2010-12-11T00:00:00 ok, they are lawyers. they cannot know open source isn't a language *rofl* 2010-12-11T00:01:00 hard to say if it is the lawyers, or just a very ignorant journalist 2010-12-11T00:01:38 *** Appleman1234 has joined #aichallenge 2010-12-11T00:04:47 hmm, seems to be the journalist. COMPUTER LANGUAGE is also a bit vague. How about programming language or computer jargon? At least we learnt that the licensing issues are murky. 2010-12-11T00:05:28 but only if the correct language was used!: Open Source. What's the lates compiler version anyway? 2010-12-11T00:05:39 GPL2? 2010-12-11T00:05:59 more importantly, how does it compare against Lisp for AI? 2010-12-11T00:07:25 *** Rubicon-|-Cross has joined #aichallenge 2010-12-11T00:07:54 Do I see that right? He had two editors reviewing the text and his name is McCool? 2010-12-11T00:09:25 that's one of my biggest problems with the legal system of today 2010-12-11T00:09:36 most of the time the lawyers and judges have nfi what they're talking about 2010-12-11T00:09:44 couldn't we have like a technical court? 2010-12-11T00:09:52 yeah, I agree 2010-12-11T00:10:47 i don't even pay attention to the law, i just try not to impose negatively on other peoples lives 2010-12-11T00:11:17 that can easily cost you a fee now and then 2010-12-11T00:11:29 more than happy to pay it :) 2010-12-11T00:12:08 i got a $120 fine for an open container of alcohol in public once, at the time speeding fines were $80 if you were just over the limit 2010-12-11T00:12:45 that was absurd! if one crime is comparably worse by any measure, the punishment should be worse, and no one can argue speeding is less dangerous to other people than an open container of alcohol in public 2010-12-11T00:12:46 Something is strange about you. 2010-12-11T00:13:05 i'm very very stubborn 2010-12-11T00:13:13 much more stubborn than your average person :) 2010-12-11T00:13:20 No, you are happy to pay fines. 2010-12-11T00:13:54 you could even say that he is fine with it 2010-12-11T00:15:04 When it is 1:58 and someone says: "I have two to two on my clock, what's on your's?" I can answer "Two to two, too." 2010-12-11T00:16:10 o_O 2010-12-11T00:16:14 i am not happy to pay them, but i value not following stupid rules more than the cost of paying them when i get hit 2010-12-11T00:16:29 I was recently supposed to pay 40€ for forgetting to pinch my train ticked. A ticket that is valid for two hours, and that I bought just before entering the train as could be checked with a look on the ticket. 2010-12-11T00:17:15 A ticket that cost 3.60. 2010-12-11T00:17:33 tell them they're dreaming 2010-12-11T00:17:55 I did. They wanted to check my id. 2010-12-11T00:18:34 is it like.. you can buy it any time.. and it's not valid until 'pinched', aka. marked as used? 2010-12-11T00:19:32 Yes burny, but it is not legit to accuse someone of a crime he could be about to commit on a later ride with the same ticket. common! 2010-12-11T00:20:00 If I had no ticket and hid on the toilet I would have payed 3.60 less. 2010-12-11T00:20:39 i was using trams in melbourne one summer without buying tickets (poor teenage skateboarder, what can I say) and the inspector got on and said right i'm checking tickets 2010-12-11T00:20:50 we got up, asked the driver to open the doors and got off, can't believe that worked aha 2010-12-11T00:21:00 I'm sure a number of tarts, just carry a ticket with them until they get cought, then make up a story, and get a new ticket 2010-12-11T00:21:26 burny: But then their ticked dates back a few days. 2010-12-11T00:21:32 thus the id.. to make sure the same person doesn't do it more than once a year or some such 2010-12-11T00:21:46 ah, ya true.. 2010-12-11T00:21:55 that is more benefit of the doubty 2010-12-11T00:22:04 The id was for that and to send me a letter with the fine. 2010-12-11T00:22:19 are you allowed to buy a ticket and use it later? 2010-12-11T00:22:28 liek a parent buying their kids tickets for school days 2010-12-11T00:23:02 Yes you are. Some tickets must be pinched other not. It has to do with the distance you travel. 2010-12-11T00:23:35 we don't have passenger trains in tasmania 2010-12-11T00:23:56 and i stopped getting busses when i got my license, although i've mostly been riding a bike the last few months 2010-12-11T00:25:27 To finish the story, I wrote the railroad company a fax telling them how unjust their regulation is and they reduced the fine to 10€. :D 2010-12-11T00:26:06 they should have just waived it, but better than original 2010-12-11T00:26:53 The 30€ I saved were only lost a few weeks later when some strange guy told me he is my neighbour and he quickly needs 30€ because the police got his car and he doesn't have the money at hand to buy it back, and he doesn't want his wife to notice... 2010-12-11T00:29:13 lol 2010-12-11T00:29:18 i've never had that happen to me 2010-12-11T00:29:20 Later I thought a lot of why humans are so helpful and what that has to do with our success in creating civilizations. I guess in all the thousands of years quite a few people lost '30€' on the way. 2010-12-11T00:29:41 someone broke into my house when i was here last year in december 2010-12-11T00:29:57 i called the cops as they were breaking in, they showed up like an hour later, but i chased them off with a (field) hockey stick in hand 2010-12-11T00:30:06 stupid bogans aren't getting my possessions, not while i'm here 2010-12-11T00:30:42 (there is very little risk of someone having a gun here in australia) 2010-12-11T00:31:19 try this: http://www.flickr.com/photos/utherpendragonsphotos/4958860354/in/pool-keep-out 2010-12-11T00:32:24 hmm, the neighbourhood i live in isn't too bad normally, so don't really worry 2010-12-11T00:32:59 *** Azrathud has quit IRC (Ping timeout: 272 seconds) 2010-12-11T00:35:23 *** bhasker has quit IRC (Quit: bhasker) 2010-12-11T00:36:21 We had someone break into our house when I was a child and we were all on holiday. They must have spied out the houses for someone who departs. The funny thing is, he broke into the toilet window, but for some strange reason this time my mother shut off the doors inside the house as well and he didn't manage to open that toilet door. 2010-12-11T00:37:09 Roumors have it there was police in the area that night for some other reason, so he thought someone saw him. 2010-12-11T00:37:43 *** delt0r_ has joined #aichallenge 2010-12-11T00:39:25 *** delt0r___ has quit IRC (Ping timeout: 276 seconds) 2010-12-11T00:39:46 omg, it seems to come from my country: http://failblog.org/ 2010-12-11T00:47:43 that's golden 2010-12-11T00:49:28 *** Rubicon-|-Cross has quit IRC (Quit: Leaving) 2010-12-11T00:50:40 check this out: http://failblog.org/2010/12/09/epic-fail-photos-babysitter-fail-2/ - i think my girlfriend is dead, but seriously I have to get to work now, I'm late! 2010-12-11T00:54:22 *** virdo has joined #aichallenge 2010-12-11T01:05:38 *** Azrathud has joined #aichallenge 2010-12-11T01:08:08 *** Azrathud has quit IRC (Client Quit) 2010-12-11T01:25:03 *** Rubicon-|-Cross has joined #aichallenge 2010-12-11T01:37:05 *** epona has joined #aichallenge 2010-12-11T01:47:24 *** Mekanik has joined #aichallenge 2010-12-11T01:48:02 *** Azrathud has joined #aichallenge 2010-12-11T01:55:00 *** Azrathud has quit IRC (Ping timeout: 260 seconds) 2010-12-11T02:01:36 *** Azrathud has joined #aichallenge 2010-12-11T02:15:48 *** narnach has quit IRC (Quit: Leaving.) 2010-12-11T02:23:10 *** Meatkat has quit IRC (Ping timeout: 240 seconds) 2010-12-11T02:30:03 *** sigh has quit IRC (Remote host closed the connection) 2010-12-11T02:37:57 *** narnach has joined #aichallenge 2010-12-11T02:39:43 *** virdo has quit IRC (Ping timeout: 264 seconds) 2010-12-11T02:47:44 anyone about want to discuss how to handle moves with ant idea? 2010-12-11T02:48:21 delt0r: you especially 2010-12-11T02:51:51 *** Azrathud has quit IRC (Ping timeout: 250 seconds) 2010-12-11T03:03:18 *** Azrathud has joined #aichallenge 2010-12-11T03:04:53 nobody? :C 2010-12-11T03:11:51 *** jaspervdj has joined #aichallenge 2010-12-11T03:12:27 oh oh oh, we could do a number of wrappings of the board 2010-12-11T03:12:55 for a torus, mobius strip or cylindrical 2010-12-11T03:19:28 hey 2010-12-11T03:20:20 hey 2010-12-11T03:20:25 have you read the ant idea? 2010-12-11T03:20:33 i'm trying to work out how movement should work 2010-12-11T03:21:07 *** amstan has quit IRC (Ping timeout: 245 seconds) 2010-12-11T03:21:59 nope 2010-12-11T03:22:01 links? 2010-12-11T03:23:22 *** sigh has joined #aichallenge 2010-12-11T03:23:41 http://www.ai-contest.com/forum/viewtopic.php?f=21&t=1205&start=0 2010-12-11T03:23:50 sigh: down for a conversation on movement with ant game? 2010-12-11T03:24:31 what's the latest topic of discussion? 2010-12-11T03:24:41 there are 3 cases I consider problematic, i'm considering both options of friends being allowed in the same square or not 2010-12-11T03:25:27 it's simpler if they are, I think, because you don't need collision detection then 2010-12-11T03:25:30 what are the cons? 2010-12-11T03:25:34 case 1: enemy bots have an empty square between them and both move into it 2010-12-11T03:25:35 case 2: enemy bots are adjacent and try to move into each others square 2010-12-11T03:25:35 case 3: 2 friend bots and 2 enemy bots surround and empty square, all 4 bots try to move into it 2010-12-11T03:26:13 and more cases come up, but i think resolving those will cover most issues 2010-12-11T03:26:37 it's also easier to allow friend bots to be on the same square for creating new bots 2010-12-11T03:26:46 otherwise it's complicated to work out where new bots appear 2010-12-11T03:27:14 why not just isolate fights to a block? 2010-12-11T03:27:28 what do you mean? 2010-12-11T03:27:31 and what about case 2? 2010-12-11T03:27:32 *** Palmik has joined #aichallenge 2010-12-11T03:27:44 do they "fight" moving through each other, or just pass each other 2010-12-11T03:27:45 let them move 2010-12-11T03:27:52 just pass 2010-12-11T03:27:57 i think fight as they pass 2010-12-11T03:28:03 if one dies, then they're gone 2010-12-11T03:28:03 sure, that's possible too 2010-12-11T03:28:27 have you determined hwo fights are resolvged? 2010-12-11T03:28:35 *how fights are resolved? 2010-12-11T03:28:38 another issue is how to give the game state to them, if it's a grid of characters, how do you indicate a bot of player 1 with x hp 2010-12-11T03:29:07 i think points should be taken from the enemy ant with the most hp first 2010-12-11T03:29:13 then i think it works fine 2010-12-11T03:29:24 least hp first 2010-12-11T03:29:41 wouldn't the most dominant ant take on the battle? 2010-12-11T03:29:46 and protect the weak 2010-12-11T03:30:05 if you could micro then you would attack the weakest first 2010-12-11T03:30:19 but yes, if you were defending you would protect the weak 2010-12-11T03:30:26 yeah okay, i'm making a forum post, i'll leave that question open to people 2010-12-11T03:30:28 so really depends from who's side you look 2010-12-11T03:30:38 any idea on representing the board? 2010-12-11T03:31:08 map item => coord 2010-12-11T03:31:11 with field of vision, do you think you should see the radius of current ant positions, or that and any previously viewable square? with the second option the current radius can be much smaller 2010-12-11T03:32:14 I think you should be able to see map features that you have seen before, but not enemies outside fov 2010-12-11T03:32:16 *** narnach has quit IRC (Quit: Leaving.) 2010-12-11T03:32:35 so just a really big list for input and users fill up a blank board? with an example line 2010-12-11T03:32:36 A 1 4 0 0 (ant, player 1, 4 hp, x, y)? 2010-12-11T03:33:05 yeah, that's reasonable 2010-12-11T03:33:13 wait, you want to see resources you could previously, but not an enemy, but you get info from them taking resources? 2010-12-11T03:33:30 hmmm 2010-12-11T03:33:59 i quite like having full past visibility and a radius of view of like 1 2010-12-11T03:33:59 meh, I guess just fov then and force people to remember what they need 2010-12-11T03:34:05 so you have to scout out the map 2010-12-11T03:34:25 full past visibility isn't as "realistic" 2010-12-11T03:34:35 where does the visibility come from? 2010-12-11T03:34:36 tis true 2010-12-11T03:34:49 where does our telepathic communication come from? 2010-12-11T03:34:53 maybe they leave cameras :P 2010-12-11T03:35:13 sure, but then allow me to destroy enemy camera :) 2010-12-11T03:35:24 that's a valid way to go 2010-12-11T03:35:29 that's actually kind of a cool idea 2010-12-11T03:35:40 call it a marker, say 2010-12-11T03:35:48 only one person can have viewing rights of a square at once, except in current view of ants 2010-12-11T03:36:03 but possibly complicating things again too much 2010-12-11T03:36:28 i think just current field of vision 2010-12-11T03:36:39 what is your opinion on walls? 2010-12-11T03:36:47 should they be there at the start and should they be makeable? 2010-12-11T03:37:04 makeable introduces a whole new level of complexity 2010-12-11T03:37:41 I would leave makeable walls alone and only consider them if you have everything else figured out 2010-12-11T03:37:56 what about having them at the start? 2010-12-11T03:38:01 I think the combat needs improvement 2010-12-11T03:38:22 sure, you need some map features 2010-12-11T03:38:25 epona: that front page is a bad representation of the current form we're talking about 2010-12-11T03:38:34 map features already exist with resources 2010-12-11T03:38:35 I would want at least some path finding would be required 2010-12-11T03:38:48 okay, walls are in 2010-12-11T03:38:52 map features that are obstacles 2010-12-11T03:39:09 i know i probably am alone in wanting this one.. i want multiple edge wrappings 2010-12-11T03:39:24 multiple? 2010-12-11T03:39:26 we can do torus, cylindrical and mobius strip quite easily 2010-12-11T03:39:45 and klien bottle :P 2010-12-11T03:39:49 it complicates things, i just want it for awesomeness 2010-12-11T03:40:03 *klein 2010-12-11T03:40:08 i'm joking (only half) i know it's not reasonable 2010-12-11T03:40:18 whats edge wrapping? 2010-12-11T03:40:21 i think torus wrapping? 2010-12-11T03:40:35 epona: you can go out of the edges and arrive on another edge it's "wrapped" to 2010-12-11T03:40:53 if you wrap top to bottom (should be bum) and left to right, then you get a torus 2010-12-11T03:40:57 kind of 2010-12-11T03:41:07 oh ok 2010-12-11T03:41:17 personally, I don't like edge wrappings 2010-12-11T03:41:32 it makes the map smaller, and more uniform 2010-12-11T03:41:38 i think it's cool, it gives you a pesudo infinite board 2010-12-11T03:41:53 in that you can just keep walking up 2010-12-11T03:41:55 I think its a great way to make it more dynamic 2010-12-11T03:41:57 *** Mathnerd314 has quit IRC (Ping timeout: 245 seconds) 2010-12-11T03:42:02 the earth is infinite! 2010-12-11T03:42:21 you can in theory go in one direction and not ever have to stop 2010-12-11T03:42:23 that's what i mean 2010-12-11T03:42:48 assuming a flat fully spherical earth :P 2010-12-11T03:42:48 well, my opinion is that it will make the game less interesting 2010-12-11T03:42:58 but it seems everyone disagrees, so meh 2010-12-11T03:43:10 it's only a small pool of people in here 2010-12-11T03:43:16 how big do you want grids? 2010-12-11T03:43:22 i was thinking just have all 32x32? 2010-12-11T03:43:36 that seems small if you want wrapping 2010-12-11T03:43:46 64x64? 2010-12-11T03:44:07 i don't know, size will have to be tweaked once you have impl 2010-12-11T03:44:31 depends on game length too, turn duration and various other factors 2010-12-11T03:44:35 true, still something that needs working out at some point 2010-12-11T03:44:42 i think we need longer than 200 turns for this 2010-12-11T03:45:02 i would consider reducing time limits to 0.5 seconds? 2010-12-11T03:45:38 if we are getting that to ourselves and only one bot per core at a time, it's what we got now in the worst case 2010-12-11T03:46:20 possilbly 2010-12-11T03:46:29 anyway, those sort of params are easily configured later 2010-12-11T03:46:30 i don't like it, i think more interesting ideas will be used with more time 2010-12-11T03:46:33 but i'm thinking practically 2010-12-11T03:47:02 if you want more time, then engineer a game with less moves 2010-12-11T03:47:51 you can reduce the size of the board to reduce game time 2010-12-11T03:49:02 sure 2010-12-11T03:52:13 I have an idea 2010-12-11T03:52:32 what if the next challenge was a 2v2 2010-12-11T03:52:41 and teamwork was beneficial 2010-12-11T03:52:57 then its even more complicated 2010-12-11T03:53:35 ranking bots gets so much harder 2010-12-11T03:53:40 makes the game harder to balance and harder to rank... 2010-12-11T03:53:41 yeah 2010-12-11T03:53:53 it would work for this ants idea i think 2010-12-11T03:53:59 well two people would be going in it to the end 2010-12-11T03:54:02 either way, I think you need a tried and tested game to pull of 2vw 2010-12-11T03:54:05 i'd be down for it, but people wont shut up about rankings 2010-12-11T03:54:10 or mix it up 2010-12-11T03:54:17 Idt its about rankings 2010-12-11T03:54:28 this is the "ai challenge" 2010-12-11T03:54:47 i think 2 player symmetric games are fine 2010-12-11T03:55:26 bah, i've changed my mind 2010-12-11T03:55:35 why so? 2010-12-11T03:55:37 it would be a lot more interesting if bots couldn't communicate what they can see at all 2010-12-11T03:56:03 ohhhhh 2010-12-11T03:56:15 so their on their own? 2010-12-11T03:56:27 yes, but they can try to coordinate if they can see each other 2010-12-11T03:56:33 but without communication 2010-12-11T03:56:49 or actually, then add back in the changing colour idea 2010-12-11T03:56:57 okay, i'm proposing that, that's much cooler 2010-12-11T03:57:17 agreed 2010-12-11T03:57:39 now how to run lots of ants of each player? 2010-12-11T03:58:42 who wanted a better battle resolution idea? i have one 2010-12-11T03:59:44 hmm 2010-12-11T04:00:10 players can shoot bullets, only one of their bullets can exist in their field of view at a time, if it hits a wall it disappears, if it hits a player, it removes 1hp, if it goes out of the field of vision, the bullet dies or keeps going but they can fire again 2010-12-11T04:00:34 was never a fan of projectiles 2010-12-11T04:00:45 but then you can't be in the same square with them, and it makes resolution harder again 2010-12-11T04:01:15 i think fights should just be performed inside a square if you land there and maybe if you both pass through each other 2010-12-11T04:02:21 what if I keep running away like a coward? after all the map is endless :D 2010-12-11T04:02:45 surround them :P 2010-12-11T04:02:52 and walls will be randomly added to maps at the start 2010-12-11T04:03:08 we can adjust the number of walls added 2010-12-11T04:03:48 Ok, but as long as I don't run into a dead end, I will always be as fast as any other ant. except you can move diagonally 2010-12-11T04:04:42 i don't think diagonal moves are being considered 2010-12-11T04:04:53 I guess I would be running like hell until I find spice and then just sit on it and wait. 2010-12-11T04:04:54 i'm not sure about ants being separate process 2010-12-11T04:05:23 not only is it messy to set that up, the engine needs to work out information for each individual ant and send it 2010-12-11T04:05:36 it sounds like a golden idea to me 2010-12-11T04:05:49 it does doesn't it 2010-12-11T04:05:57 i don't think it should be too hard for people to write their bots either 2010-12-11T04:06:00 antimatroid: Isn't the fov just a moving bit-map? 2010-12-11T04:06:22 depends which metric you use 2010-12-11T04:06:48 *** Appleman1234 has quit IRC (Ping timeout: 276 seconds) 2010-12-11T04:06:59 are you having a square view? or squares you can access in r moves? and can you "see" through walls? 2010-12-11T04:07:27 ! implement this "cannot see through walls thing" 2010-12-11T04:07:41 I already thought out some ambush tactics for that case 2010-12-11T04:07:47 it's doable 2010-12-11T04:07:55 paint the field of view 2010-12-11T04:08:00 rather than just get it 2010-12-11T04:12:27 If ants could share squares, wouldn't it be hard to visualize and result in stacks running around to deal more damage? 2010-12-11T04:13:31 one option is to force ant fusion 2010-12-11T04:13:36 I'm just thinking if the map is symmetric, then how would I gain an advantage over the enemy in battles. 2010-12-11T04:13:39 but then we're back at the problem of where to new ants spring up 2010-12-11T04:14:20 If ants had a direction they could spawn new ants in front of them 2010-12-11T04:14:40 or just decide where they should spawn 2010-12-11T04:14:40 what if that square isn't free? 2010-12-11T04:15:02 the decision rule is messy 2010-12-11T04:15:05 then they didn't use their server information right 2010-12-11T04:15:29 what if an enemy bot moved there when you went to make the kid? 2010-12-11T04:15:55 you would have one happen after the other 2010-12-11T04:16:07 *** smellyhippy has quit IRC (Ping timeout: 245 seconds) 2010-12-11T04:16:20 i'd say child creation then child creates enemy that comes in 2010-12-11T04:17:03 for example move first, then spawn. that way, when you see an enemy two squares ahead you reconsider placing a new ant there 2010-12-11T04:17:40 and the enemy doesn't run into an ant out of nowhere 2010-12-11T04:18:40 antimatroid1: I don't understand what you said. child creates enemy?! 2010-12-11T04:18:57 child fights enemy** sorry 2010-12-11T04:19:24 you can do that too, but i think it is frustrating for the attacker 2010-12-11T04:20:27 sigh: if we do a wrapped grid, ants don't even need to be given specific coordinates to the main map, only information in their field of view 2010-12-11T04:20:35 so they don't even need to know how big the maps are 2010-12-11T04:20:38 i like that 2010-12-11T04:21:01 i guess you can do that with no wrapped, but they can feel out the map better 2010-12-11T04:21:33 that's like in RoboCom :-) 2010-12-11T04:21:56 You are getting closer to it. Now add the interpreted game language 2010-12-11T04:22:28 co-ordinates issues are not much different bw wrapped and not wrapped... wrapped almost forces you to give ant-centric info 2010-12-11T04:23:38 a friend just had a cool idea, emulate pheramone, lets ants leave a colour on a square that lasts x turns 2010-12-11T04:25:26 i think that's complicating too much again 2010-12-11T04:25:31 cool idea anyway 2010-12-11T04:25:46 that might be a bit restricting if they have to communicate that way 2010-12-11T04:26:07 the more open ended it is, the better, imo 2010-12-11T04:26:12 if you do "strings" is that viewable by both bots? what about people watching the games? 2010-12-11T04:26:36 both players* not bots 2010-12-11T04:27:05 people watching the game? 2010-12-11T04:27:53 ie. on the website, you watch your games 2010-12-11T04:28:01 do you get to see the communicating strings everyone else uses 2010-12-11T04:28:05 giving away their strategies 2010-12-11T04:28:14 it's cooler if you have to devise your own code with colours 2010-12-11T04:28:37 i'm thinking the same with bots setting their viewable message to a bot in viwing distance 2010-12-11T04:28:38 *** mega1 has joined #aichallenge 2010-12-11T04:32:50 leaving color on suqares sounds like a good option to me. you could try to pick up the enemy's color code and delude it. 2010-12-11T04:33:19 *** mega1 has quit IRC (Client Quit) 2010-12-11T04:34:15 [r] <- enemies color for "yay! spice", [W] <- wall, [A][A][A][A] <- my ant army, [ ] <- no spice at all here 2010-12-11T04:35:37 strings can be used to exchange the whole game state in a base-64 format :D 2010-12-11T04:40:42 * antimatroid1 is wondering if we can have simultaneous game battles when more than 2 bots land in the same square, run as addition stages to a turn? 2010-12-11T04:41:21 like, each player picks who to spend thir hp on, but i don't think it works 2010-12-11T04:41:30 each ant* 2010-12-11T04:42:04 you could even pass hp to friend ants in the same square that way 2010-12-11T04:42:46 and allow "run away" like in pokemon 2010-12-11T04:43:11 actually, i have a whole new idea for battling, sorry, consider this.. 2010-12-11T04:43:26 *** Azrathud has quit IRC (Ping timeout: 240 seconds) 2010-12-11T04:44:19 if you are in the same square as another ant, you can choose to throw hp at it, if the ant is still there next turn, then it loses that many hp (or gains it if it's a friend) and if hp <=0 then an ant is dead 2010-12-11T04:44:39 otherwise you just wasted hp 2010-12-11T04:44:56 nah, that sucks :) 2010-12-11T04:45:42 #ai :Cannot send to channel 2010-12-11T04:45:45 what does that mean 2010-12-11T04:48:04 *** Meatkat has joined #aichallenge 2010-12-11T04:48:10 may require you to be "identified" 2010-12-11T04:48:15 whatever that is officially on irc 2010-12-11T04:49:14 ah ok 2010-12-11T04:50:55 *** tapwater has quit IRC (Quit: tapwater) 2010-12-11T04:53:42 is winner chosen off most ants or total hp? 2010-12-11T04:54:16 well, thoughts? 2010-12-11T04:55:58 thinkin 2010-12-11T04:56:34 maybe the winning peramteters should be just as dynamic as the game 2010-12-11T04:56:59 as opposed to just a total of one thing, it could be an average 2010-12-11T04:57:21 idk if thered be a way to make a bonus for creativity 2010-12-11T04:57:44 i'm working on a large forum post atm for how i think it could be done and work 2010-12-11T04:57:49 people cna suggest variations from there 2010-12-11T04:58:19 well total hp sums up to "have i harvested more than my opponent?", right? 2010-12-11T04:59:46 but is that what is trying to be measured? 2010-12-11T05:00:07 *** sigh has quit IRC (Remote host closed the connection) 2010-12-11T05:00:39 i hope not ;) 2010-12-11T05:02:51 okay, so total number of ants? 2010-12-11T05:02:57 as that also requires harvesting 2010-12-11T05:03:03 my idea for resources is as follows: 2010-12-11T05:04:05 they get symmetrically added at the start with varying levels of hp, battle happens before harvest, harvest is automatic and goes to the bot with the least hp, if a bots hp goes above H (even), then you get two bots there with H/2 and hp-H/2 hp 2010-12-11T05:04:17 maybe, improvement of the bots throughout the game 2010-12-11T05:04:43 game(s) 2010-12-11T05:05:03 that seems to be more AI related 2010-12-11T05:05:19 actually, i kind of like delt0rs idea for harvesting 2010-12-11T05:05:38 if you don't move on a square with resources, then you harvest 1 hp after battle 2010-12-11T05:05:45 or before battle even? 2010-12-11T05:06:35 actually, here's an idea, you can see what the friends you can see can see, and so on? 2010-12-11T05:08:07 *** Azrathud has joined #aichallenge 2010-12-11T05:11:37 that idea is great, i think it's important that ants don't know "where" they are in the map, so you could have chains right next to each other, and not even know 2010-12-11T05:17:48 *** sigh has joined #aichallenge 2010-12-11T05:18:15 *** sigh is now known as Guest27623 2010-12-11T05:19:13 *** Guest27623 is now known as sigh 2010-12-11T05:20:30 my laptop power died :( 2010-12-11T05:23:03 that sucks, i'm almost ready to post an idea that i think could be implemented 2010-12-11T05:23:03 did you catch me talking about improving the grading system 2010-12-11T05:23:08 it's open to cristicism though 2010-12-11T05:24:28 cristicism? 2010-12-11T05:25:10 nah, and now I'm busy setting up my desktop which I usually only ever ssh into :P 2010-12-11T05:26:04 hmmm, here's a problem.. 2010-12-11T05:26:33 what kind of criticism do you have of it? 2010-12-11T05:26:43 if ants are separate process, when one splits into two, how do you give the new process all the information the old one was storing? do we just force teh child to start from no info? 2010-12-11T05:26:53 epona: i mean criticism for me ideas from you :) 2010-12-11T05:26:57 my* 2010-12-11T05:27:07 processes* 2010-12-11T05:28:16 i can't see any other way around that 2010-12-11T05:32:00 or... we could allow people to write a "print info for child" function, and pass that string to the bot 2010-12-11T05:33:45 no, even better, i could just pass ants each turn the map with most recent known information to it, and send that map to the new ant too 2010-12-11T05:37:14 i think were talking about different things 2010-12-11T05:43:39 we have to use wall clock if ants use separate processes too 2010-12-11T06:22:29 *** Appleman1234 has joined #aichallenge 2010-12-11T06:43:25 http://www.ai-contest.com/forum/viewtopic.php?f=21&t=1205&p=8244#p8244 2010-12-11T06:43:27 let me have it :) 2010-12-11T06:43:33 sigh cough 2010-12-11T06:43:52 *** Frontier_ has quit IRC (Remote host closed the connection) 2010-12-11T06:51:47 *** Mekanik has quit IRC (Ping timeout: 240 seconds) 2010-12-11T07:02:24 *** epona has quit IRC (Ping timeout: 255 seconds) 2010-12-11T07:04:39 *** Mekanik has joined #aichallenge 2010-12-11T07:06:26 *** Zannick has quit IRC (Ping timeout: 252 seconds) 2010-12-11T07:19:40 *** choas has joined #aichallenge 2010-12-11T07:32:24 *** Accoun has quit IRC () 2010-12-11T07:42:43 *** yasith has joined #aichallenge 2010-12-11T07:47:11 *** Utkarsh has joined #aichallenge 2010-12-11T08:06:24 *** Rubicon-|-Cross has quit IRC (Quit: Leaving) 2010-12-11T08:11:24 *** Mekanik has quit IRC (Quit: WeeChat 0.3.3) 2010-12-11T08:30:10 *** mceier has joined #aichallenge 2010-12-11T08:30:50 *** Accoun has joined #aichallenge 2010-12-11T08:38:13 *** delt0r___ has joined #aichallenge 2010-12-11T08:39:29 *** delt0r_ has quit IRC (Ping timeout: 245 seconds) 2010-12-11T08:40:53 *** Appleman1234 has quit IRC (Ping timeout: 240 seconds) 2010-12-11T08:45:27 *** Rubicon-|-Cross has joined #aichallenge 2010-12-11T08:51:37 delt0r___: come in, come in 2010-12-11T09:14:30 YAAAS (Yet another attempt at simplification): http://www.ai-contest.com/forum/viewtopic.php?f=21&t=1205&p=8245#p8245 2010-12-11T09:14:47 I like it... but then... I would :) 2010-12-11T09:14:59 Certainly makes things more simple 2010-12-11T09:16:58 Meatkat: did you read my one above? 2010-12-11T09:17:11 it could be done without separate processes too, but i think that makes the game much more interesting 2010-12-11T09:17:57 i'm quite confident what i described could actually have a working prototype made for it 2010-12-11T09:18:36 I think you're is solid. But it's degrees of complexity above mine. 2010-12-11T09:19:20 it depends, i think we could merge them 2010-12-11T09:19:29 I would personally probably prefer yours, but the average shmo would find it intimidating 2010-12-11T09:19:32 i like your hole idea with the queen bee and taking them out by entering the hole 2010-12-11T09:19:43 but then i would want to be able to genrate walls for defense 2010-12-11T09:19:52 You can... with ants 2010-12-11T09:20:05 Since you can't control ants once they fly into a RAGE, neither can the enemy 2010-12-11T09:20:05 no, it's very hard to not allow ants to go on top of each other 2010-12-11T09:20:12 and i don't like having to fight any ant you see 2010-12-11T09:21:02 with my idea, you just need to write a program to handle one bot, knowing it might see bots that are thinking like it is 2010-12-11T09:21:08 I think that's the best part of it actually, it get rids of SOOO much complicated BS concerned with moving into combat, decisions in combat, if they more here does that count? who moves when.... stuff like that 2010-12-11T09:21:08 the engine does most of the messy stuff 2010-12-11T09:21:29 you're removing the complex dynamics that make it an interesting game :P 2010-12-11T09:21:52 I'm removing complex rules to allow for complex dynamics and an interesting game :P 2010-12-11T09:22:08 but you never make any choice with regards to where they are 2010-12-11T09:22:22 unless you win a battle i guess 2010-12-11T09:22:24 where 'who' are? 2010-12-11T09:22:26 but then that enemy is dead 2010-12-11T09:22:43 assume you are you, the enemy is they/them 2010-12-11T09:22:54 right 2010-12-11T09:23:13 also, what if 4 bots try to move into an empty square at once? 2010-12-11T09:23:28 Yeah, I think this would look really sweet in a visualiser as well, as you see all the ants turn red / yellow and rush into GLORIOUS COMBAT! 2010-12-11T09:23:42 and it's possibly that you try to make a string of moves, where the first n aren't invalid until you check a later move 2010-12-11T09:23:43 they should feel free to do that 2010-12-11T09:23:57 possible* 2010-12-11T09:24:08 ants can occupy the same square in my version 2010-12-11T09:24:14 the only invalid move is off the map 2010-12-11T09:24:18 in which case the ant stops 2010-12-11T09:24:37 how do they fight? 2010-12-11T09:24:59 GLORIOUSLY! :) Using one of the combat systems already proposed 2010-12-11T09:25:12 which ever is the simplest 2010-12-11T09:25:29 hmmmm, imo i don't like it other than the hole idea 2010-12-11T09:25:32 which i love 2010-12-11T09:25:37 but others may 2010-12-11T09:26:06 i could change mine to have harvest be just that, and they have to return it to home hole 2010-12-11T09:26:12 No worries, glad you like the whole idea 2010-12-11T09:26:14 :) 2010-12-11T09:26:18 or was it 'hole' idea? 2010-12-11T09:26:32 hole, as in the queen bee :P 2010-12-11T09:26:51 oh, in that case I challenge you to GLORIOUS COMBAT! AntRage style 2010-12-11T09:27:01 @tcp 2010-12-11T09:27:02 Accoun: tcp = (#1) http://www.benzedrine.cx/planetwars/, or (#2) http://72.44.46.68/, or (#3) 98.247.248.39:995 (zeroviz.us), or (#4) http://tcp.zeroviz.us/, or (#5) http://tcp2.zeroviz.us/ (crazy!) 2010-12-11T09:28:42 It's good to have competing ideas... makes everyone's better. We'll see what people say 2010-12-11T09:29:06 Probably end up with a combination of something already mentioned (if they actually use this idea at all) 2010-12-11T09:29:34 yep 2010-12-11T09:29:43 i think ants idea should be tried though, it's a cool concept 2010-12-11T09:31:29 added an edit on to mine 2010-12-11T09:32:17 oh oh oh, and you should be able to pass harvest to a friend ant on your square 2010-12-11T09:32:23 which gets passed before moves are made 2010-12-11T09:35:10 edited mine as well :P I like the sound of GLORIOUS COMBAT 2010-12-11T09:36:46 Alright, quite enough thinking of ants for me for one day 2010-12-11T09:36:47 lates 2010-12-11T09:36:55 i have one more suggestion :P 2010-12-11T09:37:21 if you kill an enemy, you automatically get all their harvest, if that is more than you can carry, that adds to whatever can be harvested from that current square 2010-12-11T09:45:08 antimatroid1: ow, not so loud--i have a head ache 2010-12-11T09:45:45 sorry, i think i worked out a set of rules that would work if implemented, it's with a separate process for each ant, but easily restrictable 2010-12-11T09:45:57 http://www.ai-contest.com/forum/viewtopic.php?f=21&t=1205&start=50 2010-12-11T09:46:09 bit christmas party i take it? :P 2010-12-11T09:52:13 *** Appleman1234 has joined #aichallenge 2010-12-11T09:52:53 delt0r___: I would also consider letting an ant turn harvest into walls maybe 2010-12-11T09:58:07 anyway, i'm going to bed, night 2010-12-11T10:03:08 *** Mathnerd314 has joined #aichallenge 2010-12-11T10:24:05 *** Appleman1234 has quit IRC (Ping timeout: 245 seconds) 2010-12-11T10:32:12 *** Sylph has joined #aichallenge 2010-12-11T10:33:04 *** Sylph2 has quit IRC (Ping timeout: 260 seconds) 2010-12-11T10:34:17 *** bhasker has joined #aichallenge 2010-12-11T10:36:02 *** amstan has joined #aichallenge 2010-12-11T10:36:02 *** ChanServ sets mode: +o amstan 2010-12-11T10:37:53 *** Naktibalda has joined #aichallenge 2010-12-11T10:39:07 morning 2010-12-11T10:42:11 *** Guest2611 has quit IRC (Remote host closed the connection) 2010-12-11T10:49:29 *** Mathnerd314 has quit IRC (Ping timeout: 240 seconds) 2010-12-11T11:05:09 *** Sylph has quit IRC (Ping timeout: 272 seconds) 2010-12-11T11:09:11 *** Mistmanov has joined #aichallenge 2010-12-11T11:11:10 *** Sylph has joined #aichallenge 2010-12-11T11:20:19 *** virdo has joined #aichallenge 2010-12-11T11:25:34 *** davidjliu has joined #aichallenge 2010-12-11T11:32:38 *** ptika has joined #aichallenge 2010-12-11T11:52:02 *** Frontier_ has joined #aichallenge 2010-12-11T12:25:58 *** Mathnerd314 has joined #aichallenge 2010-12-11T12:53:48 *** delt0r_ has joined #aichallenge 2010-12-11T12:55:16 *** delt0r___ has quit IRC (Ping timeout: 265 seconds) 2010-12-11T13:26:09 *** Frontier_ is now known as Frontier 2010-12-11T13:26:40 *** Zannick has joined #aichallenge 2010-12-11T13:27:53 I sτιll ςαη'τ bεlιενε I ςαη ωrιτε Grεεκ ησω! I gμεss ιτ ιs dιffιςμlτ τσ rεαd τhσμgh. 2010-12-11T13:28:37 Iτ's lικε α l33τ κεγbσαrd lαγσμτ. Jμsτ ωιτh grεεκ sγmbσls. 2010-12-11T13:29:08 lol 2010-12-11T13:30:23 αητιmατrσιd αlωαγs ωαητεd Grεεκ lεττεrs ση hιs κεγbσαrd fσr UΤF-8 ναrιαblε ηαmεs, ησω I ςαη τεαsε hιm :ρ 2010-12-11T13:44:56 *** Azrathud has quit IRC (Ping timeout: 240 seconds) 2010-12-11T13:48:12 *** tapwater has joined #aichallenge 2010-12-11T13:57:44 *** Azrathud has joined #aichallenge 2010-12-11T13:58:05 *** javagamer has quit IRC (Read error: No route to host) 2010-12-11T13:59:52 *** javagamer has joined #aichallenge 2010-12-11T14:09:18 *** delt0r___ has joined #aichallenge 2010-12-11T14:11:22 *** delt0r_ has quit IRC (Ping timeout: 272 seconds) 2010-12-11T14:18:36 *** Zannick has quit IRC (Ping timeout: 240 seconds) 2010-12-11T14:18:42 *** Zannick has joined #aichallenge 2010-12-11T14:23:13 *** fgump has quit IRC (Quit: Leaving) 2010-12-11T14:30:02 *** Mistmanov has quit IRC (Quit: Page closed) 2010-12-11T15:01:49 *** mceier has quit IRC (Quit: Lost terminal) 2010-12-11T15:02:40 *** mceier has joined #aichallenge 2010-12-11T15:03:03 *** Programmer_ has joined #aichallenge 2010-12-11T15:03:36 *** SmkMnstr has joined #aichallenge 2010-12-11T15:05:42 *** Programmer_ has left #aichallenge ("Leaving") 2010-12-11T15:09:57 howdydo 2010-12-11T15:10:44 *** p4p4 has joined #aichallenge 2010-12-11T15:15:34 *** Accoun has quit IRC () 2010-12-11T15:19:42 *** Error323 has quit IRC (Read error: Connection reset by peer) 2010-12-11T15:19:48 *** Error323_ has joined #aichallenge 2010-12-11T15:23:59 *** jamesdotnet has left #aichallenge 2010-12-11T15:24:26 *** Rubicon-|-Cross has quit IRC (Quit: Leaving) 2010-12-11T15:25:31 Meatkat: ping 2010-12-11T15:25:34 *** Error323_ is now known as Error323 2010-12-11T15:33:20 *** Accoun has joined #aichallenge 2010-12-11T15:45:41 *** Naktibalda has quit IRC (Quit: ChatZilla 0.9.86 [Firefox 3.6.8/20100722155716]) 2010-12-11T16:10:05 *** davidjliu has quit IRC (Quit: Page closed) 2010-12-11T16:18:39 *** Naktibalda has joined #aichallenge 2010-12-11T16:28:05 anyoen else having problems with msn/hotmail today? 2010-12-11T16:42:37 I'm never touching that 2010-12-11T16:48:00 *** Appleman1234 has joined #aichallenge 2010-12-11T16:50:16 *** Appleman1234 has quit IRC (Excess Flood) 2010-12-11T16:52:16 *** Azrathud has quit IRC (Read error: Connection reset by peer) 2010-12-11T16:52:20 *** Azrathud_ has joined #aichallenge 2010-12-11T16:58:22 *** Appleman1234 has joined #aichallenge 2010-12-11T17:03:03 *** Appleman1234 has quit IRC (Excess Flood) 2010-12-11T17:04:43 *** p4p4 has quit IRC (Quit: ChatZilla 0.9.84 [SeaMonkey 2.0a3/20090223135443]) 2010-12-11T17:05:01 *** Appleman1234 has joined #aichallenge 2010-12-11T17:05:54 *** dmj111 has quit IRC (Quit: ERC Version 5.3 (IRC client for Emacs)) 2010-12-11T17:06:06 *** smellyhippy has joined #aichallenge 2010-12-11T17:14:18 *** smellyhippy has quit IRC (Quit: BUT WAIT! What are those penguins up to?!) 2010-12-11T17:14:43 *** Appleman1234 has quit IRC (Ping timeout: 276 seconds) 2010-12-11T17:16:56 *** davidjliu has joined #aichallenge 2010-12-11T17:22:17 *** Appleman1234 has joined #aichallenge 2010-12-11T17:27:25 *** Appleman1234 has quit IRC (Ping timeout: 265 seconds) 2010-12-11T17:30:17 *** Palmik has quit IRC (Remote host closed the connection) 2010-12-11T17:31:13 *** yasith has quit IRC (Ping timeout: 250 seconds) 2010-12-11T17:33:19 *** amstan has quit IRC (Ping timeout: 245 seconds) 2010-12-11T17:39:10 *** Appleman1234 has joined #aichallenge 2010-12-11T17:41:33 *** Appleman1234 has joined #aichallenge 2010-12-11T17:43:09 *** yasith has joined #aichallenge 2010-12-11T17:43:17 are static variables the same as public 2010-12-11T17:43:27 DON"T TAKE MY PUBLIC VARIABLES FROM ME! 2010-12-11T17:44:37 *** virdo has quit IRC (Ping timeout: 276 seconds) 2010-12-11T17:44:47 no they aren't the same 2010-12-11T17:44:52 you can have private static variables 2010-12-11T17:45:37 static is more like global, rather than private 2010-12-11T17:46:55 *** phreeza has joined #aichallenge 2010-12-11T17:46:56 isn't that impossible to stop anyway? 2010-12-11T17:47:11 and people went back to no consideration of what works easily in that thread :\ 2010-12-11T17:47:11 yeah 2010-12-11T17:48:25 am i the only one who doesn't like meatkats idea for offense? you never, ever make any choice once an ant knows where an enemy is, they just both fight to the death, then whoever wins is also completely in the dark about where their ants are again 2010-12-11T17:48:51 even without static vars there are dozens of ways to share data -_- 2010-12-11T17:49:13 *** choas has quit IRC (Quit: leaving) 2010-12-11T17:49:36 well, i think a prototype game could be made with my set of intructions (unlike any of the other proposals), but nobody seems to have really commented on it :( 2010-12-11T17:49:38 yeah, Meatkat's idea has less control 2010-12-11T17:51:42 Frontier: do you know if it's easy for me to do what you did on windows? :P 2010-12-11T17:53:26 nobody has said anything about what information to give the ants too? 2010-12-11T17:53:33 anyone with an opinion? 2010-12-11T17:53:43 what, wait... let me read... 2010-12-11T17:54:05 Ah, I τhιηκ I κησω ωhατ γσμ αrε ταlκιηg αbσμτ. 2010-12-11T17:54:56 * antimatroid1 slices Frontier's throat 2010-12-11T17:55:08 I hανε ησ ιdεα, bμτ ιτ ωαs ρrεττγ εαsγ μηdεr Lιημχ αηγωαγ. Yσμ ςαη ιηhεrιτ frσm γσμ lαγσμτ, sαγ "εη" αηd mσdιfγ κεγs sερεrατεlγ 2010-12-11T17:56:18 Sσ I bσμηd τσ τhε κεγ Σ: e, E, €, ε for the standard layout I'm using now. But honestly I just wanted to tease you. haha 2010-12-11T17:56:50 no a, alpha? :P 2010-12-11T17:57:37 a, A, α, Α <- see 2010-12-11T17:58:14 Bμτ ιτ ιs mσrε fμη, τσ μsε τhε l33τ lαγσμτ :p 2010-12-11T17:58:15 ah, okay, i'd hardly call it an alpha :P 2010-12-11T17:58:29 use another font -.- 2010-12-11T18:10:57 *** Migi32 has joined #aichallenge 2010-12-11T18:12:21 *** davidjliu has quit IRC (Ping timeout: 265 seconds) 2010-12-11T18:13:11 *** amstan has joined #aichallenge 2010-12-11T18:13:12 *** ChanServ sets mode: +o amstan 2010-12-11T18:14:46 antimatroid1: check this out, it might be what you are looking for: http://www.howtogeek.com/howto/windows-vista/map-any-key-to-any-key-on-windows-xp-vista/ 2010-12-11T18:15:45 then again, maybe it just shuffels the existing keys around. 2010-12-11T18:16:30 i'll take a look, cheers 2010-12-11T18:16:37 have you read through my ants post? 2010-12-11T18:16:39 What's this I hear about everyone loving GLORIOUS COMBAT? 2010-12-11T18:16:41 i want someone to pick holes 2010-12-11T18:16:55 Meatkat:? 2010-12-11T18:17:09 (my ant combat scheme) 2010-12-11T18:17:29 i still hate it :) 2010-12-11T18:17:35 Haven't you heard the news? Everyone is loving. Or so the tabloids say 2010-12-11T18:17:42 loving it* 2010-12-11T18:18:15 "Crowds cheer as giant killer ants rush into GLORIOUS COMBAT" 2010-12-11T18:18:23 ;) 2010-12-11T18:19:12 It would be nice if there was a way to sandbox objects 2010-12-11T18:19:18 *** mceier has quit IRC (Quit: leaving) 2010-12-11T18:19:31 i'm not sure what that is, but why can't you? 2010-12-11T18:19:40 that would solve our multi-thread problem 2010-12-11T18:20:07 Well you probably CAN in a couple languages, but definitely not in all languages, and not without a lot of work 2010-12-11T18:20:28 i don't see why multiple processes is hard? 2010-12-11T18:20:49 Depends on how many you have 2010-12-11T18:20:54 Jμsτ lσσκ ατ τhε τιmε ιτ τακεs sσmε νιrτμαl mαςhιηεs τσ sταrτ μρ. 2010-12-11T18:21:44 Processing an array of 1000 objects is much easier than processing 1000 threads, and multiply that by # games played, etc.... 2010-12-11T18:22:13 sure, but we don't need 1000's of ants 2010-12-11T18:22:28 i think 20 ants per team would be pushing it maybe 2010-12-11T18:22:36 Sσmεσηε shσμld ωrιτε α ρrστστγρε αηd αsκ τhε sεrνεr αdmιη, ωhιςh lαηgμαgε ιs τhε bιggεsτ rεssσμrςε hσggεr :) 2010-12-11T18:23:04 more ants = more awesome 2010-12-11T18:23:05 S??? ??? sh??ld 2010-12-11T18:23:07 delt0r was planning, my post was meant to be one that a prototype could be made from, but no one is poking holes in it for me 2010-12-11T18:23:18 or discussing implementation details for the others either 2010-12-11T18:23:25 Watching 20 ants fumble their way around a board != exciting 2010-12-11T18:23:26 pgpaskar_: lol, this is unicode 2010-12-11T18:23:33 Meatkat: you need to make moves for every ant within your turn 2010-12-11T18:23:39 and have bots not just be completely stupid 2010-12-11T18:24:13 Meatkat: but at least they can communicate with each other. 2010-12-11T18:24:18 *** virdo has joined #aichallenge 2010-12-11T18:24:25 Meatkat: indeed 2010-12-11T18:24:55 I'm just saying the more ants the more interesting it will be to watch 2010-12-11T18:25:07 which was a large draw for PW, IMHO 2010-12-11T18:25:10 so the idea of teamwork is coming across. 1000 ants would be more awesome of course. but you can't handle that in seperate processes 2010-12-11T18:25:33 i'm not sure you can expect people to deal with that in one process 2010-12-11T18:26:07 RoboCom hat board sizes of 10² to 30² - that would be 900 robots at max. 2010-12-11T18:26:17 what were time limits? 2010-12-11T18:26:18 I'm sure there are plenty of good numbers between 20 and 1000s that we could choose... 2010-12-11T18:26:21 :) 2010-12-11T18:26:48 20 makes me thing of more like a wolf pack or something though 2010-12-11T18:27:01 antimatroid1: you cannot compare them, they ran in an interpreter. time wasn't really a constraint. 2010-12-11T18:27:56 the bigger you make maps, the bigger the trade off between "cool looking games" and "interesting strategies" 2010-12-11T18:28:09 i'm a fan of the interesting strategies over anything else, not sure about everyone else 2010-12-11T18:28:57 I'd say it's more of a map saturation thing that a map size 2010-12-11T18:28:57 I'd rather add a few walls than have 1000 ants instead of 20 considering the load on the server. 2010-12-11T18:29:55 Yeah, 20 is definitely better for the server 2010-12-11T18:30:31 I'm just playing DA here, I think the weak spot of the current iteration of ant wars is the 'wow' factor when watching games 2010-12-11T18:30:41 awww wtf? we did have 3 seconds on the first turn for planet wars 2010-12-11T18:30:43 But I think PW will be hard to follow 2010-12-11T18:30:45 i was explicitly told we didn't 2010-12-11T18:30:58 Plan it small and increase the number of ants later if possible. If there is an average of 10 ants per player and they can each think for 0.5 sec the load on the server is already 5x if the turn number stays the same. 2010-12-11T18:31:23 tripling my first move time would have helped a lot for planet wars 2010-12-11T18:31:57 I don't think most PW bots thought for .5 seconds... the limit should be a lot lower than that if they want to emphasis 'dumb' bots and emergent behaviours 2010-12-11T18:32:14 who is emphasising dumb bots? 2010-12-11T18:32:18 But that's a good point, start small 2010-12-11T18:32:21 i'm out if people want to make dumb bots 2010-12-11T18:32:38 *** amstan has quit IRC (Remote host closed the connection) 2010-12-11T18:33:07 i'm a little annoyed that 3 seconds was given on first turn yet stated otherwise 2010-12-11T18:33:25 Meatkat: even worse - if 'beginners' bots think for 0.1 sec as a rule of thumb that will just scale directly (x10) to the ant game 2010-12-11T18:33:33 the extra tiem on first turn, was for allocating memory, instatiating the java VM, etc. 2010-12-11T18:33:40 Frontier: all bots work off wall time 2010-12-11T18:34:01 so you just use timers and tell all ants to return "no move" if they run out of time 2010-12-11T18:34:22 burny: iouri said in the forums he was able to get the game state and work for 3 seconds 2010-12-11T18:34:23 ant: you had zero board info, during that 3seconds 2010-12-11T18:34:37 or, they lied 2010-12-11T18:34:41 antimatroid: Do all (maybe 20) processes run at the same time in your 'vision'? 2010-12-11T18:35:06 Frontier: yes, one bot's processes are KILLed for the other bots turn, then resumed once it's their turn again 2010-12-11T18:35:19 they get a second (atm) to all return their move 2010-12-11T18:36:15 antimatroid1: you had 2 seconds for your program to start up, then you were fed first turn info after which you had 1 sec 2010-12-11T18:36:35 hmm ok. i didn't like that idea in the first place, but i wont argue. (in particular you can't expect the operating system to share cpu time evenly across the processes) 2010-12-11T18:36:36 sigh: iouri claims otherwise 2010-12-11T18:36:39 http://www.ai-contest.com/forum/viewtopic.php?f=21&t=1224 2010-12-11T18:37:09 Frontier: how else would you limit information between ants? 2010-12-11T18:37:10 the source code is (and was) available to check what the actual behavior is :) 2010-12-11T18:37:27 hehe you guys still hanging out in here 2010-12-11T18:37:32 janzert: or you could just tell us :P 2010-12-11T18:37:34 janzert: yes, but the specification should still be right :P 2010-12-11T18:37:51 it doesn't change anything now, but it's a screw up 2010-12-11T18:37:56 I don't know didn't ever really do much if anything with the actual engine code 2010-12-11T18:38:04 @repo 2010-12-11T18:38:05 sigh: repo = http://code.google.com/p/ai-contest/ 2010-12-11T18:38:07 i'm not pointing fingers :P 2010-12-11T18:38:29 I would run one ant after the other and give each 100 ms to respond 2010-12-11T18:38:57 Frontier: yep, that would be best i think 2010-12-11T18:39:27 that means we can attempt to go off cpu time too 2010-12-11T18:39:37 Did you guys time your PW bots? Just curious on timings. 2010-12-11T18:39:53 yes, i pretty much always used most of my second 2010-12-11T18:40:09 game trees will do that 2010-12-11T18:40:21 I think next time there should be no specification just a pointer to the engine code :) 2010-12-11T18:40:35 janzert: say goodbye to nebies 2010-12-11T18:40:38 newbies* 2010-12-11T18:40:46 what is a pointer? 2010-12-11T18:40:51 * 2010-12-11T18:40:51 haha 2010-12-11T18:40:53 :) 2010-12-11T18:41:21 I doubt most of the newbies ever read the specs anyway, just worked from the starter packages 2010-12-11T18:41:47 i think two of the most important things about this contest are 2010-12-11T18:41:48 1. it's easy for new people to come in and get started, yet the games are quite complex 2010-12-11T18:41:48 2. you can pretty much use any language you want 2010-12-11T18:41:56 hmm... I think iouri is right 2010-12-11T18:42:07 *** greghaynes has quit IRC (Ping timeout: 240 seconds) 2010-12-11T18:42:12 http://code.google.com/p/ai-contest/source/browse/trunk/planet_wars/backend/engine.py?r=657#334 2010-12-11T18:42:16 the specs are how i would work out wtf the start packages are really doing :P 2010-12-11T18:43:09 *** Azrathud_ has quit IRC (Ping timeout: 250 seconds) 2010-12-11T18:43:20 3. Game is easy to visualise 2010-12-11T18:43:46 preferably have a html canvas impl :) 2010-12-11T18:44:00 * janzert isn't really serious about "no spec" just wanting to point out that the engine should be considered the "final authority" 2010-12-11T18:44:03 i think string messages ruins the easy to visualise 2010-12-11T18:44:28 depends if you want strings to be part of the visualisation 2010-12-11T18:44:44 well otherwise you don't even really see all of the game 2010-12-11T18:44:44 you can treat it as "internal" to the bots 2010-12-11T18:44:46 only part of it 2010-12-11T18:45:02 antimatroid: i think i would use a zip algorithm and base-64 converter to transfer complete map information between ants -.- 2010-12-11T18:45:11 the same way that you don't see the data that a bot is storing in memory? 2010-12-11T18:45:37 why not just have the information assume all bots that can see each other can communicate in their own language? 2010-12-11T18:45:44 and give each bot updated information based on that 2010-12-11T18:45:59 it's a lot easier to do, and gets rid of string messages 2010-12-11T18:45:59 on other thing is so far the contest has always used a pre-existing game, this has a whole bunch of advantages 2010-12-11T18:46:10 janzert: agree 2010-12-11T18:46:17 i'm a bit iffy about show 2010-12-11T18:46:27 *about how well designing a new game will turn out 2010-12-11T18:46:32 planetwars was kind of new, it was a new variation 2010-12-11T18:46:46 *** Azrathud_ has joined #aichallenge 2010-12-11T18:47:12 *** Sylph2 has joined #aichallenge 2010-12-11T18:47:14 * janzert goes afk again 2010-12-11T18:47:47 i like iouris suggection about bots outputing "ready" when they've set up 2010-12-11T18:47:52 suggestion* 2010-12-11T18:48:15 yeah, that's reasonable 2010-12-11T18:48:29 *** greghaynes has joined #aichallenge 2010-12-11T18:48:39 i like that 2010-12-11T18:48:46 that is so simple and yet it wasnt in planet wars ^ 2010-12-11T18:48:55 also, if someone hasn't mentioned it... all constants defining the game should be fed in at the start 2010-12-11T18:48:58 i will put that in the engine 2010-12-11T18:49:38 *** Sylph has quit IRC (Ping timeout: 240 seconds) 2010-12-11T18:49:54 i think that should be fed before receiving "ready" 2010-12-11T18:49:56 Zannick: probably log, when a bot isn't ready within 3 seconds and kill it then 2010-12-11T18:50:22 that way people can allocate all their memory etc. before any turns 2010-12-11T18:50:41 Frontier: you ever time out on a turn and you lose the game 2010-12-11T18:50:43 i think that's reasonable 2010-12-11T18:50:45 antimatroid1: either way, it will help alliviate the stress about hard coding in game lengths and timeouts etc 2010-12-11T18:51:08 Frontier: i was planning on that, too 2010-12-11T18:51:25 *** Azrathud_ has quit IRC (Ping timeout: 260 seconds) 2010-12-11T18:53:47 If the fov was a radius of 9 and a a square could be represented in 2 bits and a compressor could reduce that to 30% and we could use 7-bits in the communication strings, it would all fit in 24 bytes :-). 2010-12-11T18:54:03 well i'm going to start throwing together pieces for a prototype 2010-12-11T18:54:10 i have nothing better to do today 2010-12-11T18:54:33 what are peoples thoughts on the home home? 2010-12-11T18:54:41 i really like that 2010-12-11T18:54:46 home hole? 2010-12-11T18:54:50 but i think wall creation needs to be added then 2010-12-11T18:55:37 It is a strategic bonus to win by capturing the hive, like sending 7 migs to the enemy construction yard in C&C red alert was. 2010-12-11T18:55:38 all your ants spawn from "home" where your queen is, if there is harvest there at the end of a turn, 1 ant is made from 1 of the grains, then when you harvest grains, you return them home 2010-12-11T18:55:44 and can pass them to your friends 2010-12-11T18:56:09 if you get one of your ants into their home, you win (or draw if it's done at the same time as them) 2010-12-11T18:56:43 is it faster to pass grains on, or to walk all the way yourself? 2010-12-11T18:57:05 you can send one ant home then, and the others can go get more grain 2010-12-11T18:57:46 So they split into harvesters and carriers than, nice idea. 2010-12-11T18:58:33 i think wall creation should be left out 2010-12-11T18:58:49 and line symmetric maps always used, so you don't just know where their home is 2010-12-11T18:59:47 Symmetry is a must I guess, although that gives you insight into how the enemy base is laid out. 2010-12-11T18:59:59 that's my point, use line symmetry and you don't 2010-12-11T19:00:06 but keep it symmetric 2010-12-11T19:00:23 line symmetry is a mirror, right? 2010-12-11T19:00:43 hmmm, maybe i can't do what i did with planet wars maps on a discrete board? 2010-12-11T19:01:26 okay, simple fixed, we'll have the map generator pick between which way to mirrow 2010-12-11T19:01:28 either way you will know what the enemy base looks like. where their spice is relative to their home hole, because it is just mirrored from yours 2010-12-11T19:01:39 ok 2010-12-11T19:01:41 mirror*, then you don't necessarily know where they are, but may have some idea 2010-12-11T19:02:15 you can do quite a few possible mirrorings 2010-12-11T19:02:39 Why would I want to go for any spice other than the closest to my hive? 2010-12-11T19:02:50 you don't see the whole map 2010-12-11T19:03:03 only what's in each ant's field of view 2010-12-11T19:03:31 i'm planning to send each ant the most recently known information to it of the map each turn 2010-12-11T19:04:03 anyone wanna work on real ai instead of an ai chalenge 2010-12-11T19:04:12 define real ai 2010-12-11T19:04:18 well semi real ai at least 2010-12-11T19:04:24 define semi real ai 2010-12-11T19:04:29 something that RESEMBLES the star trek computer interface 2010-12-11T19:04:38 that's fine I guess. But once I know that a spice location is the closest to my base I wouldn't want to go anywhere else. 2010-12-11T19:04:53 frontier: until you harvest everything there 2010-12-11T19:05:06 so i can tpye a query like 2010-12-11T19:05:27 "Computer, What's the capital of California?" 2010-12-11T19:05:41 is it really any different? 2010-12-11T19:06:00 how do you plan to do it? just interpret text and look up answers? 2010-12-11T19:06:05 how is that any more aiey? 2010-12-11T19:06:30 its the begining for ai 2010-12-11T19:06:43 mimic this interface, learn stuff, do it better 2010-12-11T19:06:45 i find these problems much more interesting than say knowledge systems 2010-12-11T19:06:48 im not sure when it will get to actual reasoning 2010-12-11T19:07:36 ok well i can respect that 2010-12-11T19:08:27 *** greghaynes has quit IRC (Ping timeout: 240 seconds) 2010-12-11T19:09:16 here is an inspiration towards reasoning i made awhile ago 2010-12-11T19:09:17 http://onegrandcircle.com/~justin/timeisit.cpp 2010-12-11T19:09:45 uses CYC like triplets to answer question "what time is it", except not really, but it demonstrates the idea 2010-12-11T19:10:15 SmkMnstr: http://www.wolframalpha.com/input/?i=What's+the+capital+of+California%3F -- scrape / OCR this :) 2010-12-11T19:10:23 i made up some random stuff like "is-a, as-a dereferencing" and some other idea, that let you process these triples, anyway just throwing out 2010-12-11T19:11:35 antimatroid1: ...until I harvest everything and move on to the next closest spice. It *might* be the most effective way to play the ant game. 2010-12-11T19:11:36 i can imagine how to do some basic structured information extraction revolving aroudn the word 'is' 2010-12-11T19:11:41 for basic querys like that 2010-12-11T19:13:14 Noone really commented about this : http://ai-contest.com/forum/viewtopic.php?f=21&t=1223 -- does it mean the idea is generally unliked? 2010-12-11T19:13:21 WolframAlpha just looks for known words, like capital, California, red, ... : http://www.wolframalpha.com/input/?i=You+commited+a+capital+delict+in+California%21 2010-12-11T19:13:36 hmmm, here's an interesting idea, if all ants spawn on the same square, how do you get them all to do something different? 2010-12-11T19:13:39 i'm not sure you can 2010-12-11T19:13:55 not deterministically anyway 2010-12-11T19:14:07 It doesn't say "Sorry, I don't understand" :) 2010-12-11T19:14:25 heh yeah 2010-12-11T19:14:39 maybe you should start with 5 grains in the home base, so you get a new ant every turn for the first 5 turns 2010-12-11T19:14:48 so they can make their choicese based off seeing their friends 2010-12-11T19:15:37 antimatroid: the queen is a bot itself and can decide on which of the 4 sides it will spawn an ant. :p 2010-12-11T19:16:41 i would consider blocking off 3 sides of home bases by default 2010-12-11T19:17:00 as a directed entrance? 2010-12-11T19:17:20 yeah 2010-12-11T19:17:31 just put walls on the sides 2010-12-11T19:18:37 *** greghaynes has joined #aichallenge 2010-12-11T19:19:25 or make it look like an ant hill with the cave entrance on one side 2010-12-11T19:20:17 How about some textures for the terrain, home holes and spice? Hmm... 2010-12-11T19:20:50 I'm not a texture artist, but I would love to see MY textures in the game ^^ 2010-12-11T19:22:01 i'm not handling graphics :P 2010-12-11T19:28:34 oh, here's an idea, have people also submit a second bot for "bullets" then you can fire a bullet at an enemy ant within view of you, and it has no choice but to make a move every turn, if it goes out of view of it's target, it dies, if it hits another bot, that bot gets hurt 2010-12-11T19:29:08 that would be too hard to do i think, fun idea 2010-12-11T19:29:19 i leave that up to the forum :) 2010-12-11T19:29:28 *** Migi32 has quit IRC (Quit: BOINC) 2010-12-11T19:32:25 I'm still thrilled by the idea of creating a large scale programming game in outer space with people (or maybe space trolls or something), interceptors, and larger interplanetary ships that can be assembled from predefined modules like fleet hangar, room for landing troops, defenses, and thrusters. 2010-12-11T19:32:55 hmmm, atm we're outputting the same information to both bots yeah? how do we output different things to each process? 2010-12-11T19:33:21 at the moment (planetwars) we already change the player ids 2010-12-11T19:33:41 ah, that is true 2010-12-11T19:33:41 the engine figures it out (tm) 2010-12-11T19:34:36 why not just let the bots be told what their player number is? 2010-12-11T19:35:24 everyone wants to be #1 2010-12-11T19:35:33 antimatroid1: that could have been done, but in the ant game you need to send different information to every ant anyway. 2010-12-11T19:36:01 frontier: yes, my point is the code is confusing if you're also swapping player numbers around 2010-12-11T19:36:04 but meh 2010-12-11T19:36:58 I dont think anyone is going mad if you change it so that the REAL player id is sent. It only confused me when I was debugging. 2010-12-11T19:37:36 my engine thought "player 2" and my bot thought "player 1". this always ends up in confusing logs ^^ 2010-12-11T19:38:00 yeah, you could also open a different debug file dependent on your player number then as well 2010-12-11T19:59:27 how does one define a 2d vector in pythong? 2010-12-11T19:59:32 [][] or [ [] ]? 2010-12-11T19:59:40 python* 2010-12-11T20:02:38 a list of lists 2010-12-11T20:02:58 there isn't a deeper way to do it 2010-12-11T20:03:13 so, eg, columns = [] 2010-12-11T20:03:24 for i in rows: 2010-12-11T20:03:43 columns.append([0, 1, 2, 3, 4]) 2010-12-11T20:03:48 map = [ [] ] is that right? 2010-12-11T20:03:54 yeah, something like that 2010-12-11T20:04:20 *** medrimonia has joined #aichallenge 2010-12-11T20:06:22 *** medrimonia1 has quit IRC (Ping timeout: 250 seconds) 2010-12-11T20:09:19 adding walls is tricky 2010-12-11T20:09:37 when generating, you need to ensure there is a path between the two players homes 2010-12-11T20:11:18 that sounds like a path finding problem :) 2010-12-11T20:11:38 Can you add wall formations that look like smilies? 2010-12-11T20:12:18 no, has to be random 2010-12-11T20:12:23 it's not too bad to do 2010-12-11T20:12:36 i have another python question, how do i then index my list of lists? 2010-12-11T20:12:48 say i want to access (x,y) of map 2010-12-11T20:15:58 *** Azrathud has joined #aichallenge 2010-12-11T20:28:30 nevermind, was as would be expected 2010-12-11T20:57:35 *** phreeza has quit IRC (Quit: kthxbai) 2010-12-11T21:12:59 *** burny has quit IRC (Quit: rebootzors) 2010-12-11T21:29:11 *** amstan has joined #aichallenge 2010-12-11T21:29:11 *** ChanServ sets mode: +o amstan 2010-12-11T21:30:39 *** dmj111 has joined #aichallenge 2010-12-11T21:47:36 *** pgpaskar_ has quit IRC (Quit: leaving) 2010-12-11T21:51:37 *** pgpaskar_ has joined #aichallenge 2010-12-11T21:58:50 *** Naktibalda has quit IRC (Ping timeout: 272 seconds) 2010-12-11T22:02:53 *** wh1teside_ has joined #aichallenge 2010-12-11T22:06:00 *** wh1teside has quit IRC (Ping timeout: 240 seconds) 2010-12-11T22:09:52 *** delt0r_ has joined #aichallenge 2010-12-11T22:11:00 *** delt0r___ has quit IRC (Ping timeout: 240 seconds) 2010-12-11T22:34:16 *** dmj111 has quit IRC (Quit: ERC Version 5.3 (IRC client for Emacs)) 2010-12-11T22:47:09 *** antimatroid has joined #aichallenge 2010-12-11T22:47:35 *** antimatroid1 has quit IRC (Ping timeout: 250 seconds) 2010-12-11T22:51:56 *** Appleman1234 has quit IRC (Ping timeout: 250 seconds) 2010-12-11T23:20:07 *** Appleman1234 has joined #aichallenge