2010-12-18T00:07:26 *** amstan_ has joined #aichallenge 2010-12-18T00:07:26 *** ChanServ sets mode: +o amstan_ 2010-12-18T00:14:24 *** Frontier has left #aichallenge 2010-12-18T00:15:03 *** Frontier has joined #aichallenge 2010-12-18T00:44:38 *** amstan_ is now known as amstan 2010-12-18T02:05:33 *** amstan has quit IRC (Remote host closed the connection) 2010-12-18T02:21:14 *** Palmik has joined #aichallenge 2010-12-18T02:40:41 i think i'm almost done 2010-12-18T02:40:51 other than each program seems to use up more memory the longer it runs 2010-12-18T02:40:56 i can't work out why 2010-12-18T03:10:10 *** iNtERrUpT has joined #aichallenge 2010-12-18T03:14:07 *** choas has joined #aichallenge 2010-12-18T03:31:27 ah memory leaks... fun 2010-12-18T03:40:31 i swear i'm not using any pointers : 2010-12-18T03:40:48 i'm thinking somethings happening with my streams 2010-12-18T03:40:53 it's a huge jumble of mess for that 2010-12-18T03:42:11 sigh: interested in taking a look? :P 2010-12-18T03:42:21 you get to watch the game play too 2010-12-18T03:42:27 only an ascii version of it though 2010-12-18T03:42:29 let valgrind look at it first 2010-12-18T03:43:19 you say that like i've ever used it :P 2010-12-18T03:44:13 it's not that hard :P 2010-12-18T03:45:50 i'll have a quick look, if you want 2010-12-18T03:45:56 Frontier: I don't really support ants (am working on something else right now), and i only have 1 process per player. Also all the source is in the download 2010-12-18T03:52:02 just cleaning up something i can zip 2010-12-18T03:52:30 setup a public repo already :P 2010-12-18T03:57:13 meh, google docs will do for the moment 2010-12-18T03:58:32 i've included an arena folder, hopefully you should be able to cd there and then just enter 2010-12-18T03:58:32 engine.exe "amap.txt" "receiver.exe" "bot.exe" "bot.exe" "6" "50" "1.1" 2010-12-18T03:58:43 https://docs.google.com/leaf?id=0B5joEFt1EpwZZjZiN2M0NjUtZDY4Yy00M2YyLThlYjYtMGFiZThiZmEyMzY5&sort=name&layout=list&num=50 2010-12-18T04:00:44 the code for engine is horrible 2010-12-18T04:00:58 but i think it's at least spaced out to make sense for what spots are doing what 2010-12-18T04:01:18 is there a makefile or something? 2010-12-18T04:01:30 i have no idea how to write them, sorry :P 2010-12-18T04:02:05 i could rezip with codeblocks project files? 2010-12-18T04:03:45 hmmm 2010-12-18T04:05:29 mah... there's a bunch of windows stuff that isn't protected by ifdefs 2010-12-18T04:05:44 is it just #include "windows.h"? 2010-12-18T04:05:50 i couldn't work out how to not have that outside 2010-12-18T04:06:17 otherwise,ahhhh crap 2010-12-18T04:10:59 Process.cc:67: warning: missing sentinel in function call 2010-12-18T04:11:10 hmm 2010-12-18T04:11:21 the joys of C++ 2010-12-18T04:11:38 hmm, i didn't write that 2010-12-18T04:11:54 SmkMnstr: you about? 2010-12-18T04:13:19 nvm, I fixed it 2010-12-18T04:13:37 did it fully compile? because that should be the only problemish part 2010-12-18T04:13:44 well, and it running as expected 2010-12-18T04:14:55 ok, I got it compile 2010-12-18T04:15:33 i think i left the outputting of an ant square to debug.txt as broken, but that doesn't really matter 2010-12-18T04:15:57 game.txt contains almost full information of the board at each state (don't see harvest or hp etc.) 2010-12-18T04:16:29 uncomment lines 137-139 of Engine.cc if you want to see what is in game.txt to the console each turn 2010-12-18T04:17:27 antimatroid: If you have a replay file for me that would be great. Something that includes all the special cases as well. 2010-12-18T04:17:29 it seems to be running 2010-12-18T04:18:37 ok, it ran :) 2010-12-18T04:19:12 Frontier: just a minute 2010-12-18T04:19:18 sigh: it's slow as fuck aye :P 2010-12-18T04:19:24 yeah 2010-12-18T04:19:56 Frontier: are you taking the final line 2010-12-18T04:19:56 fin winner 2010-12-18T04:19:56 atm? 2010-12-18T04:20:48 Frontier: http://pastebin.com/T4xZYmRd 2010-12-18T04:20:53 you may want to edit/remove that last line 2010-12-18T04:21:17 oh, and did you want direction for walk? 2010-12-18T04:21:23 i gave it to you 2010-12-18T04:22:33 http://pastebin.com/2UNY4Nrf 2010-12-18T04:22:44 that's the format i currently pass to the visualiser with 2010-12-18T04:22:48 antimatroid: At the moment I'm not taking any of that ^^. I thought it would be wise to wait till you have something that works for you. 2010-12-18T04:23:20 (i think) take a look at that sample file and see if it matches 2010-12-18T04:24:03 sigh: i have a feeling i made more of a mess with string streams than just taking a char at a time, i may try changing all that after and see if it changes anything 2010-12-18T04:24:13 That's difficult to see. In the specs the direction is given twice for "walk" 2010-12-18T04:24:35 ?? 2010-12-18T04:25:06 Round 1 and 3 both have a direction field, but it should always be the same, correct? 2010-12-18T04:25:26 i have a feeling i'm not sending you walk rotation moves till later 2010-12-18T04:25:35 i can fix that 2010-12-18T04:26:20 yeah, i'm currently only sending you walk information at round 3, including rotation 2010-12-18T04:28:01 i found a neat little trick for the starter bot home path, assing each square a direction home, start them all at 'X', and every time an ant move into a square with 'X', mark the direction that to which you just came from, then any ant of yours has a (very inefficient) path back to base mapped out 2010-12-18T04:28:46 I see. I get the initial rotation from the "A" lines so I don't need any for turn 1, but on turn 2 following it would be good to have the direction for attacks/walk so that the visualization makes sense 2010-12-18T04:29:48 wait, is for each start ant meant to be just at turn 0, or every turn? 2010-12-18T04:29:49 antimatroid: I think the starter bot is coming along fine :p. 2010-12-18T04:30:12 only turn 0 2010-12-18T04:30:16 okay good 2010-12-18T04:30:47 it's just so I have something to initialize the graphics with. 2010-12-18T04:30:47 then round 1, i send you info about deposit and attack rotations atm, then round 3 walk rotation information (and walk information) 2010-12-18T04:31:18 i don't give you any information about spawning ants either, can you just do it if there is grains on a home base after round 2? 2010-12-18T04:31:20 ok that is probably better than a separate rotation line anyway 2010-12-18T04:32:10 You don't give me a changed square for a spawning ant? Ok, I think I can write a quick hack for that. 2010-12-18T04:32:47 i do give you a changed square for it, but i'm not sure if you wanted to animate the spawn before resolving conflicts? 2010-12-18T04:32:55 you get information about that square after the resolution 2010-12-18T04:34:00 sigh: how does the example game look? :P 2010-12-18T04:34:34 Frontier: http://pastebin.com/TszZfnhe 2010-12-18T04:34:42 that's what an ascii example game looks like 2010-12-18T04:40:58 i'll have a play around with popen in python later and see if i can't get that working 2010-12-18T04:41:40 did any of you ever play future cop lapd? 2010-12-18T04:42:19 http://www.youtube.com/watch?v=W2rPuRDtL_s 2010-12-18T04:42:29 that should jog your memory, that is what i think my ant game feels like 2010-12-18T04:43:19 antimatroid: I can still animate the spawn of ants by adding the animation to the previous turn ;) And no, I never played future cop lapd. I liked to play the demo of this game, though: http://www.youtube.com/watch?v=7KWsywyJtjA 2010-12-18T04:43:27 what are you getting working in python? 2010-12-18T04:44:22 sigh: possibly something cleaner 2010-12-18T04:45:00 might want to look at the ai contest repo then... the SadBox class there does all the process talky stuff 2010-12-18T04:52:07 *** choas has quit IRC (Ping timeout: 250 seconds) 2010-12-18T04:55:01 *** boegel has joined #aichallenge 2010-12-18T04:57:46 *** fgump has joined #aichallenge 2010-12-18T05:01:07 *** boegel has quit IRC (Quit: Leaving) 2010-12-18T05:03:12 *** tapwater has quit IRC (Quit: tapwater) 2010-12-18T05:10:42 oh, i also think i might be letting the bots send multiple moves for their (or their enemies!) ants at once 2010-12-18T05:10:45 i will fix that later 2010-12-18T05:20:25 * Frontier looks at the PlanetWars visualizer and realizes how one really writes JavaScript applications. 2010-12-18T05:38:31 hehe, it can't be worse than my engine code 2010-12-18T05:39:56 *** choas has joined #aichallenge 2010-12-18T05:52:09 *** jaspervdj has joined #aichallenge 2010-12-18T06:00:48 Frontier: nice visualizer I saw 2010-12-18T06:01:40 Error323: hopefully in a day or so it will actually be showing a real game :) 2010-12-18T06:02:29 antimatroid: :D 2010-12-18T06:02:37 antimatroid: ur working on that? 2010-12-18T06:03:15 yeah, i have a semi working engine 2010-12-18T06:03:23 cool 2010-12-18T06:03:27 http://pastebin.com/TszZfnhe 2010-12-18T06:03:39 that's very bad view of a sample game that just goes for 30 turns 2010-12-18T06:05:36 yeah i'm not gonna parse that just now, but i'm happy u got it almost working :) 2010-12-18T06:06:42 Error323: hehe. thx for the compliment. i am on the right track with the visuals then :) 2010-12-18T06:07:40 *** medrimonia1 has joined #aichallenge 2010-12-18T06:07:46 yeep, looks real nice 2010-12-18T06:08:12 I love it how this contest manages to keep using javascript for their visualizations. 2010-12-18T06:08:22 Instead of turning to flash 2010-12-18T06:09:09 *** medrimonia has quit IRC (Ping timeout: 260 seconds) 2010-12-18T06:14:56 *** delt0r___ has quit IRC (Read error: Connection reset by peer) 2010-12-18T06:16:12 *** delt0r___ has joined #aichallenge 2010-12-18T06:24:21 *** choas has quit IRC (Ping timeout: 272 seconds) 2010-12-18T07:11:03 sigh: what did you end up having to change before? 2010-12-18T07:11:40 and any idea how i can get the one file to compile across systems? ie. how do you put in #include "windows.h" when you need that for the #ifdef 2010-12-18T07:13:09 just put the #include "windows.h" inside a #ifdef _WIN32 2010-12-18T07:13:54 also had to change the last arg to execl in Process.cc:67 from 0 to NULL 2010-12-18T07:14:29 then it doesn't compile :P 2010-12-18T07:14:46 i think it needs that to have _WIN32 be defined 2010-12-18T07:14:52 hence why i had it outside there 2010-12-18T07:15:38 then how does Process.cc work? it uses #ifdef _WIN32 2010-12-18T07:16:07 yes, but if i move the include windows.h it falls through to the #else 2010-12-18T07:16:57 wait, neverming, got it 2010-12-18T07:17:01 nevermind* 2010-12-18T07:19:07 *** nullkuhl has joined #aichallenge 2010-12-18T07:26:09 should the bots receive who won at the end too? 2010-12-18T07:26:43 could be helpful for people training 2010-12-18T07:36:12 antimatroid: whats this ? a new contest ? 2010-12-18T07:36:26 nullkuhl: just a possible game for the next contest 2010-12-18T07:36:35 antimatroid: and what is the game ? 2010-12-18T07:36:41 antwars 2010-12-18T07:36:55 http://pastebin.com/TszZfnhe 2010-12-18T07:37:01 that's a very basic 30 turn sample game 2010-12-18T07:37:30 antimatroid: ...that is not a very good sample to get the idea what the game is like ^^ 2010-12-18T07:37:38 players bases are indicated start with 9 grains and an ant on them, then you need to go harvest grains and deposit them at home for more ants to be spawned 2010-12-18T07:37:52 Frontier: it's sort of the best i have atm :P 2010-12-18T07:38:07 if one scrolls down they can see the ants spreading out 2010-12-18T07:38:52 it works better when the console is printing it in the same position every second 2010-12-18T07:39:00 if one scrolls in sync to the monitor to get the shutter effect... maybe :p 2010-12-18T07:43:23 *** choas has joined #aichallenge 2010-12-18T07:47:25 it will be a million times better once i can watch it in a your visualiser though :) 2010-12-18T07:47:34 i started calling it gui with all my stuff, it's shorter 2010-12-18T07:56:39 I'll put a text field on the web site where you can paste your replays for the JavaScript to pick them up. 2010-12-18T07:57:53 there's a website? :P 2010-12-18T07:57:57 and awesome 2010-12-18T07:58:35 got it 2010-12-18T07:59:08 :p 2010-12-18T08:00:48 *** Naktibalda has joined #aichallenge 2010-12-18T08:02:38 when i generate a sample set of 100 maps i've make sure there's a decent bit of variation with wall density 2010-12-18T08:02:46 i'll* 2010-12-18T08:03:30 that sounds good, sizes will also be from 16 to 32, right? 2010-12-18T08:03:41 i was doing 40x40 atm 2010-12-18T08:04:25 people like maxing at 32 don't they? 2010-12-18T08:04:47 I can't fit that on a laptop monitor with 1280x800 as long as I make a square 20x20 px. 2010-12-18T08:05:07 what's your max? 2010-12-18T08:05:27 i have a big ass 24 inch, so i don't think about those things :P 2010-12-18T08:05:31 32x32 works good 2010-12-18T08:05:39 okay, i'll make them all 32x32 2010-12-18T08:06:07 i don't think it really changes much if the overall dimensions change up 2010-12-18T08:06:35 *** mega1 has joined #aichallenge 2010-12-18T08:06:57 it is about the size of the planetwars visualizer then 2010-12-18T08:08:12 I thought about adding a border to the map, so you can see what is happening behind the wrap 2010-12-18T08:08:27 so repeating data? 2010-12-18T08:08:47 might just be more confusing i think 2010-12-18T08:09:17 Right, but shaded darker so you can distinguish it from the 'real' map 2010-12-18T08:09:42 maybe worth a shot, although if the map could be bigger, i'd probably prefer to do it with new squares :P 2010-12-18T08:10:31 Well I guess I could always zoom out the canvas until it fits the screen :p 2010-12-18T08:10:51 that's possibly not such a bad idea if easy enough :P 2010-12-18T08:11:02 we can still use smaller dimensions if it's considered better 2010-12-18T08:11:40 I don't know if I get bad ass drawing artifacts from the fractional coordinates though 2010-12-18T08:12:09 i think it looks pretty good atm size wise 2010-12-18T08:12:17 i wouldn't want to make them much smaller for readability 2010-12-18T08:13:11 how long do you gess a game of 40x40 could be? 2010-12-18T08:13:18 *guess 2010-12-18T08:13:23 probably too long 2010-12-18T08:14:17 my intentions are for the games to be along the lines of 2010-12-18T08:14:18 go out and discover the map and build up grains on the home base for army 2010-12-18T08:14:18 big epic battle as players try to invade each others bases and defend 2010-12-18T08:14:54 epic... well, how can I help in making it epic? 2010-12-18T08:15:03 explosions? 2010-12-18T08:15:23 metal shreds flying through the air? 2010-12-18T08:15:38 ant sounds? 2010-12-18T08:16:14 hmmm, not sure 2010-12-18T08:16:26 my thoughts are mostly on the strategy being interesting 2010-12-18T08:17:09 i think the optimal thing to do when multiple opponent ants are near each other switches all over the place here 2010-12-18T08:17:24 which is what i think gives it the same kind of strategic complexity that tron and planet wars had 2010-12-18T08:17:55 you could maybe have ants that land on the same square do some kind of fight animation? 2010-12-18T08:18:16 and if an ant moves onto the enemies base, explode the base and all ants? 2010-12-18T08:18:33 That is the most difficult situation because they actually just disapear as soon as they get there :p 2010-12-18T08:19:20 to the enemies base? ah yeah, you would need to do it once being sent fin i think 2010-12-18T08:19:36 i think it's best if you move there their ant spawns before collision fights/fusion 2010-12-18T08:20:23 ...no I mean when ants move onto the same square I cannot do play an animation as they just get merged 2010-12-18T08:20:43 i send you the move information at round 3, then updated square information in round 4 2010-12-18T08:20:48 couldn't you do it between those two rounds? 2010-12-18T08:21:23 that's why i'm doing those rounds, so we can see the ants move on top of each other before the morph 2010-12-18T08:21:43 antimatroid: Actually I'm still trying to get the movement smooth so I recombine all rounds into one. If you really insist I can split it up again. 2010-12-18T08:22:00 it's your choice :) 2010-12-18T08:22:09 but i think it's better if we can see what each ant did 2010-12-18T08:22:34 actually, no do it smoothly 2010-12-18T08:22:40 your way is better :) 2010-12-18T08:22:51 cause we will still see them walk etc. yeah? 2010-12-18T08:22:52 Well you see that. The two ants move onto one square.... and then *pop* they are one. 2010-12-18T08:22:59 yeah, that's cool 2010-12-18T08:23:16 the smooth flow of the game looks really good, same with planet wars 2010-12-18T08:24:16 It just needs the little bit of extra information, like the direction an ant is facing, btw. do you add the direction to the "S" lines of round ...what was it 1? now? 2010-12-18T08:25:41 round 1: directions ants face for attacks and deposits 2010-12-18T08:25:41 round 2: new information for squares after attacks, harvests and deposits 2010-12-18T08:25:41 round 3: directions for ants walking (implement these walk moves) 2010-12-18T08:25:41 round 4: information for squares changed after walks/spawning/conflicts 2010-12-18T08:26:03 round 1 is "R", rounds 2 and 4 are "S" and round 3 is "W" 2010-12-18T08:26:37 R row column direction 2010-12-18T08:26:37 W row column direction 2010-12-18T08:26:38 S row column antPlayer antHP antHarvest squareGrains 2010-12-18T08:26:40 hmm, ok. just thought that round 1 and 3 share the same information 2010-12-18T08:27:09 no, i don't process walk moves until after round 2, because an ant that dies from an attack doesn't move 2010-12-18T08:27:10 wait... you wont send a round 3 for an ant that has a round 1, right? 2010-12-18T08:27:17 no i wont 2010-12-18T08:27:41 ok. this is gonna be a mess of a source code :p 2010-12-18T08:27:54 should i be doing that differently? 2010-12-18T08:28:10 otherwise you will see an ant walk that dies before walking 2010-12-18T08:28:15 no im happy we have something we can agree on. 2010-12-18T08:29:06 i'm flexible, i just need to be convinced another way is better :) 2010-12-18T08:29:08 i think it would be easier for me if i could identify the objects as ants, not as "square x changed". 2010-12-18T08:29:21 if i am convinced a particular way works best, i get really stubborn 2010-12-18T08:29:37 what id do fused ants get? 2010-12-18T08:30:03 I had a stubborn co-worker. Since then I don't agrue any more. 2010-12-18T08:30:18 i enjoy a good argument :( 2010-12-18T08:30:53 fused ants... hmm... good question. Is it maybe a new ant that just spawned there? 2010-12-18T08:32:10 that could possibly be done 2010-12-18T08:32:12 the ant id would be lastId+1 2010-12-18T08:32:15 is it really getting easier if i do that? :P 2010-12-18T08:33:15 if it makes your life easier i can do it 2010-12-18T08:33:19 I don't want to check 1000 squares to find 20 ants that I want to draw, so I use a list of ants anyway internally 2010-12-18T08:33:22 but i think it makes both the engine and bot's life harder 2010-12-18T08:33:54 Right now when I manage the animations I have to track back origin squares and stuff like that ^^ 2010-12-18T08:34:21 hmmm 2010-12-18T08:34:37 How do you handle that internally? Do you iterate over every square to find own ants in the bot? 2010-12-18T08:35:06 i think i do in the engine atm, some places i store a vector of locations to squares with ants 2010-12-18T08:35:12 i really need to clean everything up 2010-12-18T08:35:15 i can do ant ids 2010-12-18T08:35:17 i'll do that 2010-12-18T08:35:24 hehe, ok 2010-12-18T08:35:31 you respecify gui input and i'll do it to that 2010-12-18T08:39:38 Now I have to make sure I don't end up with a bunch of helper functions again, in other words get it right on the first try. hmm a special "spawn" and "die" command probably. even attack, deposit and harvest could be used for some basic animation. 2010-12-18T08:45:28 i can send you all made moves, but you will get more information 2010-12-18T08:45:56 or do you want to also process moves yourself? 2010-12-18T08:48:42 no, i would like to let the server handle the numbers. 2010-12-18T08:50:20 actually, i don't send you any more information 2010-12-18T08:50:44 and it's almost no difference, i just split R lines up into D and A 2010-12-18T08:50:49 i'll take your word on that 2010-12-18T08:50:50 actually, i also need to send you H lines 2010-12-18T08:51:07 wait a sec 2010-12-18T08:51:36 no, you should wait now, im in the middle of refining the input format :p 2010-12-18T08:51:56 okay :) 2010-12-18T08:52:21 but split round one up into lines starting with 'A', 'D' and 'H' ;) 2010-12-18T08:54:40 Stupid question: Do I need to think in rounds when I merge them all to have a smooth movement? 2010-12-18T08:56:09 ? 2010-12-18T08:57:18 an ant should be able to deposit before dying from attack 2010-12-18T08:57:21 i have that wrong atm 2010-12-18T08:57:21 I might be doing it wrong, but I don't see a need for this abstraction in my visualizer right now 2010-12-18T08:57:42 deposit before attack... hmm 2010-12-18T09:02:19 *** mceier has joined #aichallenge 2010-12-18T09:13:26 antimatroid: http://pastebin.com/Zv9K4b0T - That would solve some problems for me :) 2010-12-18T09:14:18 sorry forgot an id in the move command: http://pastebin.com/CmLYWPhL 2010-12-18T09:15:17 can move be walk? 2010-12-18T09:15:25 i like to call all options a move 2010-12-18T09:15:32 oh yes, sure 2010-12-18T09:15:43 i think it makes it clearer 2010-12-18T09:15:50 alright, give me a little while :) 2010-12-18T09:16:07 should bots receive ant ids? 2010-12-18T09:16:42 what's the point of providing a spawn direction on an ant? 2010-12-18T09:17:16 can you just set it as north and south for each bot and not receive that info? 2010-12-18T09:23:17 Frontier: do you want ant id's to be unique for each player or for all ants? 2010-12-18T09:23:17 I could do that, but it adds control to the way the ants start out 2010-12-18T09:23:53 antimatroid: I had the same question a few days back. It doesn't really matter, but make them global. 2010-12-18T09:24:10 i'm wondering how large that may get 2010-12-18T09:24:16 This way we can later add the brain bug, that assimilates enemy ants. 2010-12-18T09:24:54 I hope it gets smaller this way :p 2010-12-18T09:24:54 you can't have more ants than total starting grains + 2 2010-12-18T09:24:59 we can cap that if necessary 2010-12-18T09:26:22 antimatroid: As a means to make the game replays smaller you can cap the number. Let's see how much data the starter bot produces on a 32x32 map :) 2010-12-18T09:26:52 okay, i still need to work out what is causing memory leak issues 2010-12-18T09:27:14 and i'm hoping that is what causes it to get slower and not the more ants 2010-12-18T09:27:17 use valgrind it helped me a lot 2010-12-18T09:27:24 the bot still seems to return it's moves fairly fast 2010-12-18T09:27:58 as long as it doesn't run O^3 loops its going to stay this way :) 2010-12-18T09:29:00 there are a lot of cool algorithms for painting a discrete grid 2010-12-18T09:29:08 cool == simple 2010-12-18T09:29:36 what do you think starting hp of an ant should be? 2010-12-18T09:29:44 it's currently 5 and i think that's about right 2010-12-18T09:30:41 *** nullkuhl has left #aichallenge ("Konversation terminated!") 2010-12-18T09:31:17 *** yasith has joined #aichallenge 2010-12-18T09:32:06 Difficult to say. I'm more worried about the relation to the 'instagibs' when two ants walk onto the same square :D 2010-12-18T09:34:14 Look how the new format is smaller! Old: "W 28 11 N; S 27 11 1 5 0 8", new: "W 0 N" 2010-12-18T09:36:53 it's harder to process 2010-12-18T09:37:15 when an ant walks onto a square, i now need to track how many walked on and the id if it was just a single ant 2010-12-18T09:37:15 update M -> W, S -> G (was used twice): http://pastebin.com/0d0VmH7u 2010-12-18T09:37:42 i should be able to do it thought 2010-12-18T09:39:15 didn't you have to merge any number of ants on a square before? 2010-12-18T09:44:29 the ids are new, thats true. but it really helps me a lot to know where the life of an ant starts and where it ends. I can now combine two walk commands to a curve so the ants don't always turn in 90°. 2010-12-18T09:45:49 before i just took in new ant info for hp and grains from both players, then combined that with spawned info and saw which player still had an ant there if any 2010-12-18T09:46:02 i just need to tweak it to count the number of ants added 2010-12-18T09:46:13 and create a new ant id if it's more than 1 2010-12-18T09:46:47 any direction i pass you for spawned ants is going to be arbitrary though 2010-12-18T09:48:15 then drop that field for now. I'll see how I can use the new ant ID (!!) to find the direction the ant will use next 2010-12-18T09:49:04 *** yasith has quit IRC (Ping timeout: 276 seconds) 2010-12-18T09:49:14 Can you tell the bots if they won or lost and let them return a victory dance command? 2010-12-18T09:49:42 jeesh did I really propose that? 2010-12-18T09:50:58 yeah, i don't think that's necessary :P 2010-12-18T09:51:10 you could actually do a victory dance with this though 2010-12-18T09:53:52 use F for ants spawned by fusions instead of S. I might want to visualize that case differently 2010-12-18T09:54:06 hmmm i was just about to say 2010-12-18T09:54:17 when i spawn an ant, i do that before collisions 2010-12-18T09:54:31 so if i assign that an id, then it collides, i assign another id 2010-12-18T09:55:29 meaning ids may get used and never even appear 2010-12-18T09:55:31 so... an enemy ant can stand on my base, it spawns a new ant, they collide and my ant 'survives' with 1hp 2010-12-18T09:56:10 i'm not doing it like that atm at all 2010-12-18T09:56:25 so what case did you think of? 2010-12-18T09:56:34 *** sigh has quit IRC (Remote host closed the connection) 2010-12-18T09:56:54 i have newAnts[2][2] 2010-12-18T09:56:54 then spawn and move ant info goes to that, and square info for actual ants that move gets cleared, then i resolve it all in one sweep 2010-12-18T09:57:41 i can maybe do a little hack 2010-12-18T09:57:58 assign newID -1 to a spawned ant, and if that is the carry over ID for 1 new ant, assign a new ID 2010-12-18T10:00:03 can you print the command sequence I would receive for this? 2010-12-18T10:00:14 *** yasith has joined #aichallenge 2010-12-18T10:00:16 what do you mean? 2010-12-18T10:00:22 you don't see any of this 2010-12-18T10:00:31 this is just me thinking out loud how i can resolve it 2010-12-18T10:01:23 so when an ant spawns and it survives the collision it will show as spawned in the usual way using "S"? 2010-12-18T10:01:36 instead of "S" "K" "F" 2010-12-18T10:01:41 hmmm 2010-12-18T10:01:45 i haven't got that far yet 2010-12-18T10:01:53 i'm trying to assign ants an id 2010-12-18T10:01:53 that's what I was asking :p 2010-12-18T10:02:28 i don't see why an ant needs an id? 2010-12-18T10:02:34 We don't need to create any new id for fusions as long as max one of them always survives and all others die 2010-12-18T10:03:16 Frontier: which one gets to keep id? and then i need to store information about all ants that get added 2010-12-18T10:03:22 it really does make it quite a lot harder my end 2010-12-18T10:04:33 yeah forget that idea. The id is usefull to refer to in the replay and for me to keep track of an ant. 2010-12-18T10:06:32 actually, i do the spawning after doing all moves, i know if it's the only ant i add to the base 2010-12-18T10:06:39 therefore i can tell whether i need to assign a ned id 2010-12-18T10:06:41 problem averted :) 2010-12-18T10:06:53 you get a brand new id if any ants land together though 2010-12-18T10:07:53 no problem. the only effect would have been that you see the stronger of two ants 'rush through' 2010-12-18T10:08:33 you can have up to 6 ants end up on a square at once 2010-12-18T10:08:39 5 for normal, 6 on a base 2010-12-18T10:14:08 *** smellyhippy has quit IRC (Quit: BUT WAIT! What are those penguins up to?!) 2010-12-18T10:15:08 *** smellyhippy has joined #aichallenge 2010-12-18T10:15:11 *** bhasker has joined #aichallenge 2010-12-18T10:20:18 http://pastebin.com/j1qFsEdE - added 'F' fusion spawn, removed spawn directions 2010-12-18T10:21:23 hmmm, a lot of these changes require me to store and track a lot more information than before 2010-12-18T10:21:35 and here is me struggeling with ants without id: http://localhost/ant.html ^^ 2010-12-18T10:21:46 doesn't load 2010-12-18T10:21:53 sorry... 2010-12-18T10:22:11 http://marco-leise.homedns.org/ant.html 2010-12-18T10:22:42 they walked onto a wall :| 2010-12-18T10:23:08 i know... ignore the randomness... i wanted to point to the shadow ants appearing where an ant moves 2010-12-18T10:24:07 can i just send you one kind of spawn ant? 2010-12-18T10:24:43 ah crap, i need to track id's to kill as well 2010-12-18T10:24:53 *** Azrathud has quit IRC (Ping timeout: 240 seconds) 2010-12-18T10:25:14 you can, but if you find that you know what kind it is at the particular code line i can visualize them differently. that said it works with only "S" of course 2010-12-18T10:25:48 hmmm, i'll see what i end up with 2010-12-18T10:25:58 it just got even messier :P 2010-12-18T10:26:46 I try to swallow the guilt feelings :D 2010-12-18T10:27:28 You haven't worked with databases a lot have you? 2010-12-18T10:28:09 i have to add ants to a square, then if ants added == 1 and home base has more than 1 grains and no ant is current there after moves, spawn a new and with a new id otherwise if there are grains spawn an ant without a new id, then i need to do collision detections on all that, and send you ids for any ants that die and spawning of any new ones whether through collisions or spawning a new one 2010-12-18T10:28:17 no, i haven't :P 2010-12-18T10:28:28 more than 0 grains* 2010-12-18T10:28:39 i'm not sure this is going to help with my efficiency problem either :P 2010-12-18T10:29:05 *** holmar has quit IRC (Remote host closed the connection) 2010-12-18T10:30:50 that sounds complicated... i hope it is a lot simpler in reality. if it helps just spawn the ant, let it die in the collision and spawn a new ant if some hp remain for one player 2010-12-18T10:32:37 so you can end each processing state with a command (spawn, kill+spawn) instead of keeping all the information till the end of the pipeline, just to save an extra id 2010-12-18T10:34:08 the point is i'm currenty 2010-12-18T10:34:19 oops that was meant to be backspace not enter :) 2010-12-18T10:36:43 *** Anderson_ has joined #aichallenge 2010-12-18T10:36:49 heheh 2010-12-18T10:36:57 .. 2010-12-18T10:36:57 *** Anderson_ has quit IRC (Client Quit) 2010-12-18T10:37:04 *** Anderson_ has joined #aichallenge 2010-12-18T10:37:14 *** abm has joined #aichallenge 2010-12-18T10:37:15 hehee 2010-12-18T10:37:48 *** abm is now known as Anderson_BM 2010-12-18T10:39:27 Frontier: U and S, do I have to? :P 2010-12-18T10:41:36 hehe 2010-12-18T10:41:44 actually, i have my own counter proposal :P 2010-12-18T10:41:46 give me a min 2010-12-18T10:43:05 *** amstan has joined #aichallenge 2010-12-18T10:43:05 *** ChanServ sets mode: +o amstan 2010-12-18T10:46:01 Frontier: do you want to be told deposit amounts? 2010-12-18T10:46:31 and i've also got the issue that i need to deposit to a base before an ant, otherwise an ant before a square 2010-12-18T10:48:16 do you need some help 2010-12-18T10:48:27 it's a bit messy atm :) 2010-12-18T10:49:02 in a few days i'll post stuff for people to go through 2010-12-18T10:49:25 k 2010-12-18T10:52:39 Frontier: i really don't get how having ant ids helps you, don't you only need to redraw a square you get updated information? 2010-12-18T10:53:02 i am going to have to restructure quite a lot of things i think 2010-12-18T10:58:16 Frontier: i can do what you want, but it basically requires a complete rewrite of the engine and bots 2010-12-18T10:58:23 i kind of wish i had that spec a couple of days ago 2010-12-18T10:59:38 if i do it with waht i currently have i'm just going to be adding a bunch of hackish things all over the place 2010-12-18T10:59:45 which is a really bad idea 2010-12-18T11:19:13 *** Anderson_BM has quit IRC (Quit: Anderson _Belo_ Mangueira) 2010-12-18T11:23:31 antimatroid: You seem to be making a lot of work for yourself 2010-12-18T11:28:36 antimatroid: :-/ 2010-12-18T11:35:22 It seems the hacks are either on your side or on my side. Maybe we can have half the amount of hacks on each side or so. I'm animating ants, not squares. With the first specs I had the same problem as you have now. Around 5 different cases that have to be handled in the correct order referencing future and past turns to figure out if the appearal of an ant on a square is not a regular spawn, but an ant that moved there from 2010-12-18T11:35:22 or the result of a collision. If I only render squares I would have to touch squares that I currently don't redraw seperately at all. Only when the grains on a square change I update the whole row once (z-order). 2010-12-18T11:38:26 I'd like to have an ant walking E,N in succession to walk in a curve instead of what the visualizer currently shows (90° instant turn). With an id I can easily look the two turns ahead. 2010-12-18T11:43:52 *** choas_ has joined #aichallenge 2010-12-18T11:45:27 delt0r__: Can you tell antimatroid that ids are a good idea for ants? I can't convince him to add all those hacks into the server and bots. 2010-12-18T11:46:11 delt0r___: how many underscores are these? :p 2010-12-18T11:47:24 *** choas has quit IRC (Ping timeout: 272 seconds) 2010-12-18T12:02:46 *** bhasker has quit IRC (Quit: bhasker) 2010-12-18T12:02:56 *** Error323 has quit IRC (Ping timeout: 265 seconds) 2010-12-18T12:04:05 *** fgump has quit IRC (Quit: Leaving) 2010-12-18T12:12:47 *** bhasker has joined #aichallenge 2010-12-18T12:16:39 Frontier: 3 2010-12-18T12:16:58 I have a irc client at work 2010-12-18T12:17:17 a while back freenode wasn't kicking my dead names fast enough 2010-12-18T12:17:24 well 3 if IIRC 2010-12-18T12:18:05 Also i was going to add ids to my version (proper ids not what i have now) 2010-12-18T12:18:18 It would take me minutes too add 2010-12-18T12:18:33 that was the point of OO--or so i understood 2010-12-18T12:20:30 *** choas_ has quit IRC (Ping timeout: 240 seconds) 2010-12-18T12:22:40 *** choas has joined #aichallenge 2010-12-18T12:27:01 *** Rubicon-|-Cross has joined #aichallenge 2010-12-18T12:30:09 *** mega1 has quit IRC (Remote host closed the connection) 2010-12-18T12:31:24 *** yasith has quit IRC (Ping timeout: 276 seconds) 2010-12-18T12:35:11 *** mega1 has joined #aichallenge 2010-12-18T12:38:20 the point of OO ? 2010-12-18T12:38:54 *** Rubicon-|-Cross has quit IRC (Quit: Leaving) 2010-12-18T12:42:12 *** yasith has joined #aichallenge 2010-12-18T12:45:54 *** p4p4p4 has joined #aichallenge 2010-12-18T13:01:50 later... ah Object Orientation 2010-12-18T13:02:19 *** amriedle has joined #aichallenge 2010-12-18T13:11:39 *** holmar has joined #aichallenge 2010-12-18T13:25:01 *** yasith has quit IRC (Ping timeout: 240 seconds) 2010-12-18T13:27:23 *** amriedle has quit IRC (Quit: Lost terminal) 2010-12-18T13:29:26 *** Mathnerd314 has joined #aichallenge 2010-12-18T13:29:41 *** iNtERrUpT has quit IRC (Remote host closed the connection) 2010-12-18T13:39:35 *** yasith has joined #aichallenge 2010-12-18T14:07:37 *** yasith has quit IRC (Ping timeout: 260 seconds) 2010-12-18T14:10:14 *** holmar has quit IRC (Quit: leaving) 2010-12-18T14:16:44 *** delt0r_ has joined #aichallenge 2010-12-18T14:18:07 *** delt0r___ has quit IRC (Ping timeout: 260 seconds) 2010-12-18T14:20:36 *** yasith has joined #aichallenge 2010-12-18T14:32:00 *** yasith has quit IRC (Ping timeout: 250 seconds) 2010-12-18T14:35:03 *** sigh has joined #aichallenge 2010-12-18T14:38:47 *** holmar has joined #aichallenge 2010-12-18T14:40:59 *** Palmik has quit IRC (Remote host closed the connection) 2010-12-18T14:41:03 *** b0ng01 has joined #aichallenge 2010-12-18T14:41:34 *** b0ng01_ has quit IRC (Ping timeout: 260 seconds) 2010-12-18T14:42:15 *** ebrahim has joined #aichallenge 2010-12-18T14:45:18 *** yasith has joined #aichallenge 2010-12-18T14:53:38 *** tapwater has joined #aichallenge 2010-12-18T14:55:02 *** yasith has quit IRC (Ping timeout: 255 seconds) 2010-12-18T14:55:36 *** Migi32 has joined #aichallenge 2010-12-18T15:00:29 *** sigh has quit IRC (Remote host closed the connection) 2010-12-18T15:03:03 *** Rubicon-|-Cross has joined #aichallenge 2010-12-18T15:03:59 *** p4p4p4 has left #aichallenge 2010-12-18T15:07:59 *** yasith has joined #aichallenge 2010-12-18T15:09:41 *** Rubicon-|-Cross has quit IRC (Quit: Leaving) 2010-12-18T15:17:39 [gg]_Hetalia_Axis_Powers_-_04_[DVD]_[BB132B77].mkv 2010-12-18T15:17:52 #google [gg]_Hetalia_Axis_Powers_-_04_[DVD]_[BB132B77].mkv 2010-12-18T15:18:28 *** Accoun has quit IRC () 2010-12-18T15:26:11 *** holmar has quit IRC (Quit: leaving) 2010-12-18T15:28:17 *** Accoun has joined #aichallenge 2010-12-18T15:30:05 *** Palmik has joined #aichallenge 2010-12-18T15:30:22 *** yasith has quit IRC (Ping timeout: 272 seconds) 2010-12-18T15:30:22 *** iNtERrUpT has joined #aichallenge 2010-12-18T15:32:59 *** Error323 has joined #aichallenge 2010-12-18T15:39:13 *** Posterdati has joined #aichallenge 2010-12-18T15:41:01 *** yasith has joined #aichallenge 2010-12-18T15:44:04 *** bhasker has quit IRC (Quit: bhasker) 2010-12-18T15:47:44 *** yasith has quit IRC (Ping timeout: 276 seconds) 2010-12-18T15:55:16 *** Sylph2 has joined #aichallenge 2010-12-18T15:58:14 *** Sylph has quit IRC (Ping timeout: 272 seconds) 2010-12-18T16:02:30 *** Sylph has joined #aichallenge 2010-12-18T16:04:46 *** Sylph2 has quit IRC (Ping timeout: 265 seconds) 2010-12-18T16:05:12 *** yasith has joined #aichallenge 2010-12-18T16:07:20 [gg]_Hetalia_Axis_Powers_-_11_[DVD]_[64CAC261].mkv 2010-12-18T16:12:25 ebrahim: hey 2010-12-18T16:12:33 Hi amstan. 2010-12-18T16:12:43 ebrahim: oh man.. where have you been? you missed a whole contest 2010-12-18T16:13:05 amstan, :) yeah. too busy for taking part unfortunately. 2010-12-18T16:13:08 awww 2010-12-18T16:13:16 i saw your reddit posts, so i knew you were still alive 2010-12-18T16:13:24 perhaps next one 2010-12-18T16:13:49 amstan, you had many more contestants than previous term. congrats! ;-) 2010-12-18T16:13:58 yeah, quite a bit more 2010-12-18T16:14:42 6x more 2010-12-18T16:15:13 that's great. 2010-12-18T16:15:56 amstan, is http://ai-contest.com/country_rankings.php closed on purpose? 2010-12-18T16:16:02 where is tehran uneversitet? 2010-12-18T16:16:09 ebrahim: hmm? 2010-12-18T16:16:20 Hi Accoun! 2010-12-18T16:16:32 Accoun, you took part? how did you rank? 2010-12-18T16:16:36 ebrahim: yeah.. he's been entertaining us this contest as well 2010-12-18T16:16:39 @rankings 20 2010-12-18T16:16:40 amstan: Top 20 players: bocsimacko(3765), _iouri_(3565), Slin-.-(3524), _Astek_(3501), jimrogerz(3500), Accoun(3498), george(3494), GreenTea(3489), asavis(3480), bix0r4ever(3476), protocolocon(3469), dmj111(3467), davidjliu(3463), Raschi(3459), BaronTrozo(3441), thedreamer(3439), wagstaff(3431), medrimonia(3424), smloh1(3422), shangas(3422) 2010-12-18T16:16:50 Accoun: tehran is iran 2010-12-18T16:16:52 he's up there.. 6th 2010-12-18T16:17:04 Zannick> yes 2010-12-18T16:17:07 wow! 2010-12-18T16:17:18 Accoun, you did well! congrats :) 2010-12-18T16:17:29 ebrahim: not due to his nagging... 2010-12-18T16:17:44 ebrahim> it u? 2010-12-18T16:17:51 i forget all nicks 2010-12-18T16:18:05 Accoun, still using google translate? 2010-12-18T16:18:34 ebrahim> he use to hard english 2010-12-18T16:18:45 ebrahim> especialy canadian 2010-12-18T16:19:33 ebrahim> [gg]_Hetalia_Axis_Powers_-_11_[DVD]_[64CAC261].mkv - fin serial 2010-12-18T16:19:37 ebrahim> [gg]_Hetalia_Axis_Powers_-_11_[DVD]_[64CAC261].mkv - fun serial 2010-12-18T16:19:53 about word war 2 2010-12-18T16:21:20 Accoun, how's your nuclear fusion using CUDA going on? 2010-12-18T16:22:15 ebrahim> http://encyclopediadramatica.com/Tripcode#Russian_supercomputer_center_of_atomic_weapon_sponsored_tripcode_.28f-ck_eah.29 2010-12-18T16:22:50 *** mega1 has quit IRC (Remote host closed the connection) 2010-12-18T16:23:25 *** mega1 has joined #aichallenge 2010-12-18T16:23:36 *** mega1 has quit IRC (Client Quit) 2010-12-18T16:23:47 ebrahim> is in Iran 16-18 yars girls ready to be my wife? 2010-12-18T16:25:08 ebrahim> agree to stay all of my children in Iran 2010-12-18T16:25:15 Accoun, I don't think so! Why 16-18? 25-30 would be better fit you IMHO. 2010-12-18T16:25:36 ebrahim> to old 2010-12-18T16:25:51 Accoun, and you're not too young! 2010-12-18T16:25:57 ... 2010-12-18T16:26:06 ebrahim> 33 yars only 2010-12-18T16:27:25 Accoun, you're best bet would be 25-30 I guess, and you'll have better luck in Russia than in Iran. I should go. Bye. 2010-12-18T16:27:34 *** Sylph2 has joined #aichallenge 2010-12-18T16:27:48 *** Sylph has quit IRC (Read error: Connection reset by peer) 2010-12-18T16:27:51 * ebrahim apologizes everybody for the spam! 2010-12-18T16:27:57 g'night 2010-12-18T16:28:04 *** ebrahim has quit IRC (Remote host closed the connection) 2010-12-18T16:28:19 "better luck in Russia" ..... 2010-12-18T16:28:26 hate it 2010-12-18T16:28:38 no one hant to be my wife 2010-12-18T16:28:43 no one want to be my wife 2010-12-18T16:29:05 Oh riddle me that 2010-12-18T16:29:52 vaunted Muslim democracy 2010-12-18T16:30:16 http://bride.ru/ 2010-12-18T16:30:35 25-30 it old like english quin 2010-12-18T16:31:05 However, that marries the mother 2010-12-18T16:35:31 *** amstan has quit IRC (Ping timeout: 250 seconds) 2010-12-18T16:38:37 *** amriedle has joined #aichallenge 2010-12-18T16:48:29 *** Sylph has joined #aichallenge 2010-12-18T16:50:58 *** Sylph2 has quit IRC (Ping timeout: 276 seconds) 2010-12-18T17:01:52 [gg]_Hetalia_Axis_Powers_-_19_[DVD]_[6BF74D06].mkv <- here is canadian 2010-12-18T17:04:41 *** Sylph2 has joined #aichallenge 2010-12-18T17:04:54 *** Sylph has quit IRC (Read error: Connection reset by peer) 2010-12-18T17:22:42 *** amriedle has quit IRC (Quit: leaving) 2010-12-18T17:47:32 *** Utkarsh has joined #aichallenge 2010-12-18T17:48:28 *** sigh has joined #aichallenge 2010-12-18T17:54:34 Hetalia_Axis_Powers <- should be given for a Nobel Peace Prize 2010-12-18T18:02:42 *** Cold-Phoenix has joined #aichallenge 2010-12-18T18:02:50 *** mceier has quit IRC (Quit: leaving) 2010-12-18T18:04:27 *** jaspervdj has quit IRC (Quit: NEVER GONNA GIVE YOU UP NEVER GONNA LET YOU DOWN) 2010-12-18T18:13:49 *** Mathnerd314 has quit IRC (Ping timeout: 260 seconds) 2010-12-18T18:50:02 *** Azrathud has joined #aichallenge 2010-12-18T19:00:15 *** Palmik has quit IRC (Remote host closed the connection) 2010-12-18T19:19:09 *** choas has quit IRC (Quit: leaving) 2010-12-18T19:24:12 *** Mathnerd314 has joined #aichallenge 2010-12-18T19:33:11 *** Naktibalda has quit IRC (Remote host closed the connection) 2010-12-18T19:56:52 *** Cold-Phoenix has quit IRC () 2010-12-18T20:04:18 [I.G&CASO][Axis_Powers_Hetalia][GB_BIG5][42][x264_AAC][735EFA16].mkv 2010-12-18T20:05:12 "Russia in sorrow, not otherwise than as the end of the world" 2010-12-18T20:07:06 *** Meatkat has joined #aichallenge 2010-12-18T20:12:28 *** Mathnerd314 has quit IRC (Ping timeout: 264 seconds) 2010-12-18T20:16:42 *** Mathnerd314 has joined #aichallenge 2010-12-18T20:20:32 Frontier: sorry, dosed off waiting for you to respond 2010-12-18T20:20:36 i'll get to work soon 2010-12-18T20:22:40 kawaiiiii !!! 2010-12-18T20:40:25 *** Rubicon-|-Cross has joined #aichallenge 2010-12-18T20:41:09 Frontier: i'm unsure about waht changes i should make, with your new specification i almost feel like i should do a complete rewrite 2010-12-18T20:41:23 which is a little annoying, cause i could have done done it like this a couple of days ago when we decided on a format 2010-12-18T20:50:44 Hey, you just asked me, what I would have changed about the format. Let's go back to the point where I said I don't argue. So just replace the id with col, row and change whatever you need to change as long as I can reconstruct an id from the data. 2010-12-18T20:54:24 nah, tis all good, i'm about halfway through doing them i think 2010-12-18T20:55:17 i would really like to get the point of being able to feed game strings to the ste in the next day or so though, then i'm going to be busy till early january 2010-12-18T20:57:22 Frontier: do the commands need to be in any spceific order? 2010-12-18T20:57:29 or can i just spam you with information to update 2010-12-18T20:58:54 Spam me, there should be no reason for a particular order. 2010-12-18T20:59:08 also, when ants all collide and all die, those grains get deposited onto that square, how am i to pass you that grain update? 2010-12-18T20:59:43 actually, nevermind 2010-12-18T21:00:07 "G" ;) 2010-12-18T21:00:26 or shall we make that a "Q" for sQuare update? 2010-12-18T21:00:38 okay, i'm changing S row column grains at the bottom of the spec you sent me to G row column grains 2010-12-18T21:00:43 so S is used for spawning 2010-12-18T21:01:11 i updated that here: http://pastebin.com/j1qFsEdE 2010-12-18T21:02:14 hmmm, a spawned ant can go on to be part of a collision 2010-12-18T21:02:58 uh, what do you mean? is there a problem with that? 2010-12-18T21:03:12 it's easier if i don't differentiate kind of spawned ant to give only those alive for at least 1 move a unique id 2010-12-18T21:03:42 wait, no i think i can do it, don't worry :) 2010-12-18T21:04:16 ...or even better, would you prefer me to spawn the ant and then have it die as well? 2010-12-18T21:04:31 that makes it easier for me and possibly better for visualising 2010-12-18T21:04:44 yes pleae, that is how I had it in mind :) 2010-12-18T21:05:09 okay, i'll get back to work now 2010-12-18T21:05:14 but then... keep the S and K in order :) 2010-12-18T21:06:00 yeah, it can't die before i spawn it :) 2010-12-18T21:07:09 oh, add id between F/S and row on your specifications :) 2010-12-18T21:09:26 http://pastebin.com/i6Xw9ZGG 2010-12-18T21:10:26 you know, databases often come with an auto-id feature :p 2010-12-18T21:12:03 i've never used a database before :P 2010-12-18T21:13:26 INSERT INTO ants VALUES (row, column, player, hp, harvest); DELETE FROM ants WHERE id = mysql_insert_id(); 2010-12-18T21:14:23 *** Migi32 has quit IRC (Quit: BOINC) 2010-12-18T21:15:08 if id numbers start getting out of hand, i can just create a queue of unused ids at some point 2010-12-18T21:15:14 well, stack may even be better 2010-12-18T21:15:36 but for the moment i'd like to try every single spawn being a new id 2010-12-18T21:17:18 We get at most 2*turns ant ids. So 3 digits could be the limit anyway. 2010-12-18T21:19:25 ah, yes, easy 2010-12-18T21:19:37 i'm thinking of starting with 3-400 turns a game for this 2010-12-18T21:19:43 i expect it might be needed 2010-12-18T21:20:04 i wonder if ants should be able to harvest all grains on a square in one turn? might speed the game up a bit 2010-12-18T21:20:14 i am allowing them to deposit any amount each turn for that purpose 2010-12-18T21:20:24 any feasible amount, anyway 2010-12-18T21:21:06 hm, why not. we can try both versions. 2010-12-18T21:23:09 hmm, i'm not sure i like that 2010-12-18T21:23:26 then you can't get stuck trying to harvest near an enemy ant, cause you basically go in, swoop it up and run away 2010-12-18T21:25:18 Will you use the U command? I remember you preferred to add the information to the other commands or make them implicit. (I.e. an attacked ant loses 1 hp, deposit gets a deposit count, rtc...) 2010-12-18T21:25:48 And can ants pick up grains from the base - although that's stupid? 2010-12-18T21:26:31 Cause if not I would display the base grains on a side panel, like the production/ship count in PlanetWars 2010-12-18T21:28:26 Frontier: i was letting them pick up from home, but it's a stupid move, so i'll make it an ignored invalid move 2010-12-18T21:28:35 because that would look better 2010-12-18T21:28:41 i think i will be able to use U for you 2010-12-18T21:28:58 but wait an hour or so and i should have the updates done for an example game string 2010-12-18T21:46:54 *** Cyndre has quit IRC (Quit: Leaving) 2010-12-18T21:47:13 *** CyndreBot_ has quit IRC (Remote host closed the connection) 2010-12-18T21:55:59 *** Rubicon-|-Cross has quit IRC (Quit: Leaving) 2010-12-18T21:57:09 *** Rubicon-|-Cross has joined #aichallenge 2010-12-18T22:07:55 *** Rubicon-|-Cross has quit IRC (Quit: Leaving) 2010-12-18T22:08:57 *** Rubicon-|-Cross has joined #aichallenge 2010-12-18T22:11:27 *** Rubicon-|-Cross has quit IRC (Client Quit) 2010-12-18T22:12:11 *** Rubicon-|-Cross has joined #aichallenge 2010-12-18T22:16:46 *** delt0r___ has joined #aichallenge 2010-12-18T22:18:11 *** delt0r_ has quit IRC (Ping timeout: 240 seconds) 2010-12-18T22:24:08 *** Rubicon-|-Cross has quit IRC (Quit: Leaving) 2010-12-18T22:31:39 bah the engine is broken 2010-12-18T22:55:35 *** amstan has joined #aichallenge 2010-12-18T22:55:35 *** ChanServ sets mode: +o amstan 2010-12-18T22:56:08 *** amriedle has joined #aichallenge 2010-12-18T22:58:43 i think i have ant ids working :) 2010-12-18T22:58:54 now i just need to clean everything up and get the output format in sync 2010-12-18T23:25:45 *** amriedle has quit IRC (Quit: Lost terminal) 2010-12-18T23:27:18 Frontier: http://pastebin.com/LLu7zSwS 2010-12-18T23:29:34 http://pastebin.com/HNPsKKFH and that's the format 2010-12-18T23:29:56 antimatroid: what happened to json? 2010-12-18T23:30:23 amstan: this is just to see what it looks like 2010-12-18T23:30:36 the engine is a piece of crap and should be used as nothing more than an example 2010-12-18T23:31:04 we all know how well we discard stuff 2010-12-18T23:32:10 amstan: trust me, the engine could not be used 2010-12-18T23:32:28 if a bot never returns information once the engine waits, it never stops waiting 2010-12-18T23:32:36 and if you send anything but a valid move, it falls to pieces 2010-12-18T23:54:48 antimatroid: cool, I'll use the example replay as the default for now.