2010-12-13T00:04:54 *** Rubicon-|-Cross has joined #aichallenge 2010-12-13T00:11:31 *** Appleman1234 has quit IRC (Ping timeout: 240 seconds) 2010-12-13T00:16:56 *** davidjliu has quit IRC (Quit: Page closed) 2010-12-13T00:22:25 *** Utkarsh has quit IRC (Ping timeout: 276 seconds) 2010-12-13T00:26:50 *** Utkarsh has joined #aichallenge 2010-12-13T00:28:19 *** fmeyer has joined #aichallenge 2010-12-13T00:35:07 i'm not sure the rotation of the board is necessary 2010-12-13T00:35:13 (i'm back) 2010-12-13T00:36:29 I meant rotation as a symettry 2010-12-13T00:38:50 yeah okay 2010-12-13T00:38:57 so i can remove the rotation at the end? 2010-12-13T00:39:07 i'm going to write that function to scan linear lines between homes 2010-12-13T00:39:09 sure 2010-12-13T00:39:19 what for? 2010-12-13T00:39:32 well, diagonal, vertical and horizontal 2010-12-13T00:39:37 to see how often it aligns 2010-12-13T00:39:38 ah yup 2010-12-13T00:39:46 we only really care if it aligns all the time 2010-12-13T00:39:58 obviously aligning at random times is fine ;P 2010-12-13T00:40:20 but yeah, that function is good... saves having to think through the math 2010-12-13T00:41:03 wait, do i want to rotate the board randomly up to 3 times? 2010-12-13T00:41:09 o_O 2010-12-13T00:41:29 bah, i'm confused, i'll play around :) 2010-12-13T00:41:56 rotations lie in a group so once should be enough :P 2010-12-13T00:42:14 *** delt0r has quit IRC (Ping timeout: 240 seconds) 2010-12-13T00:42:36 *** delt0r has joined #aichallenge 2010-12-13T00:46:32 argh, I was going to point you at the good tron map generator http://www.ai-contest.com/forums/viewtopic.php?f=10&t=71 2010-12-13T00:46:45 but apparently the file has been removed from the server 2010-12-13T00:47:36 also it looks like none of them were actually used in the final contest so I can't point you at examples either :( 2010-12-13T00:48:07 *** Appleman1234 has joined #aichallenge 2010-12-13T00:48:33 janzert: what was special about the tron generator? 2010-12-13T00:49:24 yeah? 2010-12-13T00:49:31 it didn't have wrapped walls either 2010-12-13T00:49:48 one thing is in addition to the "random" wall maps like anti's current generator makes it also made maze like maps and maps with long straight walls randomly laid out 2010-12-13T00:49:59 antimatroid1: right but it should be easy to adapt that 2010-12-13T00:50:06 ah 2010-12-13T00:50:25 that's easy to do 2010-12-13T00:50:33 I was going to suggest looking at a maze generator, but I think this random approach gives a more natural feels 2010-12-13T00:50:38 antimatroid1: I think maybe your current requirement that *every* non-wall cell be reachable may be too strong 2010-12-13T00:50:39 *feel 2010-12-13T00:50:52 janzert: what do you mean? 2010-12-13T00:51:09 sure, it should all be easy to redo but looking at the other one might have been useful for you 2010-12-13T00:51:10 in fact, you can run into every wall if you want 2010-12-13T00:51:42 it should be fine to generate maps where sections are unreachable so long as the two bases are still connected 2010-12-13T00:52:00 but then it's a waste of space? 2010-12-13T00:52:08 might want to make sure only a certain percentage is unreachable of course 2010-12-13T00:52:13 janzert: thats what he originally had :P 2010-12-13T00:52:33 *** Appleman1234 has quit IRC (Ping timeout: 240 seconds) 2010-12-13T00:52:38 give me a sec 2010-12-13T00:52:47 I think it's fine if say up to 10-15% is unreachable 2010-12-13T00:53:36 doesn't look like I even have any of the good maps saved locally 2010-12-13T00:53:52 from tron that is 2010-12-13T00:54:04 *** Appleman1234 has joined #aichallenge 2010-12-13T00:54:07 that's an easy change anyway.... change line 89 to test: squaresVisited == int(dim*dim*min_reachable_factor) 2010-12-13T00:54:43 it's not the simple change i thought, cbf atm 2010-12-13T00:55:01 what I said is not easy 2010-12-13T00:55:02 ? 2010-12-13T00:55:08 hang on, just saw that 2010-12-13T00:55:23 change == to > 2010-12-13T00:55:41 err... >= 2010-12-13T00:55:50 oh, yeah, i also need to check home bases are connected 2010-12-13T00:56:06 that's also easy 2010-12-13T00:56:15 make sure home2 is painted err 2010-12-13T00:56:17 okay, hold up 2010-12-13T00:57:30 squaresVisited >= int(dim*dim*min_reachable_percentage/100) and nMap[home2[0] ][home2[1] ] 2010-12-13T00:57:46 that should work 2010-12-13T00:59:24 * sigh codes by randomly typing characters, then slowly mutating the string until it converges to a solution 2010-12-13T00:59:49 oh, it does, i need to paint the closed off regions after adding walls now though 2010-12-13T00:59:57 cause resources get put in closed off regions 2010-12-13T01:00:40 ants see through walls right? 2010-12-13T01:01:00 i.e. visions is strictly limited by distance 2010-12-13T01:01:09 *** delt0r has quit IRC (Read error: Operation timed out) 2010-12-13T01:01:21 haha... I had an idea... put nice resources in the closed off areas and allow people to dig 2010-12-13T01:01:24 http://codepad.org/9BKCYLIz 2010-12-13T01:01:39 janzert: i wanted to have them not see through walls, delt0r thinks it's better to 2010-12-13T01:01:42 what are your thoughts? 2010-12-13T01:02:02 it's not hard to paint out each players visible region with walls blocking sight and returning what they can see 2010-12-13T01:02:06 if ants can see through I would go ahead and put resources in the closed off region so ants need to get smart enough to know when the resource is unreachable 2010-12-13T01:02:32 hmm, not really sure which would be more interesting 2010-12-13T01:02:34 yeah, actually that could make it cool, i'll leave it like that 2010-12-13T01:03:04 see through is probably a lot easier to deal with all around 2010-12-13T01:03:45 antimatroid1: your comments are out of date again :P 2010-12-13T01:03:53 sigh: i'll fix them later 2010-12-13T01:03:58 *** delt0r has joined #aichallenge 2010-12-13T01:03:58 :) 2010-12-13T01:04:06 what do you think should happen when opponent ants try to move into the same square? 2010-12-13T01:04:12 delt0r and i don't agree on that one 2010-12-13T01:04:31 he wants the engine to resolve those moves and have neither ant move, I say let them fight each other to death there and then 2010-12-13T01:04:36 I think it should segfault and crash the server 2010-12-13T01:05:19 I think a lot of that really should be resolved with playtesting :) 2010-12-13T01:05:57 that's the plan, but i think if people have to consider resolving moves that may not go through, it becomes a lot harder 2010-12-13T01:07:25 I rather like fight to the death, but it might have unforeseen problems. It's really hard to get a good feel for the dynamics without seeing games played :) 2010-12-13T01:07:46 i don't want it to be the only method of fighting, otherwise i don't think many fights will occur 2010-12-13T01:08:21 yeah, I don't really like bullets but there needs to be some method of ranged damage I think 2010-12-13T01:08:28 maybe call it acid spit :P 2010-12-13T01:08:34 it would be good if the game dynamics went along the lines of start: collect resources and build up grains at home base, middle: go explore the map for them and scope things out end: epic battle while trying to charge each others home base 2010-12-13T01:10:12 acid spit is cooler than bullets, another option is you can "hit" another ant that can be reached in x moves 2010-12-13T01:10:22 which gets processed before moves 2010-12-13T01:10:39 with acid spit 2010-12-13T01:10:45 or maybe ranged attack shouldn't just travel in straight lines but be more like a mortar lob that can go to any destination within a certain range and cause a small radius of damage 2010-12-13T01:11:18 i like that 2010-12-13T01:11:24 you give it the distance it travels 2010-12-13T01:11:29 and it has a set blast radius 2010-12-13T01:11:37 but I'll let you guys work it all out, I really should stay out of this one :/ 2010-12-13T01:11:39 and distance is capped 2010-12-13T01:12:09 Wibble 2010-12-13T01:12:15 and you get hp of 5-distance to centre of blast hp taken off 2010-12-13T01:12:53 wibble? 2010-12-13T01:13:32 sigh: you don't watch blackadder? 2010-12-13T01:13:43 I though you where from down under 2010-12-13T01:14:10 I haven't seen all of it :P 2010-12-13T01:14:46 well the last episode of blackadder goes forth has the wibble reference... 2010-12-13T01:14:53 I let you you tube 2010-12-13T01:14:55 it 2010-12-13T01:15:30 antimatroid1: it sounds like you really just want a RTS rather than "army ants" 2010-12-13T01:15:49 isn't this meant to be an rts like game? 2010-12-13T01:16:03 i really don't like the cancelling of moves 2010-12-13T01:16:10 that makes it way harder to work out what moves you can make 2010-12-13T01:18:28 delt0r_: I'm not overly set on "firing" stuff, just "attack" ant in next square is fine, but i really think oppoents should be able to land in the same square and one (or both) dies off 2010-12-13T01:19:19 stacking always results in the same tatics in all RTS games that have it. Stack when ever you can --always 2010-12-13T01:20:01 while no stacking permit more interesting formations and less "logic" (ie 3 way + n way stacks from both temes) 2010-12-13T01:20:03 teams 2010-12-13T01:20:47 sigh: i've actually kind of warmed up to krudd since he got the boot, you? 2010-12-13T01:21:09 delt0r_: I expect it to be fairly easy to avoid stacking 2010-12-13T01:21:23 although if large groups come across each other, than can charge into battle which will be over faster 2010-12-13T01:21:25 antimatroid1: well he's saying stuff that makes sense now 2010-12-13T01:21:33 and not running away from the media 2010-12-13T01:21:35 sigh: even before this last week 2010-12-13T01:22:02 honestly haven't been paying attention to him in the meantime 2010-12-13T01:27:33 does anything need to be passed at the very start of the game other than map dimensions, turns in a game and maxt time per turn? 2010-12-13T01:27:57 *** Azrathud has quit IRC (Quit: Leaving) 2010-12-13T01:29:18 vision radius would be useful 2010-12-13T01:29:32 yep 2010-12-13T01:30:23 antimatroid1: But if you permit stacking you can't stop it... so i stack *all* my ants when ever i can 2010-12-13T01:30:42 It will always be the better strat... we have seen this many times in other RTS 2010-12-13T01:30:57 delt0r_: i'm saying make two friend ants stacked be an invalid move and loss of game 2010-12-13T01:31:13 if two opponent ants land on the same square, only one (if any) can be there after they battle 2010-12-13T01:31:23 well now you have ---stacking kinda with extra rules and logic ... for what? 2010-12-13T01:31:28 what does it add? 2010-12-13T01:31:40 it means you don't have to worry about your moves not actually being implemented 2010-12-13T01:31:49 ?? 2010-12-13T01:32:08 if two oppoent ants try to move into the same square, you want that to not count for either of them? 2010-12-13T01:32:21 but then your ant isn't goint to be where it was expected if it's still alive 2010-12-13T01:32:23 yea 2010-12-13T01:32:29 so 2010-12-13T01:32:32 which is also more work to handle when working out possible moves 2010-12-13T01:32:40 it's easier if you let them land there and fight to death 2010-12-13T01:32:56 if there are *any* invalid moves... then this is something you need *anyway* 2010-12-13T01:33:18 no, you just never move one of your ants to where another one is 2010-12-13T01:33:18 and if two freindlys can't stack then that situation happens anyway 2010-12-13T01:33:20 that's easy 2010-12-13T01:33:41 and then you may move an ant to any empty square, and provided it's stil alive next turn, it will be there 2010-12-13T01:33:49 really? 2010-12-13T01:34:02 what's complicated? 2010-12-13T01:34:11 you can only ever have two opponent ants land in the same square 2010-12-13T01:34:14 (0,0)-> 0,1 <-(0,2) 2010-12-13T01:34:43 ops these two ants did not communicate that they both planed to move to the same square 2010-12-13T01:34:47 now what happens 2010-12-13T01:34:54 same team or not? 2010-12-13T01:34:55 these are on the same team 2010-12-13T01:34:57 they lose 2010-12-13T01:35:04 ?? WTF 2010-12-13T01:35:05 if all ants are the one process, they all share the same information 2010-12-13T01:35:32 it shouldn't be hard to make sure you never move where another one of your ants is going to be 2010-12-13T01:35:40 no--they only see local info... ant A doesn't know anthing about ant B without some serious pattern matching 2010-12-13T01:35:40 *** sigh has quit IRC (Ping timeout: 245 seconds) 2010-12-13T01:35:55 delt0r_: how? 2010-12-13T01:36:01 each ant only "sees" a friendly... it doesn't know which "ant: that is 2010-12-13T01:36:37 if i am using one process with all information going to there, all my ants know the same thing 2010-12-13T01:36:47 you cannot stop people from doing that 2010-12-13T01:36:50 Ant A sees: Ant (0, 2) team=1 2010-12-13T01:37:06 it needs to know its hp and what it can see 2010-12-13T01:37:10 ant B sees: Ant (0,-2) team=1 2010-12-13T01:37:18 only its HP 2010-12-13T01:37:22 not other ants. 2010-12-13T01:37:30 if ants start from the home base 2010-12-13T01:37:34 they all know where they are 2010-12-13T01:37:35 I don't even give id;s --but that could be added 2010-12-13T01:37:57 good luck with you starter packs... 2010-12-13T01:38:10 it's easy :\ 2010-12-13T01:38:23 prediction... bottom 2/3 make illegal moves and kill 1/2 there own ants 2010-12-13T01:38:28 yea right 2010-12-13T01:39:01 not really, make a vector of ants, go through and make a random valid move for each one (random bot) and return the moves 2010-12-13T01:39:03 delt0r_: I think you're imagining the information being given to the ants in a completely different way that antimatroid1 is doing it 2010-12-13T01:39:36 none of the information is being given from an ants point of view for his proposal 2010-12-13T01:39:37 the idea was "agents" --ie close to the ant per process 2010-12-13T01:39:53 but in one process for implentation reasons 2010-12-13T01:40:08 so you want to pass each ant relative information? 2010-12-13T01:40:14 *** tapwater has quit IRC (Quit: tapwater) 2010-12-13T01:40:23 bbs 2010-12-13T01:40:26 however its still very abitary to have "freindies" move onto the same square as illegal but not foes 2010-12-13T01:40:44 what if 2 guys try to attack the same ant... 2010-12-13T01:40:56 either let stacking happen --or don't 2010-12-13T01:41:05 but a mix is worse that either 2010-12-13T01:41:18 antimatroid1: I do only pass relative information 2010-12-13T01:41:20 you could instead just always have just the strongest ant survive no matter if they are same team or not :) 2010-12-13T01:41:59 *** fmeyer has quit IRC (Ping timeout: 265 seconds) 2010-12-13T01:42:13 still seems very lame... "locked" combat is very artifical... i can't retreat or break off the attack... it just doesn't seem to lead to anything interesting 2010-12-13T01:43:07 yeah, there should be a separate /normal/ way of attacking 2010-12-13T01:45:25 anyway I have a first cut ready to show people... 2010-12-13T01:45:45 its sloppy code... but at least we can "see" how it works... 2010-12-13T01:48:42 delt0r: if two ants attack the same enemy, it loses that many hp, if it goes below 0, the ant dies 2010-12-13T01:49:31 you can't do relative information with the home base idea 2010-12-13T01:49:46 i originally wanted to do that but threw it out when i liked home base 2010-12-13T01:50:39 but since they are on the same sqaure--you now have 2 friendlies on the same square 2010-12-13T01:50:55 its just seems very inconsitant... 2010-12-13T01:51:07 no, i'm saying don't let two friends go on the same square 2010-12-13T01:51:22 *** virdo has quit IRC (Ping timeout: 260 seconds) 2010-12-13T01:51:35 you could do that with ides 2010-12-13T01:51:37 antimatroid1: relative info is easy... "collision" stuff is also easy 2010-12-13T01:51:38 ids* 2010-12-13T01:51:39 and relative 2010-12-13T01:52:28 how are you having new ants made atm? and what's the decision rule for where they spawn? 2010-12-13T01:52:30 but that will kill friendlys.. seriously.. if I can share space with the enemny why not a friend... its not logical 2010-12-13T01:52:51 just spawn everything randomly... good for basic debug 2010-12-13T01:53:12 and you get an idea without too many tedious details 2010-12-13T01:53:58 when do you get a new ant? 2010-12-13T01:56:03 A new ant is "born" in the same place as the parent. Its an "egg" till the parent leaves the square. Then it spaws.. 2010-12-13T01:56:16 its a hack, but can be easily changed 2010-12-13T01:56:24 that works 2010-12-13T01:56:25 permits easy swaming in random maps 2010-12-13T01:56:36 so you can see dynamics better 2010-12-13T01:56:47 its not bad... very "alife" like 2010-12-13T01:57:15 you can see stratagies that could work well... and see what does not 2010-12-13T01:57:28 my current bot ignores walls 2010-12-13T01:57:31 i really like the home base idea though 2010-12-13T01:57:36 yea 2010-12-13T01:57:38 easy to add 2010-12-13T01:57:56 don't thinks it changes the basic dynamics... 2010-12-13T01:57:57 not really, if ants spawn there, they all know the same thing 2010-12-13T01:58:11 just adding some comments to the code... then will post 2010-12-13T01:58:15 or do you want ants to not know where their own home is? 2010-12-13T01:58:28 no.. thats fine 2010-12-13T01:58:39 but tracking state is not as easy as it sounds... 2010-12-13T01:58:59 currently ant "ids" are only valid for a round... 2010-12-13T01:59:10 so you can't easily know if its the same ant 2010-12-13T01:59:18 may fix that before release 2010-12-13T01:59:21 pattern match the walls, easy 2010-12-13T01:59:48 well not really... we don't want the starter packs to be a lot of code --just to get started really 2010-12-13T02:00:01 yeah 2010-12-13T02:00:03 that way more langs get added faster 2010-12-13T02:00:15 A* seems like it would be needed 2010-12-13T02:00:24 with walls that is 2010-12-13T02:00:37 i don't think one will get away with just one tree 2010-12-13T02:01:10 well if an ant can only see say 10x10... then you only need to do the path finding on that 2010-12-13T02:01:26 hell you only really need the "next move" part 2010-12-13T02:01:26 that's easy, paint the grid 2010-12-13T02:01:32 yea 2010-12-13T02:05:37 i don't see how you can have relative information be anything other than a tedious annoyance with extra overhead with home bases 2010-12-13T02:05:48 ?? 2010-12-13T02:06:00 you just don't give coords. 2010-12-13T02:06:19 well, each bot is just going to work out where they are relative to home base, then translate everything to the same coordinates 2010-12-13T02:06:37 unless 2010-12-13T02:06:40 you rotate the maps too 2010-12-13T02:07:11 well it stops even being "agent" relealted if you give absolute data 2010-12-13T02:07:42 yeah, my point is i think it's impossible to do relative and home bases 2010-12-13T02:12:56 I don't 2010-12-13T02:13:09 just don't give coords... whats the problem? 2010-12-13T02:15:04 *** mega1 has joined #aichallenge 2010-12-13T02:15:04 how do they know where home is without coords? 2010-12-13T02:15:12 where is mcleopold these days 2010-12-13T02:15:28 it would be cool to get him to add revised revisions of an engine to a tcp 2010-12-13T02:15:30 thats the point... thats what the "agent" code need to do 2010-12-13T02:26:15 okay, i'm with you, i say have the home hole, but ants get spawned randomly and given a relative coord of home base and spawned ants need to be at least a certain distance from the enemies home base 2010-12-13T02:26:25 i can make the map generator for that quite easily 2010-12-13T02:26:55 just wait to you see all this in action. 2010-12-13T02:27:08 you may not like it anyway... 2010-12-13T02:27:14 or others may not 2010-12-13T02:27:18 we will see 2010-12-13T02:27:20 if the ants are given relative coords to the home base that simply becomes the origin for the sides global coord system 2010-12-13T02:27:26 or folks can hack the code 2010-12-13T02:27:54 janzert: yes.. If you can see the base --you see the base... otherwise you know nothing... 2010-12-13T02:28:14 janzert: yes, but you don't necessarily know the path there 2010-12-13T02:28:22 so your ants at least have to find each other 2010-12-13T02:28:26 note that in my current implentation... you can't really "know" that you moved or not wihout checking the terrain 2010-12-13T02:28:59 yeah, home base completely throws out relative coords 2010-12-13T02:29:17 janzert: one option is to make it harder to match by rotating bots relative view 2010-12-13T02:29:50 and inverting etc. then reverting those when receiving its move 2010-12-13T02:30:13 why bother? it seems like it only makes an artificial barrier for newbies 2010-12-13T02:30:42 you could be right janzert 2010-12-13T02:30:54 giving coords does make it easier 2010-12-13T02:31:00 and we want easier 2010-12-13T02:31:19 but i remained unconvinced ants is the best idea... 2010-12-13T02:32:21 so agents are incompatible with home bases 2010-12-13T02:32:40 *** sigh has joined #aichallenge 2010-12-13T02:32:55 sigh: what do you prefer, individual agent ants or home bases 2010-12-13T02:33:00 But can't think of anything else right now 2010-12-13T02:33:21 independent agents doesn't seem feasible 2010-12-13T02:33:26 it is 2010-12-13T02:33:32 with single process 2010-12-13T02:33:42 each ant gets relative information each turn 2010-12-13T02:33:49 with them centred in a grid 2010-12-13T02:34:10 if we wanted to do an optimization/puzzle type contest instead of a head to head game sometime I did think one that might be interesting the other night, basically something based off of manufactoria i.e. basically 2d compiler writing 2010-12-13T02:34:13 http://jayisgames.com/games/manufactoria/ 2010-12-13T02:34:38 janzert: actual games are what makes it so interesting :P 2010-12-13T02:35:41 yeah, I don't expect people to jump on it but I do think it could be fun 2010-12-13T02:36:01 single process? so ants can share data? 2010-12-13T02:36:13 yes, but don't know which ones which 2010-12-13T02:36:32 janzert: flash fails for me on that one 2010-12-13T02:36:47 *** sigh has quit IRC (Remote host closed the connection) 2010-12-13T02:37:12 if you give them a relative location of home, then they can just tranlate to that as a common square 2010-12-13T02:37:20 sigh: its really not pratical to have 10-40 odd process per game... and when you want 100 games a min in the server 2010-12-13T02:37:31 practical 2010-12-13T02:37:54 *** sigh has joined #aichallenge 2010-12-13T02:37:57 antimatroid1: what do you mean you don't know which one's which? 2010-12-13T02:38:04 (6:36:46 PM) antimatroid1: if you give them a relative location of home, then they can just tranlate to that as a common square 2010-12-13T02:38:04 (6:36:54 PM) delt0r_: sigh: its really not pratical to have 10-40 odd process per game... and when you want 100 games a min in the server 2010-12-13T02:38:04 (6:37:05 PM) delt0r_: practical 2010-12-13T02:38:10 *** Palmik has joined #aichallenge 2010-12-13T02:38:45 sigh: you will just be passed information for "you have an ant, here's what it can see in it's field of vision" 2010-12-13T02:39:12 thats all i send... 2010-12-13T02:39:15 if they are randomly spawned, then they don't know where they are relative to anyone else 2010-12-13T02:39:47 what if we had 2 home bases per team? 2010-12-13T02:39:53 ah, ok... so you debating giving position relative to ant vs relative to home base? 2010-12-13T02:39:55 and each ant was randomly paired to one of the home bases 2010-12-13T02:40:15 *** Utkarsh has quit IRC (Ping timeout: 260 seconds) 2010-12-13T02:40:21 sigh: you can't have relative positions, single process and home bases, it doesn't work 2010-12-13T02:41:35 ok, I'm confused... I'll go read the forum to get familiar with your terminology 2010-12-13T02:41:42 You guys discussing new challenge? :) 2010-12-13T02:41:44 this isn't in the forums 2010-12-13T02:41:51 Palmik: not necessarily 2010-12-13T02:41:56 it's an option for the new challenge 2010-12-13T02:42:09 I see :) 2010-12-13T02:42:39 antimatroid1: ok, can you tell me clearly the difference bw individual agent ants and home bases 2010-12-13T02:42:44 pretend I don't know anything 2010-12-13T02:43:24 I have a feeling it doesn't matter if you have home bases or not, each ant will just build an individual map and when it comes within sight of another friendly merge maps 2010-12-13T02:43:41 janzert: i agree 2010-12-13T02:43:50 hence why it might just be easier to drop agents 2010-12-13T02:43:54 yay, I'm not needed 2010-12-13T02:44:01 sigh: hang on 2010-12-13T02:44:02 ants don't really know which one is which if they are fed relative information about their position, so they are sort of like individual agents, but when 2010-12-13T02:44:27 they are given a home base, they can always fill information in on the same map 2010-12-13T02:44:37 before they don't know how far away they are from each other 2010-12-13T02:45:34 ok, so the purpose of the home base is that it gives the ants a common origin? 2010-12-13T02:46:26 *** Utkarsh has joined #aichallenge 2010-12-13T02:46:26 hmmm, it's sort of something you need to protct now, it's not anything near as important as it was 2010-12-13T02:46:45 i prefer my idea, but i'm explaining delt0r's 2010-12-13T02:46:47 which works 2010-12-13T02:46:59 *** iNtERrUpT has joined #aichallenge 2010-12-13T02:47:09 ok, so you are deciding the objective of the game? 2010-12-13T02:47:23 all rules do 2010-12-13T02:47:29 the game is constantly changing at this point 2010-12-13T02:47:40 it's a matter of finding what will result in the most interesting competition 2010-12-13T02:48:20 it needs to be easy enough that people can pick up the rules fairly quickly 2010-12-13T02:48:21 meh... I'm still confused about what you are asking 2010-12-13T02:48:48 I don't know if you are discussing what ants see, or how they communicate, or how they win 2010-12-13T02:48:58 I'll just lurk a bit 2010-12-13T02:49:53 i like having the ants spawn from home and having a collective intelligence 2010-12-13T02:50:18 the other option requires ants to build their own information and match it up with other friend ants when they see them 2010-12-13T02:50:47 the second option just doesn't work with home bases, so it's a forced choice 2010-12-13T02:51:46 with the first option, you may have two ants just outside each others field of vision, and they'd know, with the second option, they wouldn't be able to distinguish between that and being complete opposite sides of the board 2010-12-13T02:52:33 so, what I said before: the purpose of the home base is that it gives the ants a common origin? 2010-12-13T02:53:07 it has more purposes, with the first option, ants are spawned there and you have to take harvest back there, with the second option you just have to make sure an enemy ant doesn't get on it 2010-12-13T02:53:24 ok, i see 2010-12-13T02:54:07 i see a lot of pattern matching being done with the second option instead of implementing cool strategies 2010-12-13T02:54:20 yeah 2010-12-13T02:54:45 also, the first 30 moves of the game will just be bumbling around 2010-12-13T02:54:56 and once you see a friend ant, you will stay together 2010-12-13T02:55:28 both can be tried though 2010-12-13T02:55:37 we need mcleopold for a tcp server once an engine is made 2010-12-13T02:55:40 *** Zannick has quit IRC (Ping timeout: 250 seconds) 2010-12-13T02:55:40 *** perror has joined #aichallenge 2010-12-13T02:55:46 :) 2010-12-13T02:56:24 it seem like individual ants would just result in a tedious initial coordination phase 2010-12-13T02:56:39 antimatroid1: we are a long way from having an engine... i like amstan idea to use JSON 2010-12-13T02:57:04 json for what? everything? 2010-12-13T02:57:14 except then you need json libraries for all languages 2010-12-13T02:57:16 i don't like that :\ 2010-12-13T02:57:23 not every language has json in the stdlib like python :P 2010-12-13T02:57:37 so there need to be a more "formal" spec at some point.. delegated to the organizes who can make executive decisions 2010-12-13T02:57:42 it's good being able to write a bot without any additional libraries 2010-12-13T02:58:04 I think json for the game output for visualiser is a good idea though 2010-12-13T02:58:13 its better to be able to change the format a little without breaking backward compatablity 2010-12-13T02:58:31 anyway s-expresions or JSON is easy to parse without a lib too 2010-12-13T02:58:58 The idea is the server is going to be better set up to support libarays 2010-12-13T02:59:29 i still don't see any reason to move away from standar input/output for communictation with the engine 2010-12-13T02:59:34 standard* 2010-12-13T02:59:47 if you pass game parameters at the start and hardcode that into starter packages 2010-12-13T02:59:52 they can be adjusted without people bitching 2010-12-13T03:00:18 you still do that 2010-12-13T03:00:27 json is orthogonal to stdin/out 2010-12-13T03:00:29 just with more formally formatted strings 2010-12-13T03:00:55 i just throw all my input into a string stream 2010-12-13T03:01:07 and then read it into whatever variables i like 2010-12-13T03:01:09 even if its not JSON (a good idea really) more structure would be good 2010-12-13T03:01:19 my format is as hacky as hell 2010-12-13T03:01:20 as long as i can continue doing that, i'm happy 2010-12-13T03:02:16 I like the idea of JSON but I don't think it will be nice for the other languages 2010-12-13T03:02:48 key value pairs with unknown keys specified as being ignored is probably sufficient for our purposes and a whole lot easier to parse than json 2010-12-13T03:03:08 agree ^^ 2010-12-13T03:03:33 *** Zannick has joined #aichallenge 2010-12-13T03:03:33 i had a look .. Every lang i have heard of has a JSON lib for it 2010-12-13T03:03:44 including haskell 2010-12-13T03:03:58 scheme, lisp 2010-12-13T03:04:06 ok --so not ook! 2010-12-13T03:04:25 but anyone using ook should be able to write their own 2010-12-13T03:05:00 *** Mathnerd314 has quit IRC (Quit: ChatZilla 0.9.86-rdmsoft [XULRunner 1.9.2.12/20101026210630]) 2010-12-13T03:05:16 but it does mean an extra library everyone has to get working (including us on the servers and we better pick the library everyone likes for that language :}) 2010-12-13T03:06:06 janzert: I understood that the server this time round will support general user libs better.. But yes this was my objection too... 2010-12-13T03:06:21 not all langs are late binding like java... 2010-12-13T03:07:01 and C/C++ compiler options are not always straightforward... 2010-12-13T03:07:11 so far as I've seen no work has been done on changing the server setup in any way :/ 2010-12-13T03:07:34 I figured 2010-12-13T03:07:41 but there *is* a lot that could be done there to make things better for sure 2010-12-13T03:07:43 we all have day jobs I guess 2010-12-13T03:07:55 to be fair, nobody said they'd do anything by now 2010-12-13T03:09:03 so far as I know I think I'm the only one that has explicitly said what I'll do for the next contest and that is that I won't be doing anything :( 2010-12-13T03:09:38 which is why I should stop butting in :/ 2010-12-13T03:10:34 you aren't really butting in 2010-12-13T03:10:38 it's all just ideas atm 2010-12-13T03:10:40 mostly 2010-12-13T03:12:08 probably the biggest need for the next contest is someone willing to step in and "champion" it 2010-12-13T03:12:57 shotgun not :) 2010-12-13T03:23:52 delt0r_: what are your current thoughts on relative vs home base? 2010-12-13T03:24:01 none. 2010-12-13T03:24:07 i'm trying to throw together a sample bot, but it sort of depends on that 2010-12-13T03:24:07 I am posting now 2010-12-13T03:24:25 then i am working like a madman till thursday 2010-12-13T03:24:38 give my talk and back to xmass parties 2010-12-13T03:24:47 :) 2010-12-13T03:28:35 i'm not sure about having these blocked off regions on the map 2010-12-13T03:28:53 before there were quite a few times you would see something interesting looking through walls with no easy path to it 2010-12-13T03:29:55 i can increase the density of walls 2010-12-13T03:31:43 *** Appleman1234 has quit IRC (Ping timeout: 264 seconds) 2010-12-13T03:39:47 *** Appleman1234 has joined #aichallenge 2010-12-13T03:40:25 *** narnach has joined #aichallenge 2010-12-13T03:40:25 *** narnach is now known as narnach_mb 2010-12-13T04:03:23 antimatroid1: http://ai-contest.com/forum/viewtopic.php?f=21&t=1205&p=8279#p8279 2010-12-13T04:10:51 delt0r_: :) 2010-12-13T04:14:18 delt0r_: what happens if you move off where an egg is and someone else moves there? does it have to wait before hatching? 2010-12-13T04:14:24 what if someone else tries to then lay an egg? 2010-12-13T04:14:26 yes 2010-12-13T04:14:38 all "eggs" wait 2010-12-13T04:14:44 okay cool 2010-12-13T04:14:51 they then hatch in order they are laied 2010-12-13T04:15:10 again this is more of a "easy to implement" than a "good idea" 2010-12-13T04:15:33 i personally think the relative infromation wont give a more interesting game 2010-12-13T04:15:51 but that will become more apparent with time 2010-12-13T04:15:56 well, whichever one is better that is 2010-12-13T04:16:07 *** iNtERrUpT has quit IRC (Remote host closed the connection) 2010-12-13T04:16:26 just "fog of war" would make the bot come much simpler 2010-12-13T04:16:35 s/come/code/ 2010-12-13T04:19:22 delt0r: hwere is the demoragebot? 2010-12-13T04:19:31 oh wait, nevermind 2010-12-13T04:19:40 i misread the command line argument 2010-12-13T04:20:30 looks cool to me 2010-12-13T04:21:02 can i edit the code of a jar file? or could i look at your code and i'll make a non-relative one 2010-12-13T04:21:28 The idea is that you can hack it 2010-12-13T04:21:42 compiling java is much easy than C or C++ 2010-12-13T04:22:05 I don't use reflection so it finds everything it needs and compiles it for you more or less 2010-12-13T04:22:13 even if you dont' want to use an ide 2010-12-13T04:22:47 its fun to watch 2010-12-13T04:23:05 I liked planet wars more tbh 2010-12-13T04:23:43 can you attack diagonally? 2010-12-13T04:23:53 i think it'd be cool if you can move diagonally, but not attack diagonally 2010-12-13T04:23:58 so hide in sections of walls 2010-12-13T04:24:12 yes--diagonal attacks and movement 2010-12-13T04:24:18 its was just easier in the end 2010-12-13T04:26:46 wouldn't it make more sense to be able to attack diagonally but not move diagonally? 2010-12-13T04:26:56 than vice versa? 2010-12-13T04:27:03 possibly 2010-12-13T04:27:11 i prefer no diagonal movement 2010-12-13T04:27:18 it makes the maps more cave like 2010-12-13T04:27:19 like some kind of pawn 2010-12-13T04:27:40 like stabbing through a hole in the wall :P 2010-12-13T04:28:08 sigh: have you run some games yet? 2010-12-13T04:28:36 no, my laptop is sucky and doesn't have a correct java version 2010-12-13T04:29:16 sigh: dude its java 1.6 --like 4 years old 2010-12-13T04:29:26 your on a mac arn't you 2010-12-13T04:29:34 * sigh hides 2010-12-13T04:29:37 even apple doesn't support you IIRC ;) 2010-12-13T04:30:05 well, even if they did, I'm still on os x 10.4 which is also over 4 years old 2010-12-13T04:30:05 only ppc macs don't run 1.6 now 2010-12-13T04:30:45 you have a mac... you are suppose to upgrade when your told ;) 2010-12-13T04:30:51 haha 2010-12-13T04:31:51 I have absolutely no reason to 2010-12-13T04:32:27 and this contest is the first time I've had to run java 1.6 stuff 2010-12-13T04:32:30 this is apple we are talking about... your not suppose to do any thinking... Ok I will stop now... sorry 2010-12-13T04:32:53 yeah... stop making me think >< 2010-12-13T04:33:25 I like making fun of my daugters friends who a apple crazy with iPhones etc 2010-12-13T04:33:36 and yet don't even know how to use them 2010-12-13T04:35:13 don't know how to use them? 2010-12-13T04:35:26 yea 2010-12-13T04:35:44 most people here with smart phones, just txt and call 2010-12-13T04:36:04 I mean whats the point 500EU for a fashion item... 2010-12-13T04:36:08 ah yeah... I've got a crappy old phone because all I need is to txt and talk :P 2010-12-13T04:36:27 "Oh but its free" for just 9.99 per month for 30 years 2010-12-13T04:36:33 :) 2010-12-13T04:36:41 Ok, I've got your thing running 2010-12-13T04:37:06 cool 2010-12-13T04:37:07 it's pretty cool :) 2010-12-13T04:37:50 its enough to get an idea... i wouldn't push it further than that 2010-12-13T04:38:15 green seems to win a lot 2010-12-13T04:38:30 if you use the default its should be 50 50 2010-12-13T04:38:46 default cmd line 2010-12-13T04:38:49 that is 2010-12-13T04:39:06 yeah, I'm just running whatever it was that you pasted blindly 2010-12-13T04:39:10 * sigh is smartz 2010-12-13T04:39:28 *has 2010-12-13T04:40:25 yeah... I don't think red has won a single game 2010-12-13T04:40:46 they did for me 2010-12-13T04:41:10 is this using a version of antimatroid1's mapgen or did you roll your own? 2010-12-13T04:41:17 50/50 has a lot of varaiance 2010-12-13T04:41:21 not mine 2010-12-13T04:41:26 its a binomial distribution 2010-12-13T04:41:45 why dice games are fun for humans --we see whats not really there. 2010-12-13T04:42:08 uh oh... we are being assaulted with a stats lesson 2010-12-13T04:42:18 *** Appleman1234 has quit IRC (Ping timeout: 240 seconds) 2010-12-13T04:42:32 :P 2010-12-13T04:42:46 sigh: its my own, just 100% pure random map get 2010-12-13T04:42:48 gen 2010-12-13T04:43:40 what is the ragebot algorithm? 2010-12-13T04:43:43 *** boegel has joined #aichallenge 2010-12-13T04:44:02 can I see a evil ant 2010-12-13T04:44:03 yes 2010-12-13T04:44:06 kill it 2010-12-13T04:44:09 no 2010-12-13T04:44:12 find food 2010-12-13T04:44:20 :) 2010-12-13T04:44:27 if you use a 1 as an argument to the bot 2010-12-13T04:44:46 then it only finds food --unless there is evil within a distance of 2 2010-12-13T04:45:15 both modes have a random chance of just doing a random move 2010-12-13T04:46:28 the find food strategy is effective 2010-12-13T04:46:46 it finally made red win :) 2010-12-13T04:46:52 It is because attack ignores food too much 2010-12-13T04:47:32 what is the benefit of attacking at all? 2010-12-13T04:47:47 red just won 3 times in a row for me 2010-12-13T04:48:04 sigh: you want to have more ants than the oppenet. 2010-12-13T04:48:15 other ants eat your food 2010-12-13T04:48:20 and attack you 2010-12-13T04:48:53 but initiating the attack does not have a benefit right? 2010-12-13T04:49:07 ?? 2010-12-13T04:49:20 hmm... nevermind 2010-12-13T04:49:20 it does seem like there is less point 2010-12-13T04:49:26 if i attack --the victium does not need to attack back 2010-12-13T04:49:31 but if they have resources, it's still worth it 2010-12-13T04:49:37 delt0r_: oh, i see 2010-12-13T04:50:01 if you have 4 food... runining away is perhaps a good idea 2010-12-13T04:50:05 *** Utkarsh has quit IRC (Ping timeout: 250 seconds) 2010-12-13T04:50:30 if you think they have 4 food for some reason .. attaking them is even better 2010-12-13T04:55:53 *** Utkarsh has joined #aichallenge 2010-12-13T04:58:55 delt0r_: it would be a million times easier for me to make a home base version if i could do it based off your code :) 2010-12-13T04:59:07 go for it 2010-12-13T04:59:13 how do you get the code for jar? 2010-12-13T04:59:14 its just sloppy 2010-12-13T04:59:20 unzip 2010-12-13T04:59:39 ah, well that was easy :) 2010-12-13T04:59:40 awesome 2010-12-13T04:59:53 jar files are really just zip files 2010-12-13T05:00:14 with a little extra specified dir structure 2010-12-13T05:00:23 so mkdir src 2010-12-13T05:00:28 cd src 2010-12-13T05:00:38 unzip HackAnt.jar 2010-12-13T05:00:42 edit 2010-12-13T05:00:43 cd .. 2010-12-13T05:01:12 :s 2010-12-13T05:01:13 :P 2010-12-13T05:01:38 javac -s src -classpath src src/deltor/borgant/AntVisualizer.jara 2010-12-13T05:01:42 ops java 2010-12-13T05:02:33 java -cp src deltor.borgant.AntViewer width height "bot 1 cmd line" "bot 2 cmd line" 100 2010-12-13T05:02:54 AntVisualizer.jara -> AntViewer.java 2010-12-13T05:03:00 *** Utkarsh has quit IRC (Ping timeout: 272 seconds) 2010-12-13T05:04:09 *** Appleman1234 has joined #aichallenge 2010-12-13T05:07:05 *** Utkarsh has joined #aichallenge 2010-12-13T05:07:08 typical of me, i don't have java installed fully 2010-12-13T05:07:23 yea--you the jdk not just a jre 2010-12-13T05:07:34 you need 2010-12-13T05:07:50 I only type about half the words i think 2010-12-13T05:08:16 i less 2010-12-13T05:08:26 downloading now 2010-12-13T05:09:33 *** Appleman1234 has quit IRC (Read error: Connection reset by peer) 2010-12-13T05:11:46 aww... delt0r doesn't let you attack your own side 2010-12-13T05:12:03 no--thats a noop... 2010-12-13T05:12:16 the idea is that its easier for learners to get started 2010-12-13T05:13:00 it's hard to debug if you get nothing when making an invalid move too 2010-12-13T05:13:16 well, it's not invalid 2010-12-13T05:13:17 i think an ant should lose if it makes a move into a wall for example 2010-12-13T05:13:19 It should warn you when its outright illegal 2010-12-13T05:13:27 ant should die* 2010-12-13T05:13:33 but otherwise i just never got round to it 2010-12-13T05:13:45 but I agree... if your attack deals damage then you actually notice that you are doing something wrong 2010-12-13T05:13:47 I don't think they should die... but raise a waring 2010-12-13T05:14:03 warnnign 2010-12-13T05:14:06 whatever 2010-12-13T05:14:19 :) 2010-12-13T05:16:34 haha: "for some reason people think that collision prevention is really hard" 2010-12-13T05:17:24 oh dear 2010-12-13T05:17:32 sometimes i write odd comments 2010-12-13T05:17:51 there was a story about a suasage in one of my projects 2010-12-13T05:18:09 o_O 2010-12-13T05:19:56 but is that collision resolution fair? 2010-12-13T05:20:02 yes 2010-12-13T05:20:20 in that its 100% deterministic. 2010-12-13T05:20:35 and nothing has a "preference" over someone else 2010-12-13T05:21:15 but the order that the ants are processed matters? 2010-12-13T05:21:23 No it does not 2010-12-13T05:21:46 The collisions from the first part of move are *not* cleared 2010-12-13T05:21:54 hmm... I guess I'll read a bit more closely 2010-12-13T05:22:21 once something is moved to its orginal position is left there (the collide map is updated) 2010-12-13T05:22:58 so all things that move and then collide are moved back. 2010-12-13T05:24:23 ah, i see 2010-12-13T05:24:33 tricksy 2010-12-13T05:24:42 I could have writen it more clearly. 2010-12-13T05:24:54 but its a well know method for this sort of problem 2010-12-13T05:25:17 fair enough... I don't know much about this stuff 2010-12-13T05:26:08 *** Naktibalda has joined #aichallenge 2010-12-13T05:27:07 My hashMap implementation is a bit hacky with creating Point Object everywhere... 2010-12-13T05:27:14 but you know how it is 2010-12-13T05:27:39 :) 2010-12-13T05:28:30 *** jaspervdj has joined #aichallenge 2010-12-13T05:28:37 the only thing that makes it messy is that Points aren't used consistently throughout 2010-12-13T05:28:47 No 2010-12-13T05:28:50 they are not 2010-12-13T05:51:06 *** narnach_mb has quit IRC (Quit: Leaving.) 2010-12-13T06:09:49 *** Utkarsh has quit IRC (Ping timeout: 260 seconds) 2010-12-13T06:11:06 *** delt0r___ has joined #aichallenge 2010-12-13T06:12:23 *** delt0r_ has quit IRC (Ping timeout: 245 seconds) 2010-12-13T06:14:37 *** Utkarsh has joined #aichallenge 2010-12-13T06:22:57 suppose we do make it a fight to the death if opposing ants land in the same square, then if you are ajacent, going into the other ants square is never the best move 2010-12-13T06:23:25 whereas it will happen when you guys need to dance around each other trying to avoid landing right next to each toher, where the best option is to fight 2010-12-13T06:23:32 unless surrounded by more people 2010-12-13T06:29:42 *** dmj111 has joined #aichallenge 2010-12-13T06:37:10 *** Appleman1234 has joined #aichallenge 2010-12-13T06:42:27 *** narnach has joined #aichallenge 2010-12-13T06:42:27 *** narnach is now known as narnach_mb 2010-12-13T06:55:46 *** Accoun has quit IRC (Ping timeout: 250 seconds) 2010-12-13T06:56:03 *** Accoun has joined #aichallenge 2010-12-13T07:05:23 lame 2010-12-13T07:05:23 python: -1%5 gives 4 2010-12-13T07:05:23 c++: -1%5 gives -1 2010-12-13T07:05:40 python is correct 2010-12-13T07:05:49 c++ and java get that wrong 2010-12-13T07:05:51 yes, i would much prefer that 2010-12-13T07:06:12 but in c++/java its remainder 2010-12-13T07:06:31 while python its a proper modulo operation 2010-12-13T07:07:08 antimatroid1: you'll notice that's why you can get away with updating grid position with (x+dx)%dim 2010-12-13T07:07:42 otherwise it's much more tedious 2010-12-13T07:08:16 sigh: that was why i noticed :P 2010-12-13T07:08:19 writing a start bot for c++ 2010-12-13T07:08:52 :) 2010-12-13T07:09:06 for my version of the game i'm considering the following starter strategy.. what do you guys think.. 2010-12-13T07:11:12 (store path back to home for each ant) 2010-12-13T07:11:14 1. if an enemy is adjacent attack or enemy home base 2010-12-13T07:11:14 2. if on grains and can carry more, harvest 2010-12-13T07:11:14 3. if can't carry more follow path back to home and deposit 2010-12-13T07:11:14 4. move in first direction away from home base, otherwise any direction 2010-12-13T07:11:46 path back to home will be the exact path they took to get there, so could be quite inefficient 2010-12-13T07:13:58 i think that bot should actually do something, yet leaves most of the work to get a good bot running up to the user 2010-12-13T07:14:03 but also easy to get started with 2010-12-13T07:15:13 i thinks is too early to worry about "starter pack bots" 2010-12-13T07:15:27 this is more like --lets hack something up and see what works 2010-12-13T07:15:31 yes, but that's the type of behaviour i want to see it play with 2010-12-13T07:15:43 I expect that everything will break a few times 2010-12-13T07:15:57 and that the organiser may not go with ants anyways.. 2010-12-13T07:16:07 must admit I would a better game 2010-12-13T07:19:44 i think the game is cool as 2010-12-13T07:30:49 I liked planet wars more 2010-12-13T07:34:47 *** sigh has quit IRC (Remote host closed the connection) 2010-12-13T07:35:46 i actually think i'd like this more 2010-12-13T07:35:54 but too early to say fully 2010-12-13T07:37:43 yea--fleshed out --it may be ok 2010-12-13T08:23:03 delt0r___: what if friend ants landing on top of each other made them into one ant in my idea? 2010-12-13T08:23:22 ant fusion 2010-12-13T08:28:16 *** dmj111 has quit IRC (Quit: ERC Version 5.3 (IRC client for Emacs)) 2010-12-13T08:32:11 the problem with these ideas is that one tactic ends up being the only tactic.. ie just fuse till you get UberAnt[tm] 2010-12-13T08:32:27 we have seen this is other games and some rts games... 2010-12-13T08:32:33 *** Appleman1234 has quit IRC (Quit: Leaving) 2010-12-13T08:35:37 i would have expected fusing to be dominated 2010-12-13T08:35:42 because then you are restricted 2010-12-13T08:36:02 so it'd be more of a compramise if people fuck up 2010-12-13T08:36:38 *** boegel has quit IRC (Quit: *poof!*) 2010-12-13T08:40:30 antimatroid1, why are you so keen for "fusing" and other forms of almost stacking antimatroid1 ? 2010-12-13T08:45:43 oh antimatroid1, you should enable assertions. I would guess there are still a few bugs --in java just add -ea to the command line 2010-12-13T08:46:43 i have a weird c++ error :\ 2010-12-13T08:47:01 is any error in C++ not weird 2010-12-13T08:47:04 when i define operators for [] and << it's claiming i have multiple definitions of << 2010-12-13T08:47:14 except for perhaps Segfault ;) 2010-12-13T08:47:44 I typically avoid operator overloading 2010-12-13T08:48:15 its one part of C++ I just never used that much... except for >> and << 2010-12-13T08:52:07 *** iNtERrUpT has joined #aichallenge 2010-12-13T08:53:56 bleh this is silly :\ 2010-12-13T09:06:46 *** mceier has joined #aichallenge 2010-12-13T09:26:19 *** iNtERrUpT has joined #aichallenge 2010-12-13T09:30:29 antimatroid1: ftp://marco-leise.homedns.org/ant.zip 2010-12-13T09:34:43 Frontier, won't work on my browser 2010-12-13T09:35:21 is it a JS antwars? 2010-12-13T09:35:39 Yes, are there any error messages? 2010-12-13T09:35:50 just a nice clear screen 2010-12-13T09:36:08 FF 3.6.12 2010-12-13T09:36:25 I'm not a JavaScript Guru, so I guess there is some bug that shows up. 2010-12-13T09:36:28 linux, SuSE 64 bit 2010-12-13T09:36:44 mm 2010-12-13T09:36:51 I think we have chrome 2010-12-13T09:37:11 "we"? 2010-12-13T09:37:18 work 2010-12-13T09:37:27 I don't have root to these machines 2010-12-13T09:37:35 oh, that's bad :p 2010-12-13T09:37:50 Frontier: :) 2010-12-13T09:38:12 i'm working on a very basic bot atm 2010-12-13T09:38:19 using my version 2010-12-13T09:39:28 Frontier: its nice to get a clear perspective of linux as a 100% pure use 2010-12-13T09:39:30 user 2010-12-13T09:39:48 All complaints at MS with needed admin rights needs to be shot 2010-12-13T09:40:22 Linux is not really better. "oh you that... just sudo aptget whatever" 2010-12-13T09:40:23 Frontier: how do i use it? :P 2010-12-13T09:40:25 yea right 2010-12-13T09:40:45 does not work on chrome either 2010-12-13T09:40:48 Firefox... doesn't know the drawImage function of canvas? wtf? 2010-12-13T09:40:54 that's my issue 2010-12-13T09:41:34 welcome to the world of web 2010-12-13T09:41:38 2.0suck 2010-12-13T09:43:37 it's not loading anything for me in aything? 2010-12-13T09:43:45 am i meant to be doing something other than opening the file? 2010-12-13T09:47:22 Frontier: I think it'd be cool if the ground looked like the inside of a big ant hole, and the walls darker dirt? 2010-12-13T09:47:54 possibly boulders, so there are partial gaps on the visualiser, if we allow diagonal moves 2010-12-13T09:56:52 *** yasith has joined #aichallenge 2010-12-13T10:15:38 fixed the bug 2010-12-13T10:16:48 antimatroid1: It's just a proof of concept with some textures from a free texture site and a stolen foto of an ant :p 2010-12-13T10:17:58 But it seems Firefox will - in it's default configuration - spit out a security warning because I access the data of the canvas :( 2010-12-13T10:20:48 i've renamed home base 2010-12-13T10:20:58 because harvest and home both start with h 2010-12-13T10:21:07 and attack is fight 2010-12-13T10:21:19 because ant and attack have the same problem 2010-12-13T10:21:23 *** JamesMG has joined #aichallenge 2010-12-13T10:21:36 fight doesn't really work does it :\ 2010-12-13T10:21:47 spit? 2010-12-13T10:21:53 no, i'm using s 2010-12-13T10:28:25 i should give the ants colors :) 2010-12-13T10:31:12 Frontier: the current stuff i would expect the visualiser to be able to display is 2010-12-13T10:31:12 home base: colour entire square 2010-12-13T10:31:12 ant: has colour for player and hp and harvest 2010-12-13T10:31:12 grains: simple number 2010-12-13T10:31:12 wall: :P 2010-12-13T10:31:48 and i think if we went with something like like delt0rs game it'd be easy to switch out home bases 2010-12-13T10:34:19 i had a good idea 2010-12-13T10:34:52 if we have official tcp and a gui that has easy connection with that, then we could maybe not even allow normal submissions at the start, reducing the number of starter packages at the end 2010-12-13T10:35:08 or heavily emphasise people shouldn't upload their code before it's non starter packageish 2010-12-13T10:44:03 right, i have a map generator, and a completely untested sample bot, now all i need is an engine and a visualiser 2010-12-13T10:45:20 *** yasith has quit IRC (Ping timeout: 240 seconds) 2010-12-13T10:57:01 *** Azrathud has joined #aichallenge 2010-12-13T10:58:14 *** yasith has joined #aichallenge 2010-12-13T11:07:58 antimatroid1, is your bot compatible with my code? 2010-12-13T11:09:43 delt0r: no idea, i doubt it 2010-12-13T11:10:30 my bot is for my described game, minus shooting, i just have attack 2010-12-13T11:14:21 *** politik has quit IRC (*.net *.split) 2010-12-13T11:18:20 *** politik has joined #aichallenge 2010-12-13T11:18:42 *** Azrathud has quit IRC (Ping timeout: 265 seconds) 2010-12-13T11:21:52 *** tapwater has joined #aichallenge 2010-12-13T11:27:52 *** Naktibalda has quit IRC (Quit: ChatZilla 0.9.86 [Firefox 3.6.8/20100722155716]) 2010-12-13T11:30:42 Frontier, delt0r: http://codepad.org/RFQUWSvs here is the readme explaining how i am handling input/output 2010-12-13T11:31:05 i expect the bot is far too buggy for it to be wise to post a link to that anywhere atm 2010-12-13T11:32:12 http://codepad.org/krV2gDp9 sorry, that has one extra line added with an extra start parameter 2010-12-13T11:33:26 i can probably condense those input lines into 1, what do you think? 2010-12-13T11:34:49 S row col isWall antPlayer antHP antHarvest squareGrains baseNo 2010-12-13T11:34:49 eg 2010-12-13T11:34:49 S 1 2 1 0 0 0 0 0 2010-12-13T11:34:49 S 2 3 0 1 5 0 4 1 2010-12-13T11:40:18 well i am just converting some of my work code to use json 2010-12-13T11:40:29 cleaner than xml 2010-12-13T11:40:41 almost as nice as s-expressions 2010-12-13T11:41:13 I think the protocol will need more structure in the end 2010-12-13T11:42:00 antimatroid1, I would have also started with the engine... then the bot 2010-12-13T11:42:32 *** narnach_mb has quit IRC (Quit: Leaving.) 2010-12-13T11:43:06 delt0r: i've worked out specifics, i'll do the engine in the next few days 2010-12-13T11:43:14 going to be pretty busy the next two days though 2010-12-13T11:43:28 pesky graduation :\ 2010-12-13T11:49:00 I added what you needed antimatroid: colors for the ants and hives, replaced the chrystals with numbers and added HP / grain above the ants 2010-12-13T11:50:01 Frontier: <3 2010-12-13T11:50:17 i'll get an engine done in the next few days then we can see what it's like 2010-12-13T11:50:29 Frontier: have you played some of delt0rs games? 2010-12-13T11:51:34 no, I haven't looked at anything yet. 2010-12-13T11:53:07 And the performance of the canvas visualizer is already going straight down with the added transparent text. In don't know if I should cache that in additional offscreen canvasses 2010-12-13T11:54:40 Do you know what's crazy? Some people have actually written complete GameBoy and Super Nintendo Emulators using the html canvas. 2010-12-13T11:54:52 hehe :P 2010-12-13T11:55:06 You can visit their web site, select Super Mario, and there you go. 2010-12-13T11:55:32 oh wait, i guess the synthesizer is missing 2010-12-13T11:57:09 Frontier: how are you currently planning to take information? 2010-12-13T11:57:21 S row column isWall antPlayer antHP antHarvest squareGrains baseNo 2010-12-13T11:57:22 that's what i propose 2010-12-13T11:58:29 http://codepad.org/VHkB9yNy that's what i am happy with for input/output with the bots 2010-12-13T11:58:43 and i'm done doing work for tonight 2010-12-13T12:01:21 I don't care about the playback format, but I would suggest to keep it small like in planet wars. 2010-12-13T12:02:18 if we had max 50x50 maps, then you would have to take in max 2500 lines per turn 2010-12-13T12:02:53 output could be probably no more than that with all the walls 2010-12-13T12:03:04 actually, has to be less, 2010-12-13T12:04:37 did you take a look at the map size in my visualizer? that's your 32x32 and I think that is already quite large. 2010-12-13T12:05:19 btw, I like when it mixes up snow and desert textures 2010-12-13T12:14:58 texture mixtures would be cool 2010-12-13T12:15:06 I would combine the fields grains and isWall (-1 = wall, 0 = empty, +n = grains). 2010-12-13T12:15:11 maybe snow/desert and dirt? 2010-12-13T12:15:29 i couldn't get your visualiser to load anything 2010-12-13T12:15:32 currently I can only support 2 textures 2010-12-13T12:15:40 that's fine 2010-12-13T12:15:44 try the version i just uploaded 2010-12-13T12:15:55 it works in my firefox 2010-12-13T12:16:02 same link? 2010-12-13T12:16:24 yeah, same link 2010-12-13T12:16:35 Firefox 3.6.12 Linux that is 2010-12-13T12:16:51 i'm on xp 2010-12-13T12:17:42 got it, awesome 2010-12-13T12:17:53 antwars reminds me of minesweeper with those bold digits on the squares ^^ 2010-12-13T12:18:00 the link? 2010-12-13T12:18:10 what engine is it using? 2010-12-13T12:18:25 *** bobng has joined #aichallenge 2010-12-13T12:18:31 what engine? damn i coded that myself last nicht ;) 2010-12-13T12:18:36 *night 2010-12-13T12:19:16 delt0r: ftp://marco-leise.homedns.org/ant.zip 2010-12-13T12:19:29 oh--was hoping for a live link 2010-12-13T12:19:59 Frontier: are those the home bases specified by my map? 2010-12-13T12:20:01 i COULD set up a web server on my home dsl. the question is: do i want to ^^ 2010-12-13T12:20:05 cause that isn't right if it is 2010-12-13T12:20:26 antimatroid1: no, I'm just jusing a very basic random placement 2010-12-13T12:21:18 ah, cool, i was worried :) 2010-12-13T12:21:20 Maybe you can load files in JavaScript, I don't know. Do you have experience with that? 2010-12-13T12:21:32 nope 2010-12-13T12:22:01 Frontier, works in FF but not chrome 2010-12-13T12:22:57 :*( looks like i'm going to install all the browsers that possibly run on my box 2010-12-13T12:23:13 chrome and ff are only two that matter :) 2010-12-13T12:23:30 delt0r: how do you like that the background changes each time? 2010-12-13T12:23:32 Perhaps give a few weeks to see if ants is what we pick up... 2010-12-13T12:23:41 Frontier, yea--nice 2010-12-13T12:27:33 antimatroid1: I was working for a browser game company, so I couldn't resist on replicating the backdrops. 2010-12-13T12:27:51 :P 2010-12-13T12:29:12 it is all integer math an pixel by pixel, color by color interpolation between two tiled textures based on a third greyscale lookup texture. 2010-12-13T12:29:52 yeah, i did a graphics unit last semester, i have a bit of an idea about textures 2010-12-13T12:30:04 I replaced "/ 255" with ">> 8", because it was a lot faster. So I guess mixing three or more textures could cause trouble 2010-12-13T12:30:15 when i say did, i did the two assignments on the day, studied for the exam on the day and went to no classes 2010-12-13T12:30:32 so i don't have much of an idea 2010-12-13T12:31:31 *** dmj111 has joined #aichallenge 2010-12-13T12:32:01 can ant colours change up? that would actually be more useful than just aesthetics 2010-12-13T12:32:13 i found with planet wars, i was constantly assuming i was a particular colour 2010-12-13T12:32:29 that hurt my head a few times too 2010-12-13T12:32:34 what does change up mean? 2010-12-13T12:32:36 "why is my bot doing that?" 2010-12-13T12:32:48 so use red blue one game, green red another 2010-12-13T12:33:18 JamesMG: have you taken a look at the antwars stuff? 2010-12-13T12:34:11 hmm... I could change up the colors. If we don't use them for communication anyways. 2010-12-13T12:34:25 Maybe the web server can detect when you're logged in, and you're watching your own game, to always use some special color or default always to red / blue / :) 2010-12-13T12:34:54 with my game specification, there is no point in communication, all bots know the same information 2010-12-13T12:35:05 ah right 2010-12-13T12:35:08 and you can't have base holes with that 2010-12-13T12:35:18 it would make sense with delt0rs specification 2010-12-13T12:36:17 *** bhasker has joined #aichallenge 2010-12-13T12:44:33 bhasker: http://codepad.org/n9NUwR30 :) 2010-12-13T12:44:38 read that for me? 2010-12-13T12:46:38 give me a minute 2010-12-13T12:46:53 sure 2010-12-13T12:49:35 *** perror has quit IRC (Quit: Bye all !) 2010-12-13T13:00:48 looks good to me,though question why are we restricting visibility for each ant? 2010-12-13T13:01:09 to give like a fog of war effect? 2010-12-13T13:01:18 so you don't know what the map looks like at the start 2010-12-13T13:01:19 or where their base is 2010-12-13T13:01:19 yeah 2010-12-13T13:01:41 though a bot can remember the walls and accessible squares over time 2010-12-13T13:01:42 if you get an ant onto their home base, you win 2010-12-13T13:01:52 and build a map of its own 2010-12-13T13:01:56 bhasker: yes, although that wont be programmed into the starter package 2010-12-13T13:02:08 hmm k 2010-12-13T13:02:10 and you will only have old information about some resources 2010-12-13T13:02:25 i guess so ,but walls will not change. 2010-12-13T13:02:34 i am concerned about pathfinding though 2010-12-13T13:02:46 for it to work i guess most will need to remember the map anyway 2010-12-13T13:02:49 walls wont change 2010-12-13T13:02:57 god i remeber why i avoid library's sometimes... even google doesn't get it right. 2010-12-13T13:03:07 use search.yahoo.com :) 2010-12-13T13:03:07 delt0r: :) 2010-12-13T13:03:15 bhasker: nice joke :P 2010-12-13T13:03:27 gson JSON lib reads a *whole* stream even if you want one json object 2010-12-13T13:03:38 or *checks* for EOF 2010-12-13T13:03:44 after one object 2010-12-13T13:03:55 so much for interleaving 2010-12-13T13:05:37 it sounds like a lot of people will hate on it to me 2010-12-13T13:07:11 ?? 2010-12-13T13:08:40 effort to play around with 2010-12-13T13:11:41 dude I think you may need some sleep 2010-12-13T13:11:51 there are two options with letting opponent ants land on top of each other 2010-12-13T13:11:52 1. they can both be on that square, and fight the other ant on that square (with normal fighting) 2010-12-13T13:11:52 2. they both fight to the death there and then 2010-12-13T13:11:55 probably :P it's 5am 2010-12-13T13:11:55 you are not making a lot of sens 2010-12-13T13:12:24 but why do they need to be able to land on one another? 2010-12-13T13:12:36 because i don't like collision resolution :P 2010-12-13T13:12:38 What does it gain ? 2010-12-13T13:13:01 if i make a move and the ant is still alive, i want it to be where i sent it 2010-12-13T13:13:13 and when 2 ants are "locked" in combat and another comes along? 2010-12-13T13:13:21 it can also fight 2010-12-13T13:13:26 ?? 2010-12-13T13:13:35 Oh yea --soo much easier to implement... 2010-12-13T13:13:56 more edge cases than a 4d hypercube 2010-12-13T13:14:05 :p 2010-12-13T13:14:31 anyway, i'm going to get some sleep 2010-12-13T13:15:24 *** iNtERrUpT has quit IRC (Remote host closed the connection) 2010-12-13T13:22:48 *** smellyhippy has joined #aichallenge 2010-12-13T13:29:47 *** p4p4 has joined #aichallenge 2010-12-13T13:38:29 *** Naktibalda has joined #aichallenge 2010-12-13T13:46:57 *** smellyhippy has quit IRC (Read error: Connection reset by peer) 2010-12-13T13:48:02 *** smellyhippy has joined #aichallenge 2010-12-13T13:48:03 *** smellyhippy has joined #aichallenge 2010-12-13T14:11:10 *** delt0r_ has joined #aichallenge 2010-12-13T14:12:48 *** delt0r___ has quit IRC (Ping timeout: 272 seconds) 2010-12-13T14:23:13 *** Cold-Phoenix has joined #aichallenge 2010-12-13T14:25:17 *** meneky_ has quit IRC (Quit: Page closed) 2010-12-13T14:25:23 *** Sylph has joined #aichallenge 2010-12-13T14:25:29 *** Sylph2 has quit IRC (Ping timeout: 272 seconds) 2010-12-13T14:26:20 *** Frontier has left #aichallenge 2010-12-13T14:27:43 *** smellyhippy has quit IRC (Quit: BUT WAIT! 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Couldn't we solve the assymetry with slow turning ants? Say 45° is for free, but every 90° cost you a turn? That way when you attack directly from behind you get a big advantage. 2010-12-13T23:06:31 I'm not sure though if the walls provide enough cover for a sneak attack and the fov is pretty large, so you can usually always manage to face the enemy 2010-12-13T23:09:34 Frontier: i've dropped bullets 2010-12-13T23:10:37 i don't allow friend ants to go onto the same square, and if opponent ands land together then they fight to the death, i actually think that fight to the death will make it more interesting 2010-12-13T23:11:01 it's never the best move to move onto an ant adjacent if it's just you two there 2010-12-13T23:12:25 *** Utkarsh has quit IRC (Ping timeout: 260 seconds) 2010-12-13T23:13:32 so... how do you solve the symmetry between battles? There are no neutral planets. 2010-12-13T23:14:40 what do you mean? 2010-12-13T23:14:54 you can have more than one ant that can fight one of theirs 2010-12-13T23:15:04 or both ants don't have to fight each other when next to each other 2010-12-13T23:15:36 i only expect opponents to land on the same square when trying to dance around each other, or you are surrounded by more than 1 of them and you can kamakazee into them 2010-12-13T23:16:05 so when I have to ants on seperate squares around an opponent I deal 2 dmg, while the opponent only deals 1 dmg 2010-12-13T23:16:18 *** virdo has joined #aichallenge 2010-12-13T23:17:06 Frontier: your ant must make the move 2010-12-13T23:17:06 A row col direction 2010-12-13T23:17:12 so yes, if all ants decide to fight 2010-12-13T23:17:49 Order of processing of moves: 2010-12-13T23:17:49 1. Attacks 2010-12-13T23:17:49 2. Harvests 2010-12-13T23:17:49 3. Spawning of ants 2010-12-13T23:17:49 4. Deposits (deposits to home don't land on an ant first) 2010-12-13T23:17:49 5. Moves 2010-12-13T23:17:50 6. Kill/Fuse (kill/fuse friend ants that land on the same square) 2010-12-13T23:17:50 6. Collision fights (fight enemy ants that are on the same square) 2010-12-13T23:17:51 7. Check win/draw/lose conditions 2010-12-13T23:17:51 *** Utkarsh has joined #aichallenge 2010-12-13T23:17:57 that's the order i think moves should be processed with my way 2010-12-13T23:18:12 oh wait 2010-12-13T23:18:19 i need to do spawning after moves 2010-12-13T23:23:57 antimatroid: are you working off delt0r's impl? 2010-12-13T23:24:09 sigh: no, i'm working on my one :P 2010-12-13T23:24:36 Order of processing of moves: 2010-12-13T23:24:37 1. Attacks 2010-12-13T23:24:37 2. Harvests 2010-12-13T23:24:37 3. Deposits (deposits to home don't land on an ant first) 2010-12-13T23:24:37 4. Moves 2010-12-13T23:24:37 5. Spawning of ants 2010-12-13T23:24:37 6. Kill/Fuse (kill/fuse friend ants that land on the same square) 2010-12-13T23:24:37 are yout two competing? 2010-12-13T23:24:38 7. Collision fights (fight opponent ants that are on the same square) 2010-12-13T23:24:38 8. Handle collisions for home bases again 2010-12-13T23:24:39 9. Check win/draw/lose conditions 2010-12-13T23:24:40 sure, but is it a port of delt0r's or completly different? 2010-12-13T23:24:51 can any of you think of any problem cases with that order of processing? 2010-12-13T23:24:57 Frontier: just exploring both options 2010-12-13T23:25:09 sigh: they're quite different games 2010-12-13T23:25:33 oh, remove 8 2010-12-13T23:26:01 what if there is no room to spawn? 2010-12-13T23:26:19 an ant spawns on the home base if there are grains on it and no ant there 2010-12-13T23:26:26 deplenishing grains as it goes 2010-12-13T23:26:47 you can deposit grains from the adjacent square, and you have no walls/resources around your base 2010-12-13T23:27:54 notice that it handles moves before spawning, and if you deposit a grain there when there is currently none, you will get a new ant the next turn 2010-12-13T23:28:16 you can spawn an ant if they are on your base 2010-12-13T23:28:21 just not for a friend ant 2010-12-13T23:28:39 if we did friend ant fusion, then you could spawn no matter what, you just get mega ants 2010-12-13T23:29:31 instagib ants so to say 2010-12-13T23:30:02 and the visualizer would have to be in 3d ^^ 2010-12-13T23:30:09 ? 2010-12-13T23:30:11 why? 2010-12-13T23:30:27 how would you visualize 10 ants in a stack 2010-12-13T23:30:45 oh wait... fusiin?!? 2010-12-13T23:30:54 what's a site that'll let me post text? codepad seems to be down 2010-12-13T23:31:15 Frontier: if you put two friend ants on top of each other, they become 1 ant with combined hp 2010-12-13T23:31:33 and combined grains i assume 2010-12-13T23:31:46 yep, may have to drop some if they go above max carry capacity 2010-12-13T23:32:04 or we could remove max carry capacity? 2010-12-13T23:32:09 antimatroid: pastebin 2010-12-13T23:32:16 ok, but then they cant deal the same amount of damage. I would always go for a lot of weak ants 2010-12-13T23:32:25 comes in .com, .org, .ca and many other flavors 2010-12-13T23:33:43 a max capacity is good i think. it adds to the gameplay. 2010-12-13T23:33:57 Frontier: yes, i don't want friend ants to land on top of each other 2010-12-13T23:34:05 it's that or kill both if they land on each other though 2010-12-13T23:34:12 i don't like cancelling moves 2010-12-13T23:34:19 sigh: http://pastebin.com/XQdSxiz3 2010-12-13T23:34:28 ok, then we could even turn the numbers in the visualizer into health bars 2010-12-13T23:34:37 that's input/output format, start pack strategy and order of processing that i suggest currently 2010-12-13T23:35:01 Frontier: does that work when hp can go above spawn amount? 2010-12-13T23:35:06 no 2010-12-13T23:35:10 it would work if we killed them 2010-12-13T23:35:20 i prefer killing them (like moving onto a wall) 2010-12-13T23:35:29 it shouldn't be too hard to make sure you don't land on each other 2010-12-13T23:37:41 *** contestbot_ has joined #aichallenge 2010-12-13T23:37:42 -lindbohm.freenode.net- [freenode-info] please register your nickname...don't forget to auto-identify! http://freenode.net/faq.shtml#nicksetup 2010-12-13T23:37:42 *** contestbot has quit IRC (Disconnected by services) 2010-12-13T23:37:59 *** medrimonia1 has joined #aichallenge 2010-12-13T23:38:28 (graduation dress, i don't normally wear dresses aha) 2010-12-13T23:39:06 *** zerd has joined #aichallenge 2010-12-13T23:39:06 *** contestbot_ is now known as contestbot 2010-12-13T23:39:07 *** ChanServ sets mode: +o contestbot 2010-12-13T23:40:54 *** ZanniqlcKzxkq has joined #aichallenge 2010-12-13T23:41:00 *** rabidus_ has joined #aichallenge 2010-12-13T23:41:07 *** chl_ has joined #aichallenge 2010-12-13T23:41:44 *** Zannick has quit IRC (Disconnected by services) 2010-12-13T23:41:52 *** ZanniqlcKzxkq is now known as Zannick 2010-12-13T23:42:10 Frontier: if we did movement in all 4 directions, what about having ants have heads at both ends? 2010-12-13T23:43:58 *** _Utkarsh <_Utkarsh!~admin@117.201.84.36> has joined #aichallenge 2010-12-13T23:45:36 *** politik has quit IRC (*.net *.split) 2010-12-13T23:45:37 *** Accoun has quit IRC (*.net *.split) 2010-12-13T23:45:37 *** tapwater has quit IRC (*.net *.split) 2010-12-13T23:45:37 *** delt0r has quit IRC (*.net *.split) 2010-12-13T23:45:37 *** Error323 has quit IRC (*.net *.split) 2010-12-13T23:45:38 *** acieroid has quit IRC (*.net *.split) 2010-12-13T23:45:38 *** BtbN has quit IRC (*.net *.split) 2010-12-13T23:45:38 *** eburnette has quit IRC (*.net *.split) 2010-12-13T23:45:38 *** virdo has quit IRC (*.net *.split) 2010-12-13T23:45:38 *** antimatroid has quit IRC (*.net *.split) 2010-12-13T23:45:38 *** nann has quit IRC (*.net *.split) 2010-12-13T23:45:39 *** holmar has quit IRC (*.net *.split) 2010-12-13T23:45:39 *** sigh has quit IRC (*.net *.split) 2010-12-13T23:45:40 *** AlliedEnvy has quit IRC (*.net *.split) 2010-12-13T23:45:40 *** davidd has quit IRC 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