2011-01-08T00:04:11 *** amstan_ has joined #aichallenge 2011-01-08T00:04:12 *** ChanServ sets mode: +o amstan_ 2011-01-08T00:05:58 *** bhasker has quit IRC (Quit: bhasker) 2011-01-08T01:29:51 *sigh* so what you guys are saying is i should be implementing the tron game instead of the stratego game 2011-01-08T01:30:05 err, sorry sigh, i mean *sigh* as an action ^_^ 2011-01-08T01:30:12 *jmcarthur* no worries 2011-01-08T01:33:22 *** Kingpin13 has joined #aichallenge 2011-01-08T01:33:35 oh, i guess we forgot about that option 2011-01-08T01:33:39 :/ 2011-01-08T01:40:15 i personally favor the tron one i think, but for some reason i decided this is the one i would implement 2011-01-08T02:22:47 *** elimisteve has left #aichallenge ("Peace") 2011-01-08T02:23:01 *** elimisteve has joined #aichallenge 2011-01-08T02:23:59 *** Zannick has quit IRC (Ping timeout: 240 seconds) 2011-01-08T02:25:15 *** Zannick has joined #aichallenge 2011-01-08T02:38:17 *** amriedle has quit IRC (Quit: Lost terminal) 2011-01-08T02:38:34 Zannick: delt0r has another option as well 2011-01-08T02:38:47 jmcarthur: i think you should stick with your idea about making a general engine 2011-01-08T03:21:46 *** tapwater has quit IRC (Quit: tapwater) 2011-01-08T03:39:49 *** boegel has joined #aichallenge 2011-01-08T04:17:25 *** amstan_ has quit IRC (Ping timeout: 246 seconds) 2011-01-08T04:34:28 *** Palmik has joined #aichallenge 2011-01-08T05:06:44 *** choas has joined #aichallenge 2011-01-08T05:13:27 *** boegel has quit IRC (Quit: Leaving) 2011-01-08T05:37:59 *** Meatkat has joined #aichallenge 2011-01-08T06:33:54 *** Naktibalda has joined #aichallenge 2011-01-08T07:42:17 *** sigh has quit IRC (Remote host closed the connection) 2011-01-08T08:04:25 *** mega1 has joined #aichallenge 2011-01-08T08:13:15 *** Naktibalda has quit IRC (Ping timeout: 272 seconds) 2011-01-08T08:18:53 *** mceier has joined #aichallenge 2011-01-08T08:40:02 *** Meatkat has quit IRC (Ping timeout: 240 seconds) 2011-01-08T08:52:56 *** Meatkat has joined #aichallenge 2011-01-08T09:01:05 *** Meatkat has quit IRC (Quit: Leaving) 2011-01-08T09:05:15 *** antimatroid1 has joined #aichallenge 2011-01-08T09:07:42 *** antimatroid has quit IRC (Ping timeout: 255 seconds) 2011-01-08T09:25:34 *** j3camero has joined #aichallenge 2011-01-08T09:26:41 j3camero: i don't like your version of ants :P 2011-01-08T09:35:54 *** j3camero has quit IRC (Ping timeout: 250 seconds) 2011-01-08T09:47:11 antimatroid1: sure i should, but i want to test out my game ideas in the process at least 2011-01-08T09:47:26 antimatroid1: where is j3camero's version of ants? 2011-01-08T09:48:28 oh maybe it's on github or something... looking 2011-01-08T09:49:58 oh, it is, but only a readme 2011-01-08T09:52:21 jmcarthur: my comments on ants were based off a convo with amstan on here earlier 2011-01-08T10:01:27 oh? i thought i had read most of the scrollback 2011-01-08T10:02:11 antimatroid1: oh i found it 2011-01-08T10:02:28 yeah that sounds even more boring than the other ants game :P 2011-01-08T10:02:48 yeah 2011-01-08T10:02:55 is stratego on a discrete grid? 2011-01-08T10:02:59 or continuous? 2011-01-08T10:03:22 discrete grid, although i considered continuous 2011-01-08T10:03:29 continuous just makes things tougher in general 2011-01-08T10:03:32 continous would be cool 2011-01-08T10:03:35 collision detection and stuff 2011-01-08T10:04:04 i am maybe down for tron 2011-01-08T10:04:12 and really, even continuous has to be fixed point arithmetic, so it's just fine-grained discreteness 2011-01-08T10:04:17 but i am hesitant about removing walls from dead bikes/snakes 2011-01-08T10:04:48 IMO the wall removal is necessary to balance against the vision blocking and the additional walls due to the extra bikes 2011-01-08T10:05:05 what's the vision blocking? 2011-01-08T10:05:08 without it, vision would be blocked too much, and walls would build up too fast 2011-01-08T10:05:16 vision blocked by walls 2011-01-08T10:06:20 hmmm, that game is getting rather complicated 2011-01-08T10:06:39 3v3 tron would provide an interesting game without vision blocking or wall removal 2011-01-08T10:06:54 i think the latter is the bigger problem with walls sticking around. six bikes means you get tons of walls and i'm afraid that it would turn into a contest to simply survive the longest 2011-01-08T10:07:15 it's not that simple when you need to fight for the best region 2011-01-08T10:07:18 larger maps can be used 2011-01-08T10:07:39 even the walls that don't disappear would divide the space up reasonably to keep things interesting 2011-01-08T10:07:53 i just like the idea that paths might be opened up when you kill an enemy or something 2011-01-08T10:08:26 it would certainly open up the number of options for a strategy 2011-01-08T10:08:30 it means that if two bots get tangled up in a spiral or something then the winner can still get out and help out your other bikes 2011-01-08T10:08:44 can *possibly* still get out 2011-01-08T10:08:54 it's still easy for another bike to block your escape 2011-01-08T10:09:19 possible, but a whole extra layer of working out moves/strategies 2011-01-08T10:10:02 mainly i wanted that feature so that there wouldn't be tons of instances of both players always losing bots at the same time 2011-01-08T10:10:19 nicer if there's a bigger chance of a survivor in each 1v1 submatch 2011-01-08T10:10:26 i don't think i really like limiting vision from walls :P 2011-01-08T10:11:03 the main reason i wanted that feature was to prevent simple game tree search 2011-01-08T10:11:17 even with 6 bikes in total, it's possible to search several plies 2011-01-08T10:11:24 without vision blocking 2011-01-08T10:11:47 and the vision blocking opens up real strategies as opposed to brute force 2011-01-08T10:11:54 yeah, but if you have wall removal, you really have more than just max 12 things to consider per node 2011-01-08T10:12:04 you're going to have to start picking and choosing which branches to follow 2011-01-08T10:12:05 it would make things that normally seem more "ad hoc" viable AI 2011-01-08T10:12:35 hmm? 2011-01-08T10:12:49 actually, i guess you don't 2011-01-08T10:12:53 wall removal is still a completely predictable occurrence 2011-01-08T10:12:57 just makes evaluation harde 2011-01-08T10:13:07 i don't think it really does 2011-01-08T10:13:27 it may mean that you can't prune quite as much because bots have more chances to live 2011-01-08T10:13:32 but only barely 2011-01-08T10:14:34 i still feel like my strategy will be a variation of my first tron bot 2011-01-08T10:14:43 even then, disappearing walls will usually only introduce little tunnels, so the search only has to go down that tunnel for quite some depth 2011-01-08T10:14:57 exactly. that's why the vision blocking is so critical 2011-01-08T10:15:14 it would render your previous strategy pretty moot, especially in combination with the 3v3 aspect 2011-01-08T10:16:15 disappearing walls will mean you are often faced with a decision of which tunnel to travel down, and you don't necessarily know which one is better because you can't tell what has happened since you last had vision on the other side 2011-01-08T10:16:18 i would probably just emulate their bot with a cheap move selection 2011-01-08T10:16:32 then continue as if i was given all information 2011-01-08T10:16:38 the idea is the maps would be large enough that there are many possibilities 2011-01-08T10:17:14 yes, but ideally you are going to try and emulate what they will have done 2011-01-08T10:17:25 one might even continue running their moves in the full game tree 2011-01-08T10:17:27 sure, but you don't want to just *assume* one branch 2011-01-08T10:17:44 hmmm okay, well i'd have fun writing a bot for that 2011-01-08T10:17:49 blocked vision means you can't really leave the root node of your tree 2011-01-08T10:18:00 until you observe which branches were taken by you opponent 2011-01-08T10:18:38 i can, i just need to make predictions 2011-01-08T10:18:48 run the game tree as normal, but then pick their move at the end of each turn 2011-01-08T10:18:50 right. predictions are hard :) 2011-01-08T10:18:55 eh 2011-01-08T10:19:03 you'd have to have some *awesome* predictions 2011-01-08T10:19:24 it'd just be the pre-existing game tree's prediction of their *best response* to my selected move 2011-01-08T10:19:31 imagine you haven't seen a bike in 10 moves. would your prediction really be good enough to have *any* idea of what they are up to and how they have changed the map? 2011-01-08T10:19:37 sure it wouldn't be right, but it'd be a cheap best prediction i'll get 2011-01-08T10:19:57 it wouldn't be very accurate, but i'd take that over anything else i suspect 2011-01-08T10:20:00 i think one could do better 2011-01-08T10:20:20 set of possible move strings? 2011-01-08T10:20:25 by keeping a more abstract idea of what could be happening, rather than overfitting to a game tree 2011-01-08T10:21:28 by turn X they could have blocked exit A, but turn Y they could have blocked exit B *unless* they blocked exit A, by turn Z they could have made it over to this corner here for an attack *and* blocked exit B, etc. 2011-01-08T10:21:40 but without deciding every single one of their moves 2011-01-08T10:22:08 it would have to be a probability game, too 2011-01-08T10:22:28 that might work if there were just a couple of open exits 2011-01-08T10:22:28 and other bikes could even try to bluff you into guessing what the hidden bikes are up to 2011-01-08T10:22:55 by pretending to try to block an exit from you (implying that they want you to take the other exit) 2011-01-08T10:23:10 your game tree search would fall for that 2011-01-08T10:23:13 i think the games will certainly look cool 2011-01-08T10:23:27 *** delt0r_ has joined #aichallenge 2011-01-08T10:23:29 *** Utkarsh has quit IRC (Read error: Connection reset by peer) 2011-01-08T10:23:33 i'll be hitting it with a game tree if it is used i assure you :P 2011-01-08T10:23:49 heh, then i think you won't do very well ;) 2011-01-08T10:23:58 game trees will work great for the visible portions of the game 2011-01-08T10:24:19 i just think they would overfit if applied to hidden state 2011-01-08T10:26:01 how are you planning to pass information? 2011-01-08T10:26:18 the cheapest would be something like 2011-01-08T10:26:18 x y direction 2011-01-08T10:26:18 ... 2011-01-08T10:26:18 go 2011-01-08T10:26:26 then require people to store their own information 2011-01-08T10:26:40 wait, do r c not x y 2011-01-08T10:27:10 well, hypothetically :P 2011-01-08T10:27:20 something like that would work, yeah 2011-01-08T10:27:40 would still need to give a map on every turn since things can become visible over time 2011-01-08T10:27:48 to the bots, i mean 2011-01-08T10:28:18 oh, what do you think about maps possibly starting with bikes in forced separate regions? with the condition that each bike is always starting in a region with an enemy 2011-01-08T10:28:22 like, not only will bikes enter and leave your vision, but walls may "appear" as well because they were added while you weren't able to see 2011-01-08T10:28:44 it's fairly easy to have a map generator do all that 2011-01-08T10:28:49 that would be a way to degenerate the game to almost what it was like in the old version 2011-01-08T10:28:59 except running simultaneous games 2011-01-08T10:29:01 it wouldn't be like that for every game 2011-01-08T10:29:04 right 2011-01-08T10:29:12 it would be an interesting way to stress the bots :) 2011-01-08T10:29:12 so any decisions on the game then? 2011-01-08T10:29:20 delt0r_: nope :P 2011-01-08T10:29:22 delt0r_: no decisions yet 2011-01-08T10:29:30 so i still have time 2011-01-08T10:29:37 don't really like jeff's simplification of ants 2011-01-08T10:29:55 i don't think it would be a very interesting game 2011-01-08T10:29:59 Got stuck in Amsterdam 2011-01-08T10:30:00 dangit, i'm gonna make this thing my tron variant instead of my stratego idea 2011-01-08T10:30:09 So i am really getting behind 2011-01-08T10:30:21 i'll keep the stratego stuff around, but i'll focus on tron 2011-01-08T10:30:22 delt0r_: i don't think a decision is very close 2011-01-08T10:30:38 nor do i 2011-01-08T10:30:46 jmcarthur: the stratego is a great idea 2011-01-08T10:30:49 i'm going camping for 6 days in like 10 hours, so i'm not much use till after that 2011-01-08T10:31:09 its a good game without perfect knowledge... 2011-01-08T10:31:12 i could do you a tron map gen in the next half an hour or so, but i couldn't knock up a starter bot til i got back 2011-01-08T10:31:47 delt0r_: the tron game doesn't have perfect knowledge either 2011-01-08T10:32:03 perhaps a simultaneous turn version would be better. 2011-01-08T10:32:11 *** Utkarsh has joined #aichallenge 2011-01-08T10:32:12 jmcarthur: but tron like has been done... 2011-01-08T10:32:16 yeah my stratego idea is more rts-like 2011-01-08T10:32:22 feel like its a bit too close 2011-01-08T10:32:25 stratego isn't simultaneous? 2011-01-08T10:32:33 antimatroid1: it's not normally 2011-01-08T10:32:36 i'm fairly opposed to going to extensive games 2011-01-08T10:32:37 antimatroid1: but mine is 2011-01-08T10:32:42 cool 2011-01-08T10:32:46 and i found the tron replays etc pretty boring 2011-01-08T10:33:04 tron was actually pretty fun when it was your bot 2011-01-08T10:33:06 oh? i didn't. i liked them, and i think they would be even more interesting with these particular extensions 2011-01-08T10:34:02 some of the maps were pretty dull, but i think a random map generator should be used in the future 2011-01-08T10:34:11 there were still starter maps in the final contest last time i think 2011-01-08T10:34:19 last time == tron* 2011-01-08T10:34:58 yeah... 2011-01-08T10:35:32 i would be keen for wrapped edges too 2011-01-08T10:38:08 ugh, that makes visualizing a huge pain, IMO 2011-01-08T10:38:24 hard to follow 2011-01-08T10:38:27 My RTS game has circular maps 2011-01-08T10:39:46 I don't have a problem with following warping. Civilizations had it 2011-01-08T10:51:03 well i'm not too far from having the stratego-specific stuff done in this engine now anyway 2011-01-08T10:51:12 not that i will have an awesome visualizer for it or anything... 2011-01-08T10:52:05 no worries, i have the basic engine seperated from stratego anyway in a completely different library, so it should be easy to apply to many other games 2011-01-08T10:55:13 *** Migi32 has joined #aichallenge 2011-01-08T11:12:07 i say we make frontier and delt0r make visualisers 2011-01-08T11:14:01 well, it would be nice if i could include one with the engine since i'm going for kind of an all-inclusive thing 2011-01-08T11:14:26 the visualizer would be highly-game specific though 2011-01-08T11:15:35 anyway, i'm going to get some sleep 2011-01-08T11:15:53 including it means it would be nicest if it was in haskell, and i doubt many people would want to write one for me 2011-01-08T11:16:13 the worst thing about my language choice is probably that i won't get too many contributions from other people 2011-01-08T11:16:23 i'm still umming and arrring every time i play with haskell 2011-01-08T11:16:38 i'm trying to learn it though, i'm sick of c++ 2011-01-08T11:16:52 yeah i would pick haskell over c++ almost any day 2011-01-08T11:17:15 if templates weren't so horrid, my life would be a lot easier 2011-01-08T11:17:29 i would also like better process support, should be able to treat it like a file stream :( 2011-01-08T11:17:36 the only reason i ever use c++ is if i have to use a c++ library. binding to c++ with any language isn't the most enjoyable thing because you usually have to make intermediate c wrapper functions :\ 2011-01-08T11:18:26 or you have to arrange to link to mangled functions names and stuff 2011-01-08T11:19:03 will i cry at inefficiency of haskell compared to c++ if i try to write a bot in haskell? 2011-01-08T11:19:30 i have a feeling if i wrote such a thing i'd probably write it very non-functionally :P 2011-01-08T11:19:35 only if you don't have a clue what you're doing. i'm pretty good with haskell performance, so if you have any issues you can ask questions here 2011-01-08T11:19:55 or in #haskell 2011-01-08T11:20:21 the hardest things for newbies as far as efficiency goes is not introducing space leaks 2011-01-08T11:20:32 space leak? 2011-01-08T11:20:32 because laziness takes some getting used to 2011-01-08T11:20:35 memory leak? 2011-01-08T11:21:04 memory leak carries connotations of not freeing unused allocations, which is different from what space leaks normally are 2011-01-08T11:21:51 a space leak most often happens in haskell when you inadvertantly build up a chain of thunks because you are misunderstanding the evaluation model 2011-01-08T11:22:18 the only situation that it can happen is if you continue to refer to lots of data that you don't need anymore, but that can happen in any garbage collected language 2011-01-08T11:22:25 *only **other** 2011-01-08T11:22:41 like calling repeat 5 without take? 2011-01-08T11:22:44 the chink of thunks issue happens to newbies quite often 2011-01-08T11:22:49 not like that 2011-01-08T11:23:05 repeat 5 actually builds a cyclic list in memory, so you will not ever run out of memory that way 2011-01-08T11:23:18 s/chink/chain/ 2011-01-08T11:24:01 hmmm okay, anyway, i should sleep, night 2011-01-08T11:24:13 the chain of thunks situation can occur if, for example, you are using an accumulator in a recursive function and don't evaluate the accumulator on each step 2011-01-08T11:25:09 gnite 2011-01-08T11:45:07 *** bhasker has joined #aichallenge 2011-01-08T11:51:57 *** bhasker has quit IRC (Quit: bhasker) 2011-01-08T11:57:09 *** boegel has joined #aichallenge 2011-01-08T12:44:13 *** Naktibalda has joined #aichallenge 2011-01-08T12:56:09 *** bhasker has joined #aichallenge 2011-01-08T12:57:31 *** bhasker has quit IRC (Client Quit) 2011-01-08T13:21:42 *** tapwater has joined #aichallenge 2011-01-08T13:42:56 *** delt0r___ has joined #aichallenge 2011-01-08T13:43:59 *** delt0r_ has quit IRC (Ping timeout: 240 seconds) 2011-01-08T13:45:58 *** delt0r_ has joined #aichallenge 2011-01-08T13:47:16 *** delt0r___ has quit IRC (Ping timeout: 255 seconds) 2011-01-08T14:07:45 *** medrimonia has joined #aichallenge 2011-01-08T14:07:57 *** medrimonia_away has quit IRC (Quit: Leaving.) 2011-01-08T14:27:19 *** boegel has quit IRC (Quit: Leaving) 2011-01-08T14:31:00 *** wh1teside has quit IRC (*.net *.split) 2011-01-08T14:31:00 *** amstan has quit IRC (*.net *.split) 2011-01-08T14:32:01 *** wh1teside has joined #aichallenge 2011-01-08T14:32:01 *** amstan has joined #aichallenge 2011-01-08T15:09:30 *** medrimonia has quit IRC (Quit: Leaving.) 2011-01-08T15:09:52 *** delt0r___ has joined #aichallenge 2011-01-08T15:11:52 *** delt0r_ has quit IRC (Ping timeout: 264 seconds) 2011-01-08T15:25:33 *** Accoun has quit IRC () 2011-01-08T15:35:58 so i started coding up this tron idea. i'm wondering if anybody has any thoughts on whether the engine should tell the bots which bikes created which walls. not telling means that the bot has to guess which walls would disappear after killing which bikes if the bot didn't see when the wall was created 2011-01-08T15:36:36 telling would also give the bot more information to guess where a particular bike may be on the map 2011-01-08T15:37:08 hey guys, what'll be the challenge for this Feb? 2011-01-08T15:37:17 Error323: it's undecided 2011-01-08T15:37:23 oh 2011-01-08T15:37:31 between? 2011-01-08T15:37:49 we haven't officially even made a list of candidates, although there are a few ideas 2011-01-08T15:38:24 there are a few rts-like ideas and a re-envisioning of tron 2011-01-08T15:38:59 *** amstan_ has joined #aichallenge 2011-01-08T15:38:59 *** ChanServ sets mode: +o amstan_ 2011-01-08T15:39:25 so i started coding up this tron idea. i'm wondering if anybody has any thoughts on whether the engine should tell the bots which bikes created which walls. not telling means that the bot has to guess which walls would disappear after killing which bikes if the bot didn't see when the wall was created <-- saying again for amstan 2011-01-08T15:39:38 telling would also give the bot more information to guess where a particular bike may be on the map 2011-01-08T15:44:20 *** Migi32 has quit IRC (Quit: BOINC) 2011-01-08T16:02:11 jmcarthur: let's change the way that stuff is made 2011-01-08T16:02:19 jmcarthur: force all the bots to keep their own map state 2011-01-08T16:02:26 all they get is where each bike went 2011-01-08T16:04:16 amstan_: but in my idea not all bikes are visible, so you still have to give information about what's visible, including walls 2011-01-08T16:04:25 oh, right 2011-01-08T16:04:30 since the walls could have been created by invisible bikes 2011-01-08T16:04:35 yeah 2011-01-08T16:08:22 *** medrimonia has joined #aichallenge 2011-01-08T16:26:05 *** Accoun has joined #aichallenge 2011-01-08T16:51:05 for what is worth, I think the state should include who made which walls. and, that the engine should send the whole state. many people had a hard enough time with testing as it was. 2011-01-08T16:55:36 so, no occlusion is what you suggest? 2011-01-08T16:56:12 i am finding that visibility tests are a bit more work than i was hoping, even for very simple tile-based games like this :\ 2011-01-08T16:56:39 like, of course it wouldn't be a big deal for the engine to do, but if a lot of people end up wanting to predict visibility in their bots then they would also have to do all that work 2011-01-08T16:57:37 dmj111: ^^ 2011-01-08T16:58:41 I was talking about amstan_'s suggestion, to only send moves. I mentioned a concern about visibility yesterday, but hadn't thought of how players 2011-01-08T16:58:44 would manage it. 2011-01-08T16:58:53 ah 2011-01-08T16:59:10 i think the occlusion would make the game more interesting, 2011-01-08T16:59:19 well, i think *most* bots wouldn't need to replicate the line of sight stuff 2011-01-08T16:59:26 and those that do are doing fancy stuff anyway 2011-01-08T16:59:30 but i dunno for sure 2011-01-08T17:00:03 yeah... 2011-01-08T17:00:14 the line of sight *would* have to be in the specification though, which is mainly what worries me. it's hard enough to make a clear specification without complicated algorithms 2011-01-08T17:00:17 if you get even a partial engine working, I can try to make a simple bot. 2011-01-08T17:00:29 cool. g2g 2011-01-08T17:00:37 i have ghc lying around here somewhere... 2011-01-08T17:02:35 well you shouldn't need to use haskell just ot make a bot ;( 2011-01-08T17:02:37 *to 2011-01-08T17:02:42 *;) 2011-01-08T17:02:48 i suck at the typing 2011-01-08T17:02:53 before you pointed out the problem with vision, i wouldn't have passed them information about who made walls 2011-01-08T17:03:32 it requires you to send a lot more information to/from bots 2011-01-08T17:04:03 well, if the bots are labelled A-F, the walls could just be labelled a-f or something like that 2011-01-08T17:04:18 so no more weird than the previous use of # for walls 2011-01-08T17:05:09 by "g2g" i meant "brb" 2011-01-08T17:05:10 ugh 2011-01-08T17:05:36 oh i guess you would need haskell to build the engine i'm making 2011-01-08T17:17:27 can you just give a compiled version of it? 2011-01-08T17:18:16 yeah, once it's at the stage that it's worth bothering 2011-01-08T17:18:56 i can build for 64 bit linux on my main machine, and i have access to an OS X box. i won't be able to build for windows at all, and i'll need to set up a VM to build for 32 bit linux 2011-01-08T17:19:32 it's 64 bit OS X, but i'm not sure if the recommended GHC for OS X is still 32 bit or not 2011-01-08T17:20:21 so i'll need a volunteer to build for windows, and i might need a volunteer to build for a different architecture for os x 2011-01-08T17:21:17 i can do windows, but i wont be here for the next 6 days 2011-01-08T17:21:28 i'm just cleaning up stuff to leave in an hour or two 2011-01-08T17:25:09 that's fine 2011-01-08T17:25:39 i'll only be at all concerned about it if the engine ends up being adopted officially 2011-01-08T17:45:06 *** amriedle has joined #aichallenge 2011-01-08T17:56:03 *** mega1 has quit IRC (Ping timeout: 240 seconds) 2011-01-08T18:12:48 *** Naktibalda has quit IRC (Remote host closed the connection) 2011-01-08T18:55:07 *** choas has quit IRC (Ping timeout: 264 seconds) 2011-01-08T18:57:32 *** antimatroid1 has left #aichallenge 2011-01-08T19:20:19 *** sigh has joined #aichallenge 2011-01-08T19:23:27 *** sigh_ has joined #aichallenge 2011-01-08T19:33:48 *** Palmik has quit IRC (Remote host closed the connection) 2011-01-08T19:37:17 *** Mathnerd314 has joined #aichallenge 2011-01-08T20:10:53 *** amstan_ has quit IRC (Read error: Connection reset by peer) 2011-01-08T20:14:31 *** amstan_ has joined #aichallenge 2011-01-08T20:14:31 *** ChanServ sets mode: +o amstan_ 2011-01-08T20:49:49 *** davidjliu has joined #aichallenge 2011-01-08T21:01:28 *** amriedle has quit IRC (Quit: Lost terminal) 2011-01-08T21:02:45 *** mceier has quit IRC (Quit: leaving) 2011-01-08T21:28:09 *** davidjliu has quit IRC (Ping timeout: 265 seconds) 2011-01-08T22:47:23 *** Utkarsh has quit IRC (Read error: Connection reset by peer) 2011-01-08T22:53:56 *** Utkarsh has joined #aichallenge 2011-01-08T23:10:27 *** delt0r_ has joined #aichallenge 2011-01-08T23:12:14 *** delt0r___ has quit IRC (Ping timeout: 276 seconds)