals* 2010-10-31T16:02:10 it takes wayyy less time than checking stuff individually 2010-10-31T16:02:24 and much less error-prone 2010-10-31T16:02:30 *** Accoun has quit IRC () 2010-10-31T16:04:39 demerzel_, protip: in c++ you shouldn't really use int[] but std::vector 2010-10-31T16:05:15 urgh 2010-10-31T16:05:35 yeah, C++ is no beauty :P 2010-10-31T16:05:35 :P 2010-10-31T16:05:51 i see those protips 10 times every time i google some array issue 2010-10-31T16:06:01 if i wanted a wrapper for everything i use i'd be in .NET 2010-10-31T16:06:27 its ze beast 2010-10-31T16:06:52 i used C instead 2010-10-31T16:07:26 C is too low level with all the datastructures i'm using 2010-10-31T16:07:31 i use c++ because i like streams and vectors and shit 2010-10-31T16:07:33 takes a lot of time heeh 2010-10-31T16:07:38 but i mostly use c arrays/strings etc 2010-10-31T16:07:38 me 2 2010-10-31T16:07:46 because i am anal about my data structures 2010-10-31T16:07:48 c strings? 2010-10-31T16:07:51 as in char*? 2010-10-31T16:07:52 yup 2010-10-31T16:07:53 urgh 2010-10-31T16:07:59 i don't have a single std::string 2010-10-31T16:07:59 :P 2010-10-31T16:08:29 c++ to me is 'you can do it the hard way or the easy way' 2010-10-31T16:08:33 yea i was needing to inline a lot of stuff, but had back references to other classes 2010-10-31T16:08:42 i usually do it the hard way unless i need some sloppy quick shit like file output 2010-10-31T16:08:42 so i decided to move back to complete C 2010-10-31T16:09:06 s/back/cyclic/ 2010-10-31T16:09:11 i honestly don't think it'd be a hard port for me to go to C 2010-10-31T16:09:19 i don't see that many pure C bots lol 2010-10-31T16:09:33 *** virdo has joined #aichallenge 2010-10-31T16:09:45 hehe mine is, but i've only released a temporary bot so far 2010-10-31T16:09:54 rewrote everything from scratch 2010-10-31T16:10:02 i don't think there's a C starter pack 2010-10-31T16:10:41 raedwulf: me too re: everything from scratch 2010-10-31T16:11:05 got rid of all the <<< if jio>>> jw<><<<< crap and just have 2 sprintf lines ;) 2010-10-31T16:11:11 yea the cpp starter pack code isn't great 2010-10-31T16:11:16 hehe same here 2010-10-31T16:11:24 well yea duh - its C :P 2010-10-31T16:11:26 xd 2010-10-31T16:11:32 yeah I hope nobody uses the C++ starter package without rewriting at least major parts of it 2010-10-31T16:11:49 the C++ starter pack is a bit broken 2010-10-31T16:11:53 it doesn't stop on EOF 2010-10-31T16:12:14 well he said he rewrote it to be more like java 2010-10-31T16:12:15 *** TravisD has joined #aichallenge 2010-10-31T16:12:20 which is a winning proposition in c++ no doubt 2010-10-31T16:12:29 raedwulf: why, god why =) 2010-10-31T16:12:45 demerzel_, but he probably didn't realize that if you return a std::vector in C++ you're copying it around :P 2010-10-31T16:12:49 i breathe C Error323 2010-10-31T16:12:51 unlike java 2010-10-31T16:12:59 Top 10 players: bocsimacko(4300), dmj111(4241), Raschi(4168), Hazard(4141), Slin-.-(4139), felixcoto(4121), joakim_mjardner(4119), rsergio(4114), Accoun(4098), FlameN(4093) 2010-10-31T16:13:25 Migi32: most of the starter packs are completely unconcerned with efficiency 2010-10-31T16:13:30 mkay fair enough 2010-10-31T16:13:43 i don't know Java nor Python, didn't realise Lua was available and didn't feel like writing it in an old dialect of C# 2010-10-31T16:13:43 in the C# one for example it concatenates one character at a time to a string for the entire input 2010-10-31T16:13:59 which in C# is a destroy/recreate of the string every time 2010-10-31T16:14:26 *** Accoun has joined #aichallenge 2010-10-31T16:14:42 raedwulf: java is pretty easy to pick up with a c background, surprisingly so in fact 2010-10-31T16:14:55 readwulf: python on the other hand is greek to me 2010-10-31T16:15:05 really? 2010-10-31T16:15:06 *** wvdschel_ has quit IRC (Ping timeout: 240 seconds) 2010-10-31T16:15:08 Anyone know if the Groovy language is installed on the competition servers yet? :) 2010-10-31T16:15:12 yea, maybe but im unfamiliar with the standard libraries hehe :P 2010-10-31T16:15:29 raedwulf: but if you're a C guy you use mostly structs anyway ;) 2010-10-31T16:15:32 and also, it almost forces you to use an IDE 2010-10-31T16:15:48 yea java IDEs are definitely the biggest drawback to developing in it lol 2010-10-31T16:15:58 i use vim 2010-10-31T16:16:03 i spent days and days before settling on intellij 2010-10-31T16:16:09 ok 2010-10-31T16:16:19 oh my god you develop in vim 2010-10-31T16:16:21 wow 2010-10-31T16:16:25 yea xD 2010-10-31T16:16:32 raedwulf: I cannot respect you :P. 2010-10-31T16:16:34 you are a masochist 2010-10-31T16:16:53 i feel pain when developing in non-vim editors :( 2010-10-31T16:17:13 are you sure you are ok with 16 colors on the monitor :P 2010-10-31T16:17:13 i drop in and out of terminal all the time 2010-10-31T16:17:14 *** irchs has quit IRC (Quit: irchs) 2010-10-31T16:17:21 demerzel_: i use 256 ;) 2010-10-31T16:17:24 oh, well, Luckily almost every IDE has support for my beloved emacs bindings 2010-10-31T16:17:25 haha 2010-10-31T16:17:33 raedwulf, how long did it take to get used to the hotkeys? 2010-10-31T16:17:56 about 2 weeks to make it as usable as a "conventional" editor 2010-10-31T16:18:11 i hate vim 2010-10-31T16:18:11 now it far surpasses that 2010-10-31T16:18:13 a lot 2010-10-31T16:18:23 I tried using vim once, was able to write exactly 0 words in it :P 2010-10-31T16:18:31 mode changes :P 2010-10-31T16:18:43 im thinking of writing my own editor 2010-10-31T16:18:47 but i have no time atm 2010-10-31T16:18:59 there's a standard np++ counterpart to vim out there 2010-10-31T16:19:02 personally i think vim is overbloated 2010-10-31T16:19:07 *** yukito has quit IRC (Ping timeout: 265 seconds) 2010-10-31T16:19:08 damn 2010-10-31T16:19:12 you are insane 2010-10-31T16:19:22 :o? 2010-10-31T16:19:27 vim is bloated? 2010-10-31T16:19:32 yes 2010-10-31T16:19:34 :P 2010-10-31T16:19:48 vim is awesome 2010-10-31T16:19:49 damn i thought i was bad 2010-10-31T16:19:54 ty for that 2010-10-31T16:20:12 i'd prefer a vi with a few tweaks :P 2010-10-31T16:20:31 colour syntaxing and some scriptability 2010-10-31T16:20:40 but heh, i've not quite decided what i want yet 2010-10-31T16:20:45 so i won't go further :P 2010-10-31T16:20:53 when im bored, ill have a look at writing one 2010-10-31T16:21:19 damn my C# keeps slipping down now it's at 303 guess i gotta make the cpp one work 2010-10-31T16:21:37 http://tinyurl.com/32uhnc 2010-10-31T16:21:37 my IDE consists of a vim instance (or two) and a terminal (or two) 2010-10-31T16:21:54 :P 2010-10-31T16:22:13 and i switch between them using hotkeys in the tiling window manager i use 2010-10-31T16:22:42 programming of my bot so far has been 95% thinking 5% writing+testing so far though 2010-10-31T16:23:08 i would use np++ if i wasn't already spoiled in vs 2010-10-31T16:23:15 meh my thoughts required complex code so its 95% writing and 5% thinking 2010-10-31T16:23:26 yea i write way more than i plan 2010-10-31T16:23:39 demerzel_: im familiar with gdb 2010-10-31T16:23:42 one time i opened notepad to draw up a plan i think i wrote like 5 words 2010-10-31T16:23:47 actually i use cgdb sometimes 2010-10-31T16:23:55 so there's no draw from vs anymore 2010-10-31T16:23:57 lol 2010-10-31T16:24:21 development so far went like this: write a shitty bot, delete everything, repeat 3 times, then write only support functions/classes + think about how your bot is going to work 2010-10-31T16:24:59 I almost got it :P 2010-10-31T16:25:03 haha 2010-10-31T16:25:08 but I've been thinking that for the last 2 weeks now :P 2010-10-31T16:25:12 thats not a good approach imo 2010-10-31T16:25:23 Migi32: hehe, i wrote base code + wrote C version of bully bot and rage bot to test base code + wrote support routines + more support routines + made use of some support routines to make a very very bad bot + deleted that code + wrote more support routines + more support routines + currently working on ai rules 2010-10-31T16:25:48 the ai rules are scratched out on a piece of paper 2010-10-31T16:25:56 but im too tired to implement them 2010-10-31T16:26:14 i did brief testing to see if some of my support routines worked earlier, they seem to 2010-10-31T16:26:27 *** wvdschel has joined #aichallenge 2010-10-31T16:29:35 assigning a reference to a reference calls operator= in C++? I thought it was like assigning a pointer to a pointer :( 2010-10-31T16:30:06 why would you need to do that 2010-10-31T16:30:27 Frontier, you can't change the pointer-value of a reference. Why otherwise would there be a difference between a pointer and a reference? 2010-10-31T16:30:29 and no int* i = *j should work that way 2010-10-31T16:31:29 oh reference 2010-10-31T16:31:40 that's one of those things a million devs have protips about 2010-10-31T16:31:55 i use pointer unless there's no chance in hell i need to do anything with it outside of read the values 2010-10-31T16:32:00 *** dmj111 has quit IRC (Quit: ERC Version 5.3 (IRC client for Emacs)) 2010-10-31T16:32:36 *** dmj111 has joined #aichallenge 2010-10-31T16:33:56 I like references because give a good feeling about pointing to something real. Pointers can point anywhere. I still need to learn about some of the quirks though. 2010-10-31T16:34:58 And there is really no way to change the reference to another object? I thought I did that some times. Then again... I better check those code locations twice when I come across them ^^ 2010-10-31T16:35:30 *** wvdschel has quit IRC (Ping timeout: 240 seconds) 2010-10-31T16:37:59 Frontier, nope. No way. Only use references if you don't need pointer arithmetic. 2010-10-31T16:38:46 *** jaspervdj has quit IRC (Quit: NEVER GONNA GIVE YOU UP NEVER GONNA LET YOU DOWN) 2010-10-31T16:39:13 *** jaspervdj has joined #aichallenge 2010-10-31T16:44:25 Migi32: thx. valgrind hinted me to it from 2 steps later with some "uninitialized stack variable" message. i also see a lot of memory leaks now. god i should have sticked with java and pascal ^^ 2010-10-31T16:44:30 lol my awful bot is 42nd 2010-10-31T16:45:25 it's not that hard to write bug-free C++ code 2010-10-31T16:45:34 lol 2010-10-31T16:45:38 just stick to the protips :P 2010-10-31T16:45:53 i can't figure out why the hell my bot doesn't defend itself 2010-10-31T16:46:00 it sets up a plan knows exactly when and how much 2010-10-31T16:46:02 but then doesn't do it lol 2010-10-31T16:46:28 watching game after game where it just sits there and dies 2010-10-31T16:48:36 *** wvdschel has joined #aichallenge 2010-10-31T16:49:01 oh teehee i didn't tell it that it had a valid plan there 2010-10-31T16:49:09 damn been searching for that for like an hour 2010-10-31T16:49:33 *** wvdschel_ has joined #aichallenge 2010-10-31T16:50:35 cool. I have just mathematically derived a pretty nice planet scoring function. Now let's test it out. 2010-10-31T16:50:41 See you on TCP in about 1 hour :P 2010-10-31T16:52:21 Migi32: Out of couriosity: Do you use objects or pointers in your vectors and maps? 2010-10-31T16:52:48 pointers of course 2010-10-31T16:53:10 uh protip: pointers are for c use objects 2010-10-31T16:53:18 ;) 2010-10-31T16:53:53 Oo ...of course? But the vectors will automagically free your objects when they get deleted! 2010-10-31T16:53:54 if you use objects, then you take a pointer to an element of your vector, then you delete an element of your vector and suddenly your pointer is pointing to the wrong thing 2010-10-31T16:54:15 Frontier: haha 2010-10-31T16:54:42 Hello all, some of you use conquerers? 2010-10-31T16:54:54 Migi32: c++ provides shortcuts for you to use if you don't use them just go back to c PROTIP 2010-10-31T16:55:08 rangzen: conquerers? 2010-10-31T16:55:13 Hey, don't make fun out of me... I'm still learning that stuff ^^. Man I thought I was smart using objects, but all this copy constructor and pointer stuff that can go wrong... 2010-10-31T16:55:33 *** fmeyer has joined #aichallenge 2010-10-31T16:55:45 Well if pointers are to point, we need conquerers to conquer :D Sorry … 2010-10-31T16:56:05 And it seems that you need defenders :) 2010-10-31T16:56:15 and expanders 2010-10-31T16:56:17 my minneeded math is borked 2010-10-31T16:56:22 urgh 2010-10-31T16:56:40 gonna have to bust out a spreadsheet i think too complex to visualize 2010-10-31T16:56:42 *** wvdschel has quit IRC (Ping timeout: 240 seconds) 2010-10-31T16:56:47 Frontier, I don't make fun of you. I made the same mistakes one day. But if you use objects you have to promise yourself to never delete stuff from the middle of the vector as long as you have pointers to elements of that vector 2010-10-31T16:57:12 not only delete stuff, also add new stuff 2010-10-31T16:57:15 wait now i'm confused i thought Frontier was being ironic 2010-10-31T16:57:32 i'm just giving Migi32 shit about his protip about vectors lol 2010-10-31T16:58:23 I'm sorry demerzel_ I will never do it again :) 2010-10-31T16:58:38 no, I was dead serious, and seeing that a vector resize will call copy constructors of all my objects I feel more and more like using pointer lists in the future and free them myself 2010-10-31T16:59:12 Migi32: i'm just messing with you - it did get tiresome reading 20 protips about "just use vectors" when i was trying to figure out if i could init an array in a member list 2010-10-31T16:59:20 answer: no 2010-10-31T16:59:53 demerzel_, ah yes, that. Can't do that with vectors either. At least not until the next version of c++ 2010-10-31T17:00:14 hehe, like PlanetWars(int planet_cnt) : m_planets[planet_cnt] { ...} ? 2010-10-31T17:00:24 yea somethng like that 2010-10-31T17:00:35 but in the process i found the magic of planet p = {0}; 2010-10-31T17:00:41 so i ended up happy anyway 2010-10-31T17:00:41 Frontier, yes, that's what you should do. Unless your objects are so small that you don't mind copying them around (for example if they're 1 or 2 ints big) 2010-10-31T17:01:00 you can't init them in the member list tho 2010-10-31T17:01:14 * mega1 has just started a bot on tcp ... in case someone wants to test 2010-10-31T17:01:26 however if you have a struct with an array and you do struct s = {0} it will auto-init the arrays 2010-10-31T17:01:34 *** wvdschel has joined #aichallenge 2010-10-31T17:01:34 *** wvdschel has joined #aichallenge 2010-10-31T17:01:38 which is pretty much what i wanted anyway 2010-10-31T17:02:02 mega1: i wish i was anywhere near ready lol 2010-10-31T17:02:05 {0} is a very special case 2010-10-31T17:02:14 Frontier: yes and it's very very nice :) 2010-10-31T17:03:32 anyone know of a non-bloated spreadsheet (not excel or oo) for windows? 2010-10-31T17:03:38 i just want columns and rows :( 2010-10-31T17:05:15 oh nm i guess i'll use googledocs 2010-10-31T17:07:24 have fun 2010-10-31T17:09:42 *** boegel has quit IRC (Quit: Leaving) 2010-10-31T17:13:00 Top 10 players: bocsimacko(4322), dmj111(4274), Hazard(4168), Slin-.-(4144), joakim_mjardner(4139), felixcoto(4134), Accoun(4118), rsergio(4116), FlameN(4103), george(4082) 2010-10-31T17:15:06 *** wvdschel_ has quit IRC (Ping timeout: 240 seconds) 2010-10-31T17:16:08 Gah, I need to save less. Ctrl+s (save) and ctrl+q (quit) are right next to each other on my keyboard 2010-10-31T17:17:50 i think minimum needed is by far the most difficult calc 2010-10-31T17:18:01 ie if you have 5 fleets of 5 headed your way how much to hold per turn 2010-10-31T17:18:31 *** delt0r has joined #aichallenge 2010-10-31T17:19:09 *** delt0r___ has quit IRC (Ping timeout: 272 seconds) 2010-10-31T17:19:29 one of the early advantages flavor had was nobody could calc stream attacks right for a while lol 2010-10-31T17:20:59 *** wvdschel has quit IRC (Ping timeout: 265 seconds) 2010-10-31T17:23:59 hmm maybe i'm overcomplicating it or i'm seeing an easy solution where there is none 2010-10-31T17:28:07 d'oh! My bot steals neutrals from itself XD 2010-10-31T17:30:42 demerzel_, that makes no sense. You mean oversimplifying? 2010-10-31T17:31:49 *** Palmik has quit IRC (Remote host closed the connection) 2010-10-31T17:31:58 no i am having trouble thinking up the math but just put it in a spreadsheet with turn sims and it seems there is an easy solution after all 2010-10-31T17:35:52 ah yes. Well my code for that is 30 lines long 2010-10-31T17:36:05 so it's not too hard 2010-10-31T17:36:41 For predicting the state of the game in the future? 2010-10-31T17:37:00 Migi32: i think i got it but my no incoming code needs work apparently lol 2010-10-31T17:37:02 it makes use of some support classes though, so perhaps the whole code written out would be 200-ish lines 2010-10-31T17:38:35 there we go! damn 2010-10-31T17:40:06 gotta graduate from broken bot to stupid bot before i can make it smarter lol 2010-10-31T17:44:41 *** wvdschel has joined #aichallenge 2010-10-31T17:44:41 *** wvdschel_ has joined #aichallenge 2010-10-31T17:44:56 *** wvdschel has quit IRC (Read error: Connection reset by peer) 2010-10-31T17:45:16 *** wvdschel has joined #aichallenge 2010-10-31T17:45:16 *** wvdschel has joined #aichallenge 2010-10-31T18:01:17 *** perestrelka has quit IRC (Read error: Connection reset by peer) 2010-10-31T18:01:36 *** perestrelka has joined #aichallenge 2010-10-31T18:01:38 Migi32: the next pit fall: I omitted a destructor in a base class because I didn't need one. Turns out the compiler created a default non-virtual destructor and the destructors of my derieved classes were never called. 2010-10-31T18:02:12 Frontier, do you use any IDE? 2010-10-31T18:02:40 when I make a new class, it automatically makes a copy-constructor and a virtual destructor 2010-10-31T18:05:17 I thought I would be better of letting the compiler create these on the fly, especially the copy-ctor, when I don't need deep pointer copies 2010-10-31T18:09:49 i use static methods and singletons almost exclusively 2010-10-31T18:09:55 saves a lot of hassle 2010-10-31T18:11:42 *** sigh has joined #aichallenge 2010-10-31T18:13:00 Top 10 players: bocsimacko(4316), dmj111(4274), Hazard(4162), Slin-.-(4146), joakim_mjardner(4135), felixcoto(4122), rsergio(4119), Accoun(4105), FlameN(4082), george(4066) 2010-10-31T18:17:36 demerzel_: The faulty code was in a spot where I transfer game states to both bots in a mirrored view and cache initial map game states to allow for batch runs with multiple bots and maps. It makes sense to use a copy-ctor there now and then. 2010-10-31T18:19:02 It seems to me that the difficulty in this competition should be in the strategy, lol 2010-10-31T18:22:49 TravisD: if the starter packs included the dozen or so metrics you actually need for advanced strategy it would be ;) 2010-10-31T18:23:14 what metrics are those? 2010-10-31T18:23:46 things like shipsatturn, underattack, max enemy/friendly to planet, closer enemy/friendly to planet, closest friendly/enemy 2010-10-31T18:23:49 that kind of stuff 2010-10-31T18:24:15 these things are fairly easy to implement, aren't they? 2010-10-31T18:24:29 yes and putting a roof on a house is fairly easy to implement 2010-10-31T18:24:34 it just takes time and you can screw it up 2010-10-31T18:24:54 not to mention some of them are reliant on others 2010-10-31T18:25:02 I guess, lol 2010-10-31T18:26:43 tbf my current implementation is incredibly ambitious 2010-10-31T18:27:05 how so? 2010-10-31T18:27:11 but i figure better to have a super complex framework to underuse than vice versa 2010-10-31T18:27:55 too much detail but essentially isolating every individual detail into its own island 2010-10-31T18:28:05 or rather details associated with actions 2010-10-31T18:28:09 *** Appleman1234 has joined #aichallenge 2010-10-31T18:28:37 i'm attempting a branching minmax essentially 2010-10-31T18:28:52 but there are a lot of variables to consider over and over ;) 2010-10-31T18:29:10 arent' all minimax searches branching? :P 2010-10-31T18:29:18 i guess 2010-10-31T18:29:31 why don't you take an hour out of your irc time and whip up a #1 bot? 2010-10-31T18:29:37 pretty easy shit 2010-10-31T18:30:37 Lol, I was just pointing out that minimax is an adversarial tree search algorithm, so calling a particular instance of it branching is kind of redundant. 2010-10-31T18:33:16 anyways, I am working on a bot too. A pretty terrible one too, haha 2010-10-31T18:34:20 that's a minimax strategy which i am not really fond of 2010-10-31T18:34:39 i'm talking individual minmax moves checking against subsequent ones as to the best combination 2010-10-31T18:35:18 i guess in game theory jargon it would be a pure strategy 2010-10-31T18:35:22 *** amstan has joined #aichallenge 2010-10-31T18:35:22 *** ChanServ sets mode: +o amstan 2010-10-31T18:46:54 Hey amstan, want to check if Groovy is installed? 2010-10-31T18:47:49 how? 2010-10-31T18:48:06 TravisD: how? 2010-10-31T18:48:07 just see if groovyc is on the path, I guess 2010-10-31T18:48:30 no dice 2010-10-31T18:48:34 sorry 2010-10-31T18:48:36 shucks, thanks :) 2010-10-31T18:48:37 nag janzert more 2010-10-31T18:48:45 we did get golang though 2010-10-31T18:48:50 so groovy should be next.. i think 2010-10-31T18:49:01 TravisD: do you have a starter package for it? 2010-10-31T18:49:25 *** jaspervdj has quit IRC (Quit: NEVER GONNA GIVE YOU UP NEVER GONNA LET YOU DOWN) 2010-10-31T18:49:36 amstan: I don't, but someone posted one online already in an "issue" requesting Groovy 2010-10-31T18:49:36 does the TCP server have a page where you can get the orders your bot issued?? 2010-10-31T18:49:36 I don't know if it's any good though 2010-10-31T18:49:57 Migi32: you should be logging those.. 2010-10-31T18:50:23 amstan, I am. 2010-10-31T18:50:33 it says invalid order, but in my logs I see no invalid order 2010-10-31T18:50:34 so what's the problem then? 2010-10-31T18:50:47 look over it again, idk 2010-10-31T18:50:54 there's also the tcp source code 2010-10-31T18:50:54 ok 2010-10-31T18:54:30 *** Commandir has left #aichallenge 2010-10-31T18:54:42 *** amstan has quit IRC (Remote host closed the connection) 2010-10-31T18:54:49 *** amstan has joined #aichallenge 2010-10-31T18:54:49 *** ChanServ sets mode: +o amstan 2010-10-31T18:56:15 oh, it was also writing some debug info to std::out 2010-10-31T18:56:18 my bad 2010-10-31T19:00:07 *** amstan has quit IRC (Ping timeout: 245 seconds) 2010-10-31T19:00:27 *** espes has quit IRC (Ping timeout: 265 seconds) 2010-10-31T19:01:50 *** amstan has joined #aichallenge 2010-10-31T19:01:50 *** ChanServ sets mode: +o amstan 2010-10-31T19:05:50 *** sigh has quit IRC (Read error: Connection reset by peer) 2010-10-31T19:06:12 *** sigh has joined #aichallenge 2010-10-31T19:06:44 *** Sarin has quit IRC (Remote host closed the connection) 2010-10-31T19:13:00 Top 10 players: bocsimacko(4312), dmj111(4270), Hazard(4159), Slin-.-(4152), joakim_mjardner(4142), felixcoto(4126), rsergio(4115), Accoun(4105), FlameN(4104), luksian(4068) 2010-10-31T19:15:26 *** amstan has quit IRC (Remote host closed the connection) 2010-10-31T19:16:24 who owns themacca_v0.20 2010-10-31T19:16:36 it kicks serious ass :X 2010-10-31T19:18:07 I'd say bocsimacko is kicking ass like it's not pretty either 2010-10-31T19:18:19 both on TCP and official 2010-10-31T19:19:18 *** fawek has quit IRC (Ping timeout: 265 seconds) 2010-10-31T19:20:21 *** irchs has joined #aichallenge 2010-10-31T19:25:11 thats true also 2010-10-31T19:33:19 *** demerzel_ has quit IRC (Ping timeout: 265 seconds) 2010-10-31T19:36:00 *** demerzel_ has joined #aichallenge 2010-10-31T19:37:02 *** iris1 has joined #aichallenge 2010-10-31T19:42:05 *** iNtERrUpT has joined #aichallenge 2010-10-31T19:43:06 *** irchs has quit IRC (Quit: irchs) 2010-10-31T19:46:22 *** iNtERrUpT has quit IRC (Ping timeout: 245 seconds) 2010-10-31T19:54:15 *** davidjliu has joined #aichallenge 2010-10-31T19:54:55 *** wvdschel has quit IRC (Quit: Leaving) 2010-10-31T20:08:25 *** amstan has joined #aichallenge 2010-10-31T20:08:25 *** ChanServ sets mode: +o amstan 2010-10-31T20:13:01 Top 10 players: bocsimacko(4328), dmj111(4273), Hazard(4160), Slin-.-(4146), joakim_mjardner(4143), felixcoto(4121), Accoun(4118), rsergio(4118), FlameN(4104), luksian(4068) 2010-10-31T20:14:34 *** Migi32 has quit IRC (Remote host closed the connection) 2010-10-31T20:16:31 *** McLeopold has joined #aichallenge 2010-10-31T20:17:31 *** cloaker has joined #aichallenge 2010-10-31T20:23:49 *** cloaker has quit IRC (Quit: Saindo) 2010-10-31T20:23:57 *** McLeopold has quit IRC (Read error: Connection reset by peer) 2010-10-31T20:24:22 *** mceier has quit IRC (Ping timeout: 276 seconds) 2010-10-31T20:24:23 *** McLeopold has joined #aichallenge 2010-10-31T20:24:27 *** RainCT has quit IRC (Remote host closed the connection) 2010-10-31T20:24:34 *** mceier has joined #aichallenge 2010-10-31T20:31:47 *** dmj111 has quit IRC (Quit: ERC Version 5.3 (IRC client for Emacs)) 2010-10-31T20:35:03 *** McLeopold_ has joined #aichallenge 2010-10-31T20:35:18 *** n9thbit has quit IRC (Quit: n9thbit) 2010-10-31T20:36:04 *** McLeopold has quit IRC (Ping timeout: 276 seconds) 2010-10-31T20:40:39 *** McLeopold_ has quit IRC (Ping timeout: 252 seconds) 2010-10-31T20:51:28 *** Cold-Phoenix has quit IRC () 2010-10-31T20:57:10 *** mceier has quit IRC (Quit: leaving) 2010-10-31T20:58:12 *** Vasiliy_Semenov has joined #aichallenge 2010-10-31T20:58:33 *** McLeopold has joined #aichallenge 2010-10-31T21:13:01 Top 10 players: bocsimacko(4331), dmj111(4277), Hazard(4156), Slin-.-(4135), felixcoto(4132), joakim_mjardner(4126), rsergio(4123), Accoun(4121), FlameN(4092), luksian(4074) 2010-10-31T21:13:34 *** Accoun has quit IRC (Ping timeout: 255 seconds) 2010-10-31T21:14:22 TravisD: You around? 2010-10-31T21:14:28 I am 2010-10-31T21:14:32 on the phone though 2010-10-31T21:14:48 *** phreeza_ has joined #aichallenge 2010-10-31T21:14:49 ok, answer this if/when you get a chance no rush 2010-10-31T21:15:13 on the issue for supporting groovy it recommends running the groovy bot directly with "groovy MyBot.groovy" 2010-10-31T21:15:40 is this the normal way a groovy program is run, without any compilation? 2010-10-31T21:16:24 I want to make sure we aren't imposing a performance/startup cost hit that isn't normally there 2010-10-31T21:17:45 *** phreeza has quit IRC (Ping timeout: 240 seconds) 2010-10-31T21:20:47 *** rangzen has quit IRC (Quit: Quitte) 2010-10-31T21:22:23 janzert: I think there is a groovy compiler 2010-10-31T21:22:58 *** Naktibalda_ has quit IRC (Remote host closed the connection) 2010-10-31T21:23:30 McLeopold: I think there is, but I guess I'm not sure if it's normal to use it or not 2010-10-31T21:23:47 janzert: I think compiling is the best way 2010-10-31T21:24:48 TravisD: ok, I tend to lean that way by default as well 2010-10-31T21:24:59 btw, are you arouse on the tracker? 2010-10-31T21:25:12 nope :P I didn't submit the issue 2010-10-31T21:25:44 would you mind giving the command lines to compile and run it in a comment there 2010-10-31T21:25:49 http://code.google.com/p/ai-contest/issues/detail?id=167 2010-10-31T21:26:18 groovyc MyBot.groovy PlanetWars.groovy <*.groovy> ? 2010-10-31T21:26:35 *** smellyhippy has quit IRC (Ping timeout: 240 seconds) 2010-10-31T21:31:37 *** smellyhippy has joined #aichallenge 2010-10-31T21:31:37 *** smellyhippy has joined #aichallenge 2010-10-31T21:33:31 *** dmj111 has joined #aichallenge 2010-10-31T21:50:07 In July 2009, Strachan wrote on his blog that "I can honestly say if someone had shown me the Programming in Scala book back in 2003 I'd probably have never created Groovy." 2010-10-31T21:53:37 *** Bobng has quit IRC (Ping timeout: 255 seconds) 2010-10-31T22:13:01 Top 10 players: bocsimacko(4353), dmj111(4280), Hazard(4167), felixcoto(4160), Accoun(4146), Slin-.-(4137), joakim_mjardner(4137), rsergio(4131), FlameN(4129), luksian(4103) 2010-10-31T22:15:29 Hi Janzert, I think that looks right. I was actually hoping to use this as an exercise in learning Groovy so I'm not an expert 2010-10-31T22:22:58 janzert: we can also be doing this with python actually 2010-10-31T22:23:02 janzert: compiling to bytecode 2010-10-31T22:24:41 *** antimatroid has joined #aichallenge 2010-10-31T22:25:45 *** antimatroid1 has quit IRC (Ping timeout: 240 seconds) 2010-10-31T22:39:46 amstan: python compiling to bytecode only speeds up the load time, not the run time 2010-10-31T22:39:52 fyi 2010-10-31T22:40:27 i know, you'd think other languages like this would do the same 2010-10-31T22:40:37 i don't think any language just parses while it's running 2010-10-31T22:41:14 how about basica? or gwbasic? 2010-10-31T22:41:28 i mean popular languages 2010-10-31T22:41:29 I want to code with line numbers and edlin! 2010-10-31T22:41:39 :) 2010-10-31T22:41:58 anyway.. it will still speed up that first turn 2010-10-31T22:42:13 and.. users could be informed of syntax errors after they uploaded 2010-10-31T22:42:23 that's a good point 2010-10-31T22:42:24 if python gets compiled 2010-10-31T22:42:35 it could have saved me some frustration 2010-10-31T22:45:25 *** nullkuhl_ has joined #aichallenge 2010-10-31T22:47:15 *** nullkuhl has quit IRC (Ping timeout: 240 seconds) 2010-10-31T23:03:48 wow gwbasic 2010-10-31T23:03:55 qbasic 2010-10-31T23:08:04 i've got values disappearing in c++ and i can't figure out why :( 2010-10-31T23:11:12 *** iFire has quit IRC (Read error: Connection reset by peer) 2010-10-31T23:11:28 *** iFire has joined #aichallenge 2010-10-31T23:13:03 Top 10 players: bocsimacko(4368), dmj111(4293), Hazard(4177), felixcoto(4173), Accoun(4159), Slin-.-(4152), FlameN(4149), joakim_mjardner(4148), rsergio(4145), luksian(4119) 2010-10-31T23:13:11 what do you mean disappearing? 2010-10-31T23:13:32 btw anyone wanna share how does one implement a naive minmax for something like this 2010-10-31T23:13:47 i am confused about what is a move in this game for something like minmax 2010-10-31T23:13:48 what do you want do know? 2010-10-31T23:13:52 is it a set of moves 2010-10-31T23:13:55 per turn 2010-10-31T23:13:59 you can do it a number of ways 2010-10-31T23:14:03 and you evaluate the whole thing 2010-10-31T23:14:10 or do you do one turn and evaluate from there 2010-10-31T23:14:18 i didn't have much sucess doing all moves for a turn at each node and incrementing states 2010-10-31T23:14:53 your other option is you pick one move per node, and have the player make their single move next etc. then pick your string of moves for the given minimax chosen node 2010-10-31T23:15:05 oh hmm 2010-10-31T23:15:05 by one move, I have one destination, but many sources 2010-10-31T23:15:24 and what do you evaluate the position next turn 2010-10-31T23:15:31 or the position at the end of the orders just executed? 2010-10-31T23:15:33 or use decision trees, where you pick one move per node, but each tree is just for one player 2010-10-31T23:15:37 then pick your best string 2010-10-31T23:15:56 my current play is to use decision tree's for each player, but pick all terminal nodes and use those as pure strategies for a zero sum simultaneous game 2010-10-31T23:16:18 i am still a little confused about why array[i].blah = array2[i].blah2 won't assign but &array[i]->blah = array2[i].blah will 2010-10-31T23:16:19 depends, i have a function that will "playANode" where each player just runs defensive and offensive moves 2010-10-31T23:16:20 hmm k 2010-10-31T23:16:27 and if i have time, i'll run my gamestates before evaluating them 2010-10-31T23:16:37 if blah is an int that is 2010-10-31T23:16:44 k this is way too complicated, sigh i wonder if i wil be able to write one up 2010-10-31T23:16:57 work it out on paper, it's not too bad 2010-10-31T23:17:00 hmmm? 2010-10-31T23:17:01 hmm k 2010-10-31T23:17:05 oh 2010-10-31T23:17:07 not at you sigh:p 2010-10-31T23:17:07 sigh: i knew that'd happen 2010-10-31T23:17:19 minmax for me is simply score at end vs score at end for enemy 2010-10-31T23:17:22 whats your type for array demerzel 2010-10-31T23:17:31 bhasker: int on both 2010-10-31T23:17:40 bhasker: static int arrays local to the function called 2010-10-31T23:17:59 idk why but it would assign array[i].blah fine 2010-10-31T23:18:09 but then as soon as it went out of scope the values disappeared 2010-10-31T23:18:23 be back in a bit 2010-10-31T23:18:31 hmm if it went out of scope it would go away right? 2010-10-31T23:18:43 but they are both static int arrays 2010-10-31T23:18:53 the function went out of scope but the values would still be there 2010-10-31T23:18:54 can you give me the declaration for it 2010-10-31T23:19:02 or maybe paste the function somewhere 2010-10-31T23:19:13 i just use {0} 2010-10-31T23:19:25 ie Class::staticintarray[size] = {0}; 2010-10-31T23:20:25 hmm that syntax doesn't compute can you paste it on pastebin.com 2010-10-31T23:20:32 sure 2010-10-31T23:28:12 bhasker: http://pastebin.com/6PFxyNXn -- i hope i didn't make it too hard to read was trying to clarify things 2010-10-31T23:29:08 bhasker: basically if i used structWithArray1 ci = structArr1_[i]; on line 8 2010-10-31T23:29:34 bhasker: and then assigned using ci.intX = i could pause it on line 27 and all the values would be there but as soon as it left the if the values disappeared 2010-10-31T23:29:40 that version works though 2010-10-31T23:29:43 give me a few minutes to read up 2010-10-31T23:29:46 and i have no idea why that is 2010-10-31T23:29:55 ok ty 2010-10-31T23:30:07 i would like to know because even tho it works now it is weird as hell and i'm wondering what i did wrong 2010-10-31T23:34:01 *** davidjliu has quit IRC (Ping timeout: 265 seconds) 2010-10-31T23:34:03 well your structWithArray1 ci = structArr_[i] creates a local copy 2010-10-31T23:34:08 local to the function scope 2010-10-31T23:34:12 of the structure 2010-10-31T23:34:16 yup, "structWithArray1* ci" is a pointer to the existing array, "structWithArray1 ci" is a completely new array 2010-10-31T23:34:34 so when it goes out of scope it gets destroyed 2010-10-31T23:34:39 and your original array is unchanged 2010-10-31T23:36:11 bacl 2010-10-31T23:36:20 bhasker: sort of know how to do it now? 2010-10-31T23:36:35 i'm not sure minimax is going to work very well though 2010-10-31T23:36:39 not really :( been reading up the wikipedia article 2010-10-31T23:36:54 i get the basic drift just can't seem to understand how to apply it to this game 2010-10-31T23:37:02 minimax? 2010-10-31T23:37:03 do you know how do do minimax on normal trees? 2010-10-31T23:37:15 minmax* 2010-10-31T23:37:15 doh 2010-10-31T23:37:28 kind of read the theory but never really implemented it 2010-10-31T23:37:42 bhasker: duh ty 2010-10-31T23:37:46 easiest way is to assume that your opponent goes second (ie knows what moves you make) 2010-10-31T23:37:46 i'd say pull out some pen and paper then 2010-10-31T23:37:58 *** Mathnerd314 has quit IRC (Ping timeout: 240 seconds) 2010-10-31T23:38:09 i am pure max atm 2010-10-31T23:38:10 yeah, i always let the opponent make their optimal move against me rather than vice versa 2010-10-31T23:38:15 min is hard lol 2010-10-31T23:38:31 yeah, my bot is pure max too, now 2010-10-31T23:38:32 hardest part is doing future states for both players with both making future moves 2010-10-31T23:38:32 hmm k 2010-10-31T23:38:38 Do people here actually have minimax implemented for this game? How many ply deep do you get? Do you treat one turn as one ply? 2010-10-31T23:38:52 I do, but my choice selection is god awful 2010-10-31T23:39:08 antimatroid: isn't minimax generally an exhaustive search? 2010-10-31T23:39:09 i have done a combination of things, many moves per node with many stages, one move per node etc. 2010-10-31T23:39:16 I plan to implement proper minimax, I've just been very lazy 2010-10-31T23:39:20 no, you can do it part way and evaluate game states 2010-10-31T23:39:35 antimatroid: yeah, but you don't leave out actions from each node 2010-10-31T23:39:40 i'm currently thinking a simultaneous zero sum game might work better 2010-10-31T23:39:45 TravisD: it doesn't have to be, you can prune heuristically 2010-10-31T23:39:52 but i need to fix my move selection before my macro ideas are going to do any good 2010-10-31T23:40:17 sigh: sure, but then you lose all the nice guarantees 2010-10-31T23:40:21 each node is only picking like it's best 3-6 moves 2010-10-31T23:40:30 you're not going to get anywhere unless you restrict it to that 2010-10-31T23:40:48 TravisD: sure, but exhaustive search is intractable 2010-10-31T23:40:50 Have you heard about adversarial monte carlo tree search? 2010-10-31T23:40:51 that's why i am doing one move per node, then picking the best string for that moves turns 2010-10-31T23:40:57 nope 2010-10-31T23:40:59 TravisD: is that like UCT? 2010-10-31T23:41:06 sigh: exactly 2010-10-31T23:41:15 no, haven't heard of it 2010-10-31T23:41:26 lol 2010-10-31T23:41:52 the tree for this game is fucking huge remember 2010-10-31T23:41:57 I remember someone on the channel implementing it a while back... can't remember who 2010-10-31T23:42:07 i think you really need to just be using it to pick between what you think are best moves 2010-10-31T23:42:09 anything else and you 2010-10-31T23:42:13 re not going to get anything 2010-10-31T23:42:13 grep the channel logs for UCT and you'll probably find it 2010-10-31T23:42:32 antimatroid: UCT has been used for planning with huge state spaces before. 2010-10-31T23:42:51 sigh: Thanks :) 2010-10-31T23:42:57 most famously for Go :P 2010-10-31T23:43:12 sigh: yes :) 2010-10-31T23:43:39 sigh: Are you a graduate student? 2010-10-31T23:43:51 goddamn i think i finally worked out all the bugs 2010-10-31T23:44:02 nope, I've only done a bachelor's 2010-10-31T23:44:05 thanks bhasker i needed a basic reminder - wayyyy too used to directly doing array[index] = 2010-10-31T23:44:23 cool 2010-10-31T23:44:25 it's hard to find anything on uct's 2010-10-31T23:44:41 guessing the last 2 words are combsomething trees 2010-10-31T23:44:50 antimatroid: http://senseis.xmp.net/?UCT 2010-10-31T23:44:56 upper confidence bounds on trees 2010-10-31T23:45:03 ahh 2010-10-31T23:45:04 hmm 2010-10-31T23:45:14 taht page has the bonus of some code 2010-10-31T23:47:08 atm i extend my trees from a queue of extendable nodes, i've considered making that a priority queue, but i have no idea how to set up the < operator on Nodes to ensure it doesn't just completely ignore old nodes and do it well 2010-10-31T23:47:26 antimatroid: http://tinyurl.com/2vhxxg3 is the paper introducing it 2010-10-31T23:47:45 TravisD: what do you do? 2010-10-31T23:47:58 ah, it makes sense now 2010-10-31T23:48:00 antimatroid: I'm a student 2010-10-31T23:48:08 that paper is from hungary, mega1 is Levente or Csaba 2010-10-31T23:49:08 TravisD: it was phreeza who was implementing a UCT bot 2010-10-31T23:49:39 sigh: cool :) I haven't thought too much about it, it just sounds like it could be applied 2010-10-31T23:50:20 i think bacsimocko is doing the zero sum game approach 2010-10-31T23:50:44 well, he had a basic one up and running about 2 weeks ago, I don't know if he had any luck since making it any good 2010-10-31T23:50:44 not in his current version, but has been trying it 2010-10-31T23:50:52 *phreeza_ 2010-10-31T23:51:15 antimatroid: that's what you wanted to try, no? 2010-10-31T23:51:27 yeah, i have it set up, need to fix up choice selection 2010-10-31T23:51:41 i already had most of that set up for another library, just had to rework things for matrices to take nodes etc. 2010-10-31T23:54:14 its kind of interesting since the game isn't quite zero sum 2010-10-31T23:56:40 i don't know if uct is more helpful than mc in this because the likelihood of repeat moves is low 2010-10-31T23:57:03 *** Gudradain has joined #aichallenge