2011-01-18T00:10:15 *** amstan has quit IRC (Remote host closed the connection) 2011-01-18T00:31:04 *** chris__0076 has joined #aichallenge 2011-01-18T00:31:05 *** Chris_0076 has quit IRC (Read error: Connection reset by peer) 2011-01-18T00:31:24 ooo http://aliciapatterson.org/APF0704/Johnson/Johnson.html 2011-01-18T00:59:18 *** tapwater has quit IRC (Quit: tapwater) 2011-01-18T01:04:31 *** Frontier has joined #aichallenge 2011-01-18T01:07:00 *** chris___0076 has joined #aichallenge 2011-01-18T01:09:08 *** chris__0076 has quit IRC (Ping timeout: 240 seconds) 2011-01-18T01:11:05 *** chris__0076 has joined #aichallenge 2011-01-18T01:13:56 *** chris___0076 has quit IRC (Ping timeout: 240 seconds) 2011-01-18T01:42:29 *** sigh has quit IRC (Ping timeout: 240 seconds) 2011-01-18T01:47:03 *** AlliedEnvy has quit IRC (Read error: Operation timed out) 2011-01-18T01:49:19 *** Palmik has joined #aichallenge 2011-01-18T01:53:47 *** AlliedEnvy has joined #aichallenge 2011-01-18T02:11:24 *** delt0r_ has joined #aichallenge 2011-01-18T02:12:44 *** delt0r___ has quit IRC (Ping timeout: 240 seconds) 2011-01-18T02:22:20 *** Mathnerd314 has quit IRC (Ping timeout: 240 seconds) 2011-01-18T02:41:44 *** sigh has joined #aichallenge 2011-01-18T02:42:50 amstan_irssi: Stratego too complicated? seriously? 2011-01-18T03:02:11 *** mega1 has joined #aichallenge 2011-01-18T03:29:41 *** perror has joined #aichallenge 2011-01-18T03:42:42 *** aerique has joined #aichallenge 2011-01-18T03:47:52 *** Kingpin13 has quit IRC (Quit: You're a kitty!) 2011-01-18T04:08:53 *** boegel has joined #aichallenge 2011-01-18T04:32:11 *** Naktibalda has joined #aichallenge 2011-01-18T05:15:36 *** rabidus has quit IRC (Ping timeout: 246 seconds) 2011-01-18T05:17:33 *** rabidus has joined #aichallenge 2011-01-18T05:24:08 *** Palmik has quit IRC (Ping timeout: 240 seconds) 2011-01-18T05:28:46 *** Palmik has joined #aichallenge 2011-01-18T05:50:51 delt0r_: or ants too awesome? wtf 2011-01-18T05:51:42 I am sorry... i really don't like the ants... 2011-01-18T05:51:49 the more i think about it 2011-01-18T05:51:55 the more i don't like it 2011-01-18T05:52:09 its just too..... boids or "alife" 2011-01-18T05:56:06 *** sigh has quit IRC (Remote host closed the connection) 2011-01-18T05:57:52 that was my point, i'm rather against what they have atm 2011-01-18T05:58:00 for ants that is 2011-01-18T05:58:35 well i think stratego is an easy "random" bot and a easy engine... 2011-01-18T05:58:52 but even a half reasonable bot would be hard. 2011-01-18T05:59:14 my vote is for stratego out of what currently seems offered 2011-01-18T05:59:21 me too 2011-01-18T05:59:24 amstan seems to think it's too hard 2011-01-18T05:59:46 lets see why when he is back online... 2011-01-18T05:59:47 *** Blkt has joined #aichallenge 2011-01-18T06:00:11 that comment before wasn't the first time, i asked yesterday about it and he said the same 2011-01-18T06:00:11 oh i just got a vps for a tcp game host too 2011-01-18T06:00:22 nice 2011-01-18T06:00:39 cheap... so it may sux with connectivity... 2011-01-18T06:00:46 we will see 2011-01-18T06:00:56 100EU for a whole year is really cheap 2011-01-18T06:01:22 but then 15 hours later they havent activated it yet... 2011-01-18T06:01:22 i live off $250/au a fortnight most of the time 2011-01-18T06:01:28 so not a good sign 2011-01-18T06:01:32 but i still live at home, so it's not that hard 2011-01-18T06:01:36 oh to be a student 2011-01-18T06:01:43 I remeber it well 2011-01-18T06:02:13 I use to *make* my wife and daughter come to *anything* with free food... and eat up *fast* 2011-01-18T06:02:45 haha, you aren't a true uni student unless you love free food 2011-01-18T06:03:01 well now i get some decent money... 2011-01-18T06:03:13 I still turn up to anything with free beer and food 2011-01-18T06:03:20 or just one or the other 2011-01-18T06:03:35 you never really shake it off 2011-01-18T06:04:00 good day everyone 2011-01-18T06:04:20 good day 2011-01-18T06:04:23 i think 2011-01-18T06:04:41 but i am at work... the snow is melting and its a lovely day outside.... 2011-01-18T06:04:44 thats not good 2011-01-18T06:04:56 i should be skiing 2011-01-18T06:07:41 i wish we got enough snow to do that 2011-01-18T06:07:56 we get snow on top of a nearby mountain in the winter for a bit, but not enough for that 2011-01-18T06:08:09 even NZ has snow 2011-01-18T06:08:17 and less floods 2011-01-18T06:08:20 or bush fires 2011-01-18T06:08:26 but we have more possums 2011-01-18T06:08:36 less kangaroos thankfully 2011-01-18T06:27:28 we don't really have kangaroos in tassie i don't think 2011-01-18T06:27:33 some wallabies, but nowhere near where i live 2011-01-18T06:27:54 they jump along the roads near where my mum lives in canberra 2011-01-18T06:28:03 unfortunately not with me on their back 2011-01-18T07:19:57 *** delt0r___ has joined #aichallenge 2011-01-18T07:21:11 *** delt0r_ has quit IRC (Ping timeout: 240 seconds) 2011-01-18T08:27:13 *** dr- has joined #aichallenge 2011-01-18T08:52:17 *** asdf_ has joined #aichallenge 2011-01-18T09:13:04 *** amstan_irssi has quit IRC (*.net *.split) 2011-01-18T09:13:04 *** jbroman has quit IRC (*.net *.split) 2011-01-18T09:13:48 *** iFire has joined #aichallenge 2011-01-18T09:16:12 *** iFire` has quit IRC (*.net *.split) 2011-01-18T09:19:01 *** CIA-1 is now known as 45PABO3DN 2011-01-18T09:19:02 *** jbroman has joined #aichallenge 2011-01-18T09:19:08 *** 45PABO3DN is now known as CIA-48 2011-01-18T09:19:13 *** alex___ has joined #aichallenge 2011-01-18T09:19:22 *** alex___ is now known as amstan_i 2011-01-18T09:19:49 delt0r___, jmcarthur, antimatroid1: jeff feels like stratego is too hard, with the many kinds of units and so on 2011-01-18T09:20:21 also.. stratego is like ants: it's better when there's more than 2 players 2011-01-18T09:21:42 rankings will be less stable i imagine 2011-01-18T09:21:57 and i'm yet to come across anyone who finds that ants game overly interesting 2011-01-18T09:22:22 amstan_i: what was the new idea you mentioned? 2011-01-18T09:22:28 well, did but didn't 2011-01-18T09:23:33 amstan_i: right... and you? what do you think (just getting a feel for future suggestions) 2011-01-18T09:24:00 delt0r___: weren't you working on a game idea as well? 2011-01-18T09:24:05 amstan_i: and what about some kind of RPS stratego? 2011-01-18T09:24:06 yes 2011-01-18T09:24:14 a RTS type game.. 2011-01-18T09:24:24 I my have it out this weekend 2011-01-18T09:24:31 but work keeps getting in the way 2011-01-18T09:24:35 if stratego is too hard, delt0rs game is out 2011-01-18T09:24:48 it was only 1-4 unit types 2011-01-18T09:25:01 *** weechat_user has joined #aichallenge 2011-01-18T09:25:06 but the game mechanics is much harder yeah? 2011-01-18T09:25:18 well --in that they are "dynamic" yes 2011-01-18T09:25:33 in terms of "rules" not really 2011-01-18T09:25:36 i'm keen, but it sounds more complicated than stratego 2011-01-18T09:25:40 *** chris___0076 has joined #aichallenge 2011-01-18T09:25:45 you shoot an enemy... he gets damaged 2011-01-18T09:26:26 well i must admit i don't really see whats complicated about stratego... even with "many unit types" they are really simple rules... 2011-01-18T09:26:27 *** Naktibalda_ has joined #aichallenge 2011-01-18T09:26:36 Rank 10 beats everything below it 2011-01-18T09:26:37 etc 2011-01-18T09:26:52 rank 9 beats.. every thing below that... 2011-01-18T09:27:12 i like having 1 v 10 gives player 1 the win 2011-01-18T09:27:17 *** perror_ has joined #aichallenge 2011-01-18T09:27:27 whatever 2011-01-18T09:27:28 but i am interested in something less discrete 2011-01-18T09:27:37 its isomorphic ;) 2011-01-18T09:27:50 its equivalent... 2011-01-18T09:27:52 what? 2011-01-18T09:27:56 discrete to continuous? 2011-01-18T09:28:00 thats stronger than isomorphic... 2011-01-18T09:28:03 no 2011-01-18T09:28:04 i know what an isomorphism is :P 2011-01-18T09:28:05 1 or 10 2011-01-18T09:28:17 *** dr- has quit IRC (Ping timeout: 240 seconds) 2011-01-18T09:28:17 *** chris__0076 has quit IRC (Ping timeout: 240 seconds) 2011-01-18T09:28:18 *** Naktibalda has quit IRC (Ping timeout: 240 seconds) 2011-01-18T09:28:18 *** perror has quit IRC (Ping timeout: 240 seconds) 2011-01-18T09:28:28 ie 1,2,3 or 10,9,8 2011-01-18T09:28:42 no, larger numbers would still win, except 1 would not only beat 10, but win the game 2011-01-18T09:28:54 ?? 2011-01-18T09:29:01 so you want to protect your 1 until you think you know their 10 2011-01-18T09:29:01 what are you talking about? 2011-01-18T09:29:06 *** weechat_user has quit IRC (Client Quit) 2011-01-18T09:29:07 then you go after their 10 with your 1 to win 2011-01-18T09:29:12 na 2011-01-18T09:29:18 sounds dumb 2011-01-18T09:29:27 thats a spy btw 2011-01-18T09:29:32 yeah 2011-01-18T09:29:35 but it won't win you the game 2011-01-18T09:29:41 but its close 2011-01-18T09:29:42 that's a primary school game i played 2011-01-18T09:30:13 *** dr`tmp has joined #aichallenge 2011-01-18T09:30:37 *** Naktibalda_ is now known as Naktibalda 2011-01-18T09:31:13 what about doing primary school level flags? separate the grid in half, let players place their flag and have a fog of war (they all sort of have to know the entire map for walls), then you can capture them if they're on your half sending htem to jail and they have to get your flag onto their half of the grid? is that stratego? I think i need to read that better 2011-01-18T09:31:37 ?? 2011-01-18T09:32:20 * delt0r___ has no idea what antimatroid1 is talking about 2011-01-18T09:33:49 game idea: take a 2n x 2n grid with randomly placed walls, split it in half and let each player place their x agents and flag on their half, then have the players try to capture the other players flag and take it back to their half of the grid, if you get "caught" by them on their side of the grid, you are "captured/killed/whatever" 2011-01-18T09:34:11 oh 2011-01-18T09:34:13 right... 2011-01-18T09:34:19 well with grid movement... 2011-01-18T09:34:25 it sounds boring... sorry 2011-01-18T09:34:45 no need to be sorry :P 2011-01-18T09:34:52 i'm just throwing out primary school games i played 2011-01-18T09:35:26 although we played them on an actual oval with real people :p 2011-01-18T09:35:30 with A* i think you could get close or at least close to optimal stats 2011-01-18T09:35:33 strats 2011-01-18T09:35:34 or sometimes the entire playground 2011-01-18T09:35:52 i play a vairant with paint ball 2011-01-18T09:36:13 what about dots and boxes? 2011-01-18T09:37:12 only the flag is a bit bright yellow drum thats full of nuts 2011-01-18T09:40:57 I just watched a video of someone playing Stratego. I like how you can set up traps around your flag :D, but who is going to create all the gfx for our game of ... what was it? Flags and sheep? 2011-01-18T09:40:58 I wouldn't be interested 2011-01-18T09:40:58 games like that i would just stick with chess or go 2011-01-18T09:40:58 planet wars was different 2011-01-18T09:40:58 yeah, i don't want to go away from simultaneous anyway 2011-01-18T09:40:58 planet wars was a great game 2011-01-18T09:40:58 as was tron 2011-01-18T09:40:58 as is stratego.. 2011-01-18T09:40:58 i like the hiden information part 2011-01-18T09:40:58 in fact i like hidden information for games in general 2011-01-18T09:40:58 amstan_i: convince j3camero to do stratego 2011-01-18T09:40:58 well i have a vps comming online soon 2011-01-18T09:40:58 I could do my own one... 2011-01-18T09:40:58 could get aobut ---what 3 players 2011-01-18T09:40:58 .. you may just end up "wasting" (minus fun) your time 2011-01-18T09:40:58 at least i would get 3rd 2011-01-18T09:40:59 me 2011-01-18T09:40:59 I would do it 2011-01-18T09:40:59 mite even learn js for a web version... 2011-01-18T09:40:59 but first cut would be java 2011-01-18T09:41:03 * antimatroid1 puts his vote in for delt0r making visualiser 2011-01-18T09:41:07 jbotmanager <3 2011-01-18T09:41:23 a lot of people used it in the end 2011-01-18T09:41:26 and it was pretty rough 2011-01-18T09:41:37 yes, but it was the best alternative 2011-01-18T09:41:50 just for functions 2011-01-18T09:41:57 tcp and human mode specifically 2011-01-18T09:43:44 *** delt0r___ has quit IRC (Read error: Connection reset by peer) 2011-01-18T09:43:58 *** delt0r___ has joined #aichallenge 2011-01-18T09:44:06 what did i miss 2011-01-18T09:44:11 * delt0r___ looks at the logs 2011-01-18T09:44:18 antimatroid1, delt0r___ : he doesn't like the fact that there's multiple types of units 2011-01-18T09:44:44 but there is not really... just one type with a "rank" property 2011-01-18T09:44:53 honestly 2011-01-18T09:45:09 how do you even visualize that? 2011-01-18T09:45:10 one type of unit limits the kind of games from chess down to checkers 2011-01-18T09:45:17 and tic tac toe 2011-01-18T09:45:31 Visualise it with a number 2011-01-18T09:45:38 right now.. our visualizer... is one square per pixel 2011-01-18T09:45:46 and it seems kinda neat like that 2011-01-18T09:45:46 ?? 2011-01-18T09:45:49 you don't need such large maps 2011-01-18T09:45:56 ok, fine 2011-01-18T09:46:09 numbers are boring though.. 2011-01-18T09:46:17 standart stratego is 10x10 2011-01-18T09:46:23 no, a lack of interesting strategy is boring 2011-01-18T09:46:32 well its a response to the "too many kinds of units" 2011-01-18T09:46:34 ok, show me a game example 2011-01-18T09:46:47 we made one for ants 2011-01-18T09:46:49 because the unit interaction is very simple 2011-01-18T09:46:53 http://www.youtube.com/watch?v=9_-dabt0ee8 2011-01-18T09:47:07 you can also play online 2011-01-18T09:48:01 the intended version is all simultaneous yeah? 2011-01-18T09:48:26 well you can all the largest number a "feild marshall" 2011-01-18T09:48:28 yeah 2011-01-18T09:48:45 or a "black dragon" 2011-01-18T09:48:53 but i don't see how you can make such a game if it's pretty much turn based 2011-01-18T09:48:57 but then there are "too many unit types" 2011-01-18T09:49:14 look at planet wars... there are turns, but they're pretty fluid 2011-01-18T09:49:29 jmcarthur worked out the simulationus turns variant 2011-01-18T09:50:01 seriosly... unit types don't lead to complexity... its rules that do 2011-01-18T09:50:18 unit types are rules 2011-01-18T09:50:39 not if the rules for all unit "types" are the same 2011-01-18T09:50:39 that stratego video actually looks kind of boring to watch 2011-01-18T09:50:48 antimatroid1: +1 2011-01-18T09:51:16 and ants? or Go? or chess? 2011-01-18T09:51:18 delt0r___: what's the point of having unit types if they're all the same 2011-01-18T09:51:19 or tron? 2011-01-18T09:51:33 go and chess are killed 2011-01-18T09:51:43 So only the spy can capture the marshal, and only the minor can defuse the bomb, and the bomb and flag cannot move. That's all, right? Everything else is rank vs rank. 2011-01-18T09:52:01 amstan_i: FFS --if you want to take is seriously read the rules... otherwise don't... and don't claim its someone else that doesn't want to play 2011-01-18T09:52:11 thats fine 2011-01-18T09:52:20 you don't have to wnat to play it 2011-01-18T09:52:27 or have it for the next round 2011-01-18T09:52:44 delt0r___: i'm just saying.. jeff didn't like it when he looked at it 2011-01-18T09:52:49 don't kill the messenger 2011-01-18T09:53:03 did he look at it as close as you have? 2011-01-18T09:53:09 i'm still rather unconvinced, i don't hate it, but i would like to see something more exciting 2011-01-18T09:53:19 well sugest away 2011-01-18T09:53:23 suggest 2011-01-18T09:53:23 we moved from idea to idea yesterday 2011-01-18T09:53:31 considered like 5 games 2011-01-18T09:53:38 here in IRC? 2011-01-18T09:53:40 besides the ones already suggested 2011-01-18T09:53:43 no.. IRL 2011-01-18T09:53:56 hard to read those logs 2011-01-18T09:54:06 he's working on a sim for hot vs cold now 2011-01-18T09:54:12 ?? 2011-01-18T09:54:13 we'll see how that works 2011-01-18T09:54:14 what is that? 2011-01-18T09:54:27 so.. each player has 1 agent on a grid 2011-01-18T09:54:29 isn't it stratego in the end ? ^^ 2011-01-18T09:54:35 it emits either coldness or hotness 2011-01-18T09:54:47 and every turn you can move, and every turn the hot and cold spreads 2011-01-18T09:54:55 with some kind of conservation of energy blur 2011-01-18T09:55:22 that has a bit of promise, why only one agent per player? 2011-01-18T09:55:22 imagine the visualizer for that 2011-01-18T09:55:33 antimatroid1: why do you need more? 2011-01-18T09:55:41 harder 2011-01-18T09:56:03 too easy to do a basic tree with 1 agent imo 2011-01-18T09:56:32 amstan_i: tbh is sounds boring... not everyone finds physics really fun to watch 2011-01-18T09:56:40 not on a 1024x1024 grid 2011-01-18T09:57:15 also i think you could come up with optimal strategies for that too 2011-01-18T09:57:30 i'd prefer an interesting and complicated game on smaller maps 2011-01-18T09:57:31 diffusion process is well understood 2011-01-18T09:57:35 rather than a basic game on a huge map 2011-01-18T09:58:23 i also agree with delt0r in that something with private information would be cool 2011-01-18T09:58:38 private info? 2011-01-18T09:58:42 Well, in my opinion that isn't more interesting to watch than a match of Stratego. The military ranks could be replaced with something the kids love today... vampires and werewolves anyone? 2011-01-18T09:58:46 information you know that they don't 2011-01-18T09:59:06 Frontier: we're not kids though 2011-01-18T09:59:10 Frontier: vampires and warewolves? shoot me now :P 2011-01-18T09:59:21 Frontier: and that ^^^ would be the reaction of many 2011-01-18T09:59:22 lol, what were the other ideas amstan? 2011-01-18T09:59:24 amstan_i: don't tell me what i'm not :P 2011-01-18T09:59:26 Frontier: you forgot bella 2011-01-18T09:59:37 Frontier: I was going to use dragons 2011-01-18T09:59:43 dragons++ 2011-01-18T09:59:49 you can't go wrong with unicorns 2011-01-18T09:59:50 or zombies... but zombies was more of a joke 2011-01-18T10:00:26 and you defent the fluffy pink unicorn 2011-01-18T10:00:45 unicorns aren't pink or fluffy 2011-01-18T10:00:50 what universe are you living in? 2011-01-18T10:00:54 its so fluffy i think i;m gunna die, flufy 2011-01-18T10:00:57 Unicorns heh? http://www.youtube.com/watch?v=Q5im0Ssyyus 2011-01-18T10:01:13 antimatroid1: ones with *real* unicorns 2011-01-18T10:02:19 what about that turn based / continous 2d fighter plane game? 2011-01-18T10:02:19 amstan_i: what are the chances of a RTS type game passing the "too many types of things" test? 2011-01-18T10:02:32 antimatroid1: my rts is bascially that 2011-01-18T10:02:39 if you only have fighers 2011-01-18T10:02:40 let's do that 2011-01-18T10:02:42 fighters 2011-01-18T10:03:08 people can Euler up (got that yesterday) and learn a tiny bit of maths 2011-01-18T10:03:12 it wont hurt them 2011-01-18T10:03:23 well you don't really need to 2011-01-18T10:03:26 sounds like oil her up though 2011-01-18T10:03:55 you can get away with pretty crude estimates for things and can leave the physics out 2011-01-18T10:04:11 yeah, but if you want a good bot surely you want to do some maths? 2011-01-18T10:04:25 may bee 2011-01-18T10:04:43 if i knew what would work... i wouldn't suggest it 2011-01-18T10:04:48 anyway, i'm going to bed 2011-01-18T10:04:49 it's 2am 2011-01-18T10:06:46 amstan_i: what other types of games did you discuss? 2011-01-18T10:07:59 delt0r___: a kind of dots and boxes 2011-01-18T10:08:06 delt0r___: some stuff with mazes, that would be cool 2011-01-18T10:08:46 mmm 2011-01-18T10:09:29 *** asdf_ has quit IRC (Ping timeout: 265 seconds) 2011-01-18T10:10:52 anything even remotely similar to planet wars? 2011-01-18T10:13:08 no 2011-01-18T10:14:48 *** atriplez has joined #aichallenge 2011-01-18T10:25:59 *** mceier has joined #aichallenge 2011-01-18T10:53:11 *** ChanServ sets mode: +o amstan_i 2011-01-18T10:56:49 *** perror_ has quit IRC (Quit: Bye all !) 2011-01-18T10:57:09 *** perror has joined #aichallenge 2011-01-18T11:14:46 *** Blkt` has joined #aichallenge 2011-01-18T11:17:23 *** Blkt has quit IRC (Ping timeout: 240 seconds) 2011-01-18T11:21:23 *** aerique has quit IRC (Quit: ...) 2011-01-18T11:24:06 *** Migi32 has joined #aichallenge 2011-01-18T11:25:19 i don't understand this notion of rules that seems so complicated... 2011-01-18T11:25:36 rules are things like "you can't move flags or bombs" or "you can only move a unit one square at a time" 2011-01-18T11:26:05 *rules that can make things more complicated 2011-01-18T11:26:19 things like "A beats B and B beats C" are not rules that make things more complicated 2011-01-18T11:32:54 *** Blkt` has quit IRC (Remote host closed the connection) 2011-01-18T11:36:54 *** boegel has quit IRC (Ping timeout: 240 seconds) 2011-01-18T11:38:11 certainly not for starting out, at least. of course it complicates your strategies, but that's the point 2011-01-18T11:45:32 dude, planet wars should have looked like this. http://www.youtube.com/watch?v=r1ZpkFJ1GB4 2011-01-18T11:55:14 jmcarthur: sorry not really following you 2011-01-18T11:56:48 stratego is a game i played when i was about 6... there is no way its that complicated 2011-01-18T11:58:43 jmcarthur: yes pls, lol 2011-01-18T11:58:47 let's do aurora 2011-01-18T12:00:39 jmcarthur: when i talk about rules being complicated i think of rules that need to take care of lots of edge cases... for example in some of the ant games. 2011-01-18T12:01:29 while i consider both chess and stratego to have simple rules... so does go for that matter 2011-01-18T12:02:12 they are "complicated" games --i would say stratego has simpler rules than chess.. just because it took me while to understand knights 2011-01-18T12:03:09 But some dude thats hot/cold ---mmm. Sounds more like a tron obsession. 2011-01-18T12:04:13 *** dr`tmp has quit IRC (Quit: WeeChat 0.2.6) 2011-01-18T12:05:43 delt0r___: i was agreeing with you that the various unit types don't complicate things unnecessarily 2011-01-18T12:05:52 right 2011-01-18T12:06:23 delt0r___: and stratego's "move units one square at a time" rule is *far* simpler than chess's "each unit moves differently" rules 2011-01-18T12:06:34 well in stratego in particular the idea that there's lots of unit types is a bit miss leading. 2011-01-18T12:06:58 there are only two kinds of movement in the variant i have in mind, three in the real version 2011-01-18T12:07:04 jmcarthur: agree -chess has more complex rules... 2011-01-18T12:07:07 move one square at a time, don't move at all 2011-01-18T12:07:15 and in the real version scouts can move more than one 2011-01-18T12:07:25 and no diagonal movment 2011-01-18T12:08:06 right 2011-01-18T12:08:32 and really these are so simple that they are more like mechanics than rules 2011-01-18T12:08:35 thou in this version souuts are kinda useless. I did like begin able to use a scout ... to well scout 2011-01-18T12:08:57 gotta eat. be back in a few 2011-01-18T12:09:10 well if a bunch of 6 year olds could play stratego --i say its simple enough 2011-01-18T12:25:25 Here I found a shareware version where the scout can attack on it's move: http://www.windowsgames.co.uk/thegeneral.html 2011-01-18T12:30:03 all modern version use this rule 2011-01-18T12:31:43 delt0r___: i think amstan_i and i are talking about how simple it would be to implement, not how simple it is for humans to understand. in either case, i disagree with amstan_i about how complicated stratego is 2011-01-18T12:32:13 he hasn't even looked up the rules 2011-01-18T12:32:20 :( 2011-01-18T12:32:42 amstan_i: you should look up the rules. they are very simple 2011-01-18T12:35:04 Yeah at first I was overwhelmed with all the military ranks, but in the end units '1' to '7' are all equal! Only '8', '9' and the Spy are special. 2011-01-18T12:35:52 8 can defeat bombs, 9 can walk any number of squares in one direction and the spy can kill '1'. 2011-01-18T12:36:59 oh yes, bombs are special too of course, they cannot move and kill anything but '8'. 2011-01-18T12:38:03 in my code i actually define them in this order: Bomb, Marshal, General, Colonel, ..., Miner, Scout, Spy, Flag. that allows me to only have to say explicitly that miners beat bombs and spies beat marshals, then all the others fall out from their ranks naturally 2011-01-18T12:38:20 and for movement i only treat bombs and flags as special, of course 2011-01-18T12:38:47 and the scout maybe. you are right, ordered like this it is even simpler 2011-01-18T12:39:07 so my fighting code only cares about three cases 2011-01-18T12:39:22 miner vs. bomb, spy vs. marshal, and anything vs. anything 2011-01-18T12:41:58 *** tapwater has joined #aichallenge 2011-01-18T12:55:50 *** Meatkat has quit IRC (Ping timeout: 265 seconds) 2011-01-18T12:59:35 *** Naktibalda has quit IRC (Quit: ChatZilla 0.9.86 [Firefox 3.6.8/20100722155716]) 2011-01-18T13:03:36 *** dr- has joined #aichallenge 2011-01-18T13:18:01 *** dr- has quit IRC (Ping timeout: 265 seconds) 2011-01-18T13:24:48 *** choas has joined #aichallenge 2011-01-18T13:30:53 the only thing is that a half decent starter pack bot will not be so easy--or at least not so small 2011-01-18T13:30:58 codewise that is 2011-01-18T13:44:33 *** perror has quit IRC (Quit: Bye all !) 2011-01-18T13:47:40 *** sigh has joined #aichallenge 2011-01-18T13:54:00 *** boegel has joined #aichallenge 2011-01-18T14:02:26 *** boegel has quit IRC (Ping timeout: 240 seconds) 2011-01-18T14:16:23 *** boegel has joined #aichallenge 2011-01-18T14:24:05 *** dr`away has joined #aichallenge 2011-01-18T14:29:52 *** dr`away has quit IRC (Quit: Coyote finally caught me) 2011-01-18T14:35:48 i think it could be 2011-01-18T14:35:58 depends on what you call "decent" i guess 2011-01-18T14:48:01 well there is always "random" 2011-01-18T14:48:05 and "rage" 2011-01-18T14:48:22 rage just attacks with everything it can 2011-01-18T14:48:44 smart rage could at least use miners on mines once discovered 2011-01-18T15:03:33 rage could track units and simply attack those units as aggressively as possible and only with units that can beat them 2011-01-18T15:03:47 and for units that are unknown just attack with whatever 2011-01-18T15:04:03 it's more complex than rage in the past, i agree 2011-01-18T15:04:59 could ignore things like path finding though, for simplicity. if an effective unit can't magically find its way to a weak opponent unit, just allow it to get hung up 2011-01-18T15:05:38 i think it would still be formidible enough to be a strong bot for testing against, initially 2011-01-18T15:20:29 *** delt0r_ has joined #aichallenge 2011-01-18T15:21:39 *** delt0r___ has quit IRC (Ping timeout: 240 seconds) 2011-01-18T15:24:07 *** boegel has quit IRC (Read error: Connection reset by peer) 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joined #aichallenge 2011-01-18T17:11:25 *** tapwater has joined #aichallenge 2011-01-18T17:13:16 *** elimisteve has joined #aichallenge 2011-01-18T17:41:08 *** choas has quit IRC (Quit: leaving) 2011-01-18T17:45:38 *** mega1 has quit IRC (Ping timeout: 260 seconds) 2011-01-18T17:57:16 *** tapwater has quit IRC (Ping timeout: 240 seconds) 2011-01-18T17:57:27 *** tapwater has joined #aichallenge 2011-01-18T18:03:42 *** AlliedEnvy has quit IRC (Remote host closed the connection) 2011-01-18T18:05:45 *** dr- is now known as dr`away 2011-01-18T18:11:16 *** tapwater has quit IRC (Ping timeout: 240 seconds) 2011-01-18T18:11:17 *** tapwater_ has joined #aichallenge 2011-01-18T18:12:59 delt0r_: what are these edge cases for ant moves? 2011-01-18T18:16:21 *** AlliedEnvy has joined #aichallenge 2011-01-18T18:17:02 *** Mathnerd314 has quit IRC (Ping timeout: 240 seconds) 2011-01-18T18:17:34 i think delt0r_ was talking about when more than one ant from each side are in range, cascades, etc. 2011-01-18T18:17:52 personally i think the way those situations are handled would mean the difference between a good game and a crappy game 2011-01-18T18:30:09 *** Mathnerd314 has joined #aichallenge 2011-01-18T18:30:23 i preferred my ants 2011-01-18T18:30:27 i quite liked my ants actually 2011-01-18T18:33:15 *** Apophis_ch has quit IRC (Ping timeout: 265 seconds) 2011-01-18T18:34:12 *** Apophis has joined #aichallenge 2011-01-18T18:35:08 *** Meatkat has quit IRC (Ping timeout: 240 seconds) 2011-01-18T18:43:48 *** tapwater_ has quit IRC (Quit: tapwater_) 2011-01-18T18:52:38 *** McLeopold has joined #aichallenge 2011-01-18T18:53:16 paging jmcarthur or delt0r_... 2011-01-18T18:53:22 pong 2011-01-18T18:53:34 so, about RTStratego... 2011-01-18T18:53:50 i'm guessing you're going to ask about its determinism 2011-01-18T18:54:06 why did delt0r_ say that the spy and marshall will kill each other? 2011-01-18T18:54:18 ah 2011-01-18T18:54:18 and I do get the idea of only legal moves 2011-01-18T18:54:35 that makes my forum question mute, which is a good decision for the game 2011-01-18T18:54:56 in normal stratego, the spy only kills the marshal if it attacks the marshal, but the marshal beats the spy if the marshal is the attacker 2011-01-18T18:55:04 oh 2011-01-18T18:55:08 and delt0r_ wants it to be as close to the board game as possible 2011-01-18T18:55:12 i kind of disagree though 2011-01-18T18:55:23 i'd rather it just be consistent, and it makes sense for the spy to always beat the marshal 2011-01-18T18:55:44 yes, that makes more sense to me 2011-01-18T18:55:59 but yeah, that's the reasoning behind it 2011-01-18T18:56:40 what about scouts and a single square per turn. do units move different distances? 2011-01-18T18:56:50 i'd rather scouts only move one square per turn 2011-01-18T18:57:01 i still think they'd be useful 2011-01-18T18:57:09 delt0r_ disagrees with me on that too, i think 2011-01-18T18:57:14 in the real game to they move more? 2011-01-18T18:57:27 in the real game they can move as far as you want in any one direction 2011-01-18T18:57:38 of course, taking advantage of that gives them away 2011-01-18T18:57:50 but that's just a tradeoff 2011-01-18T18:58:08 yeah, but you'd do that when you attack with them 2011-01-18T18:58:09 do you reveal a unit of you lose to them? 2011-01-18T18:58:20 in the official rules, yes 2011-01-18T18:58:38 I'm more familiar with Field Tactics which is Nintendo's knock off version. 2011-01-18T18:58:44 Zannick: no, the board game only allows you to move or attack, not both. even with scouts 2011-01-18T18:58:54 unless you have a third party judging, you have to 2011-01-18T18:59:03 jmcarthur: wait, really? then i always played it wrong 2011-01-18T18:59:04 oh i misread 2011-01-18T18:59:09 i conflated moving with attacking 2011-01-18T18:59:13 oh, but you still had the misconception i thought you had ;) 2011-01-18T18:59:16 okay well... 2011-01-18T18:59:22 when you attack, if you win you move 2011-01-18T18:59:32 wherein you had to move onto an enemy square to attack 2011-01-18T18:59:36 but when you move a scout more than one space or whatever, you can't attack at the same time 2011-01-18T18:59:43 *** mceier has quit IRC (Quit: leaving) 2011-01-18T18:59:44 right 2011-01-18T18:59:58 but attacks and moves are technically distinct 2011-01-18T19:00:01 oh, then i guess that's just a special case for the scout 2011-01-18T19:00:09 the move for the attack is just a sideeffect of winning the attack 2011-01-18T19:00:23 i like my version better; it's simpler :P 2011-01-18T19:00:33 unless the opponent moves to the same square 2011-01-18T19:00:38 i think the normal rules are just as simple. you just have a different intuition about it 2011-01-18T19:00:42 for the board game, i mean 2011-01-18T19:00:43 seems like everyone has their own version, which they like 2011-01-18T19:00:47 McLeopold: in the real version it's not simultaneous play 2011-01-18T19:00:55 yeah, i did get that :) 2011-01-18T19:01:25 are all units a different strength? 2011-01-18T19:01:29 Zannick: the official rules are: you can either move or attack. you can only attack adjacent units. if you win an attack, you take the losing unit's place 2011-01-18T19:01:39 there's no third case for attacking; your piece wins, or dies 2011-01-18T19:01:43 McLeopold: there are classes of units 2011-01-18T19:02:04 well, both can die 2011-01-18T19:02:08 if they are the same rank 2011-01-18T19:02:19 but one must die 2011-01-18T19:02:23 yes, but only two outcomes for your piece 2011-01-18T19:02:26 yes 2011-01-18T19:02:29 it either takes the square or is gone 2011-01-18T19:02:37 i can see it framed your way 2011-01-18T19:02:45 i'm just saying it's pretty easy to phrase this way, too 2011-01-18T19:02:54 certainly not any more complicated 2011-01-18T19:02:54 maybe we just played that way as a convention 2011-01-18T19:02:59 i haven't played in a long time 2011-01-18T19:03:14 i played a few games against my wife after i decided to propose it here 2011-01-18T19:03:22 so it's pretty fresh on my mind 2011-01-18T19:04:08 add some unit spawns and it's antwars... 2011-01-18T19:04:15 it's not a special case for the scout when it's framed the way i said it 2011-01-18T19:04:35 McLeopold: ants don't have ranks, stratego doesn't have food, ants don't have bombs or flags 2011-01-18T19:04:48 and you can't spawn units in stratego 2011-01-18T19:04:50 as you said 2011-01-18T19:05:02 and ants doesn't have hidden state 2011-01-18T19:05:10 except maybe fog of war 2011-01-18T19:05:12 I'm just thinking how the visualizer would look similar in the middle game. 2011-01-18T19:05:35 if the visualizer can hide units as though from a particular bot's point of view, it would look very different 2011-01-18T19:06:03 whereas with ants, all units are effectively the same 2011-01-18T19:06:11 I would say ignore the scout movement, then you don't have to do a special check for illegal scout movements over enemy pieces. 2011-01-18T19:06:13 one variant of ants had hp i guess 2011-01-18T19:06:16 right 2011-01-18T19:06:27 But I'm only thinking of newbie programmers. 2011-01-18T19:07:07 scouts don't move special, spies always beat marshals, you can move as many units on one turn as you want. i think that's all the differences i can think of compared to the board game 2011-01-18T19:07:26 unless it's on an 8x8 board, then we can use magic bitboards for rook movements. 2011-01-18T19:07:28 the visualizer should have the capability to "view as player x" 2011-01-18T19:07:36 for any game with hidden information 2011-01-18T19:07:38 agreed 2011-01-18T19:07:55 and maybe also persistently show units that have already been revealed 2011-01-18T19:07:57 could this be multi-player? 2011-01-18T19:07:59 since the bot would do that anyway 2011-01-18T19:08:04 and still be a good game? 2011-01-18T19:08:10 McLeopold: combat resolution would get harder 2011-01-18T19:08:15 oh, yes 2011-01-18T19:08:25 arbitrary, even 2011-01-18T19:08:35 with the spy beats marshall, yea 2011-01-18T19:08:43 everyone loses? 2011-01-18T19:08:47 * jmcarthur shrugs 2011-01-18T19:08:54 RPS scenarios suck for >2 players 2011-01-18T19:09:02 spy, marshal, x => everyone dies 2011-01-18T19:09:08 otherwise there isn't a circular loop 2011-01-18T19:09:28 bomb, miner, marshal? 2011-01-18T19:10:12 well... bomb, miner, anything but scout 2011-01-18T19:10:28 everyone dies 2011-01-18T19:10:36 depends on if the other beats the miner 2011-01-18T19:10:47 and if it's bomb, bomb, miner, marshal, the game is over and no one wins 2011-01-18T19:10:52 if it is circular, everyone loses, else the top stays 2011-01-18T19:10:54 McLeopold: scouts and spies lose to miners 2011-01-18T19:11:04 **bomb, miner, anything but scout or spy 2011-01-18T19:11:30 spy takes out only the marshal? 2011-01-18T19:11:33 what about four players? the presence of a cyclic resolution means all four die? 2011-01-18T19:11:37 Zannick: right 2011-01-18T19:11:51 even if one of the units could be outside of the circle? 2011-01-18T19:11:52 i seem to have thought spy wins when it attacks 2011-01-18T19:12:05 jmcarthur: if any other unit can beat your unit, it is removed, otherwise it stays 2011-01-18T19:12:10 Zannick: that's right, but it would be simpler if it always wins against marshal for our purposes 2011-01-18T19:12:20 McLeopold: ah, so planet wars style 2011-01-18T19:12:28 ish 2011-01-18T19:12:38 jmcarthur: the circle, however, is always maximal, so the piece must be somewhere inside it 2011-01-18T19:12:46 with spy, marshal for sure 2011-01-18T19:12:47 yeah, you're right 2011-01-18T19:12:56 well, no 2011-01-18T19:13:00 with miner, bomb, no 2011-01-18T19:13:02 *** Migi32 has quit IRC (Remote host closed the connection) 2011-01-18T19:13:02 bomb can be outside of it 2011-01-18T19:13:03 yeah 2011-01-18T19:13:12 bomb, marshal, spy, scout 2011-01-18T19:13:31 but then the only way to be outside the circle is to be worse than the miner 2011-01-18T19:13:34 oh 2011-01-18T19:13:37 bomb wins 2011-01-18T19:13:45 i keep thinking only of "everyone tries to move into an empty square" 2011-01-18T19:14:02 in a 4 player game there could be up to five units on a square 2011-01-18T19:14:05 yeah, bomb wins 2011-01-18T19:14:16 err 2011-01-18T19:14:17 four 2011-01-18T19:14:19 jmcarthur: that would violate your "legal moves" 2011-01-18T19:14:21 y 2011-01-18T19:15:11 >2 players also raises questions about revealing units 2011-01-18T19:15:22 do units only get revealed to the combatants? 2011-01-18T19:15:28 hmm... 2011-01-18T19:16:16 I'd say yes 2011-01-18T19:16:44 i think so too 2011-01-18T19:17:10 okay, so this seems to generalize to >2 players fairly decently... i'm not sure if that means we *should* do that though 2011-01-18T19:17:48 because someone would have to implement TrueSkill and defend it against Accoun? 2011-01-18T19:18:01 ha 2011-01-18T19:18:23 and also because Trueskill isn't even completely fair in >2 player games, iirc 2011-01-18T19:18:44 you have to assign a complete ordering of the players, not just a partial ordering 2011-01-18T19:18:56 so even if a couple of them technically tie, you have to pick a winner and loser out of them 2011-01-18T19:19:06 i could be wrong about that 2011-01-18T19:19:13 I'm thinking you are wrong... 2011-01-18T19:19:22 i might be 2011-01-18T19:19:28 oh i'm thinking team games can be unfair 2011-01-18T19:19:34 i think FFA games are okay 2011-01-18T19:20:54 supposedly a nice thing about FFA games with Trueskill is that they converge onto accurate scores *very* quickly 2011-01-18T19:21:03 yeah, the calculator let's you set 2 ranks in a 3 player game 2011-01-18T19:26:40 looks like there is a yearly computer stratego contest 2011-01-18T19:29:50 They have some anti-chase rules and some other no repeating rules. 2011-01-18T19:30:21 I wonder if that still applies to real-time stratego? 2011-01-18T19:43:27 is the plan to have different maps with obstacles? 2011-01-18T19:43:29 i like varying maps 2011-01-18T19:43:41 it's less repetitive 2011-01-18T19:44:11 yo guys, is there an ETA for the next contest? 2011-01-18T19:44:29 rebelxt: some time in february i think they want one up 2011-01-18T19:44:41 antimatroid1: sounds good. thanks 2011-01-18T19:45:04 there's no agreement on game to use though 2011-01-18T19:45:16 or specifics of any possible game 2011-01-18T19:45:33 yeah - i've just started catching up on forum posts with game ideas 2011-01-18T19:47:32 i still think my ants game would make for a decent ai game, i'm not as interested in stratego as i was a day ago 2011-01-18T19:47:44 but the current ants game i don't really like at all 2011-01-18T19:48:01 hopefully contest at work is over by that time, since this work contest has a good prize... 2011-01-18T19:48:14 amstan_i: my more complicated ants game would work as 4 player too 2011-01-18T19:48:18 was ants game simplified? original proposal was too complex imho 2011-01-18T19:48:32 how can it be too complex? 2011-01-18T19:49:10 it wasn't even very complex, but mine was all in a single process, and the objective was to try and invade their home/spawn square with one of your ants, but you could also harvest grains to take back to base (generating more ants) and fight an ant in an adjacent square 2011-01-18T19:49:41 rebelxt: see simpleants branch 2011-01-18T19:49:41 @repo 2011-01-18T19:49:42 amstan_i: repo = https://github.com/amstan/aichallenge/ 2011-01-18T19:50:21 well, i'm still reading the thread.. just initial reaction. let me finish before i speak again ;-) 2011-01-18T19:50:58 amstan_i: move to github = awesome 2011-01-18T19:51:27 rebelxt: i can give you commit technologies if you want 2011-01-18T19:52:49 sure, apinkin on github 2011-01-18T19:54:19 done 2011-01-18T19:57:17 cool, trying simpleants 2011-01-18T19:58:39 i don't think the strategies used for that would vary much 2011-01-18T20:01:01 there's basically two things, maximise the squares you can reach first and be the first to new resources 2011-01-18T20:04:05 *** Mathnerd314 has quit IRC (Ping timeout: 240 seconds) 2011-01-18T20:09:35 *** dmj111 has joined #aichallenge 2011-01-18T20:10:26 got simpleants viz running - this reminded me of conway's game of life so much ;-) 2011-01-18T20:10:36 good memories 2011-01-18T20:13:22 about the inbalance in trueskill: i *think* the issue is that the algorithm stops before convergence, so two players in a tie get slightly different updates. (only in a > 2 player game) 2011-01-18T20:13:22 a way around that is to order the ties by rating... lower rated player goes first in the order. that may make up for the inbalance, and keep it from reinforcing itself. 2011-01-18T20:13:54 it may be less complicated than that, but I am giving the algorithm the benefit of my doubt. 2011-01-18T20:14:33 *** Mathnerd314 has joined #aichallenge 2011-01-18T20:17:18 *** chris__0076 has joined #aichallenge 2011-01-18T20:19:53 *** chris___0076 has quit IRC (Ping timeout: 255 seconds) 2011-01-18T20:23:18 what about a game like ants, but iteration was based on conways game of life rules 2011-01-18T20:23:27 so you could move before the next iteration, and it was more than one player 2011-01-18T20:24:06 people could make glider guns etc. to shoot stuff off at the enemy 2011-01-18T20:24:13 going and wrecking their guns etc. 2011-01-18T20:26:14 we would need color rules... 2011-01-18T20:26:15 heh never thought of this 2011-01-18T20:26:30 yeah, i'm pondering atm 2011-01-18T20:26:31 hm. 2011-01-18T20:26:41 well, not really, i guess 2011-01-18T20:26:44 you could require the squares adjacent to be of one colour to count, but then you have collisions? 2011-01-18T20:26:48 the birth rule is 3 neighbors. 2011-01-18T20:27:07 if 2+ of them are one color, the new square is that color 2011-01-18T20:27:10 it counts diagonal though yeah? 2011-01-18T20:27:30 that doesn't matter, it's exactly 3 neighbors in order to create a square 2011-01-18T20:27:36 but yes 2011-01-18T20:27:48 what if both players have 3 adjacent coloured squares? 2011-01-18T20:27:55 exactly 3 means there won't be a tie 2011-01-18T20:28:03 oh, i see what you mean 2011-01-18T20:28:13 the players don't occupy the board 2011-01-18T20:28:15 okay, i'm going to play around with this for a bit, that would be fun 2011-01-18T20:28:22 cool 2011-01-18T20:29:37 how would maps start? randomly made symmetric grids? then players can move each turn before iterating to the next state? 2011-01-18T20:29:55 so you actually have to form glider guns etc. rather than just placing them at the start 2011-01-18T20:30:45 random symmetric grids, give the player a handful of colored squares to place and a region to place them 2011-01-18T20:30:59 perhaps? 2011-01-18T20:31:27 yeah okay, so 2n x 2n grid with randomly placed "walls", then players get to place their x starting squares anywhere on their half? 2011-01-18T20:32:18 walls? i was just thinking neutral squares 2011-01-18T20:32:44 so just a blank starting grid? or randomly place some colours already? and if the later should they both start anywhere on the grid, or their half? 2011-01-18T20:33:05 i think larger grids would be good for this 2011-01-18T20:33:08 and either in their half, or in their third 2011-01-18T20:33:15 in their third would be decent, i think 2011-01-18T20:33:26 3 player? 2011-01-18T20:33:34 easier to do 4 on a square grid surely? 2011-01-18T20:33:49 no, divide the grid into three equal strips, leave the center one out 2011-01-18T20:33:54 ah yep 2011-01-18T20:33:56 player one on the left, player two on the right 2011-01-18T20:34:05 neutral black squares at random 2011-01-18T20:34:07 wrapped edged? (i want) 2011-01-18T20:34:16 player one is red, player two blue, or something 2011-01-18T20:34:25 how does one claim a neutral square? 2011-01-18T20:34:43 antimatroid1: i have never seen the game of life on a torus, now i'm curious 2011-01-18T20:34:44 let the starting grid be completely blank, then you don't need to worry about starting map at all 2011-01-18T20:34:52 janzert: but then every game ends up the same 2011-01-18T20:35:05 as long as the players play the same, yep 2011-01-18T20:35:11 Zannick: it's cool, and you don't have to worry about gliders going off to infinity, just coming through and tearing your shit up 2011-01-18T20:35:29 antimatroid1: you don't. you kill them, and use them to make more of yours 2011-01-18T20:35:39 janzert: assume that players will play optimally 2011-01-18T20:35:47 * janzert is really interested in a game that doesn't require map generation 2011-01-18T20:35:52 place optimally 2011-01-18T20:35:58 i prefer maps being different other than the players starting moves 2011-01-18T20:36:08 * antimatroid1 loves map generation :( 2011-01-18T20:36:08 then the game is "solved" and wasn't deep enough 2011-01-18T20:36:16 but I don't think that will be likely 2011-01-18T20:36:29 antimatroid1: oh, that would require segmenting the board further if we want to leave buffer space between the starting regions 2011-01-18T20:36:57 Zannick: hmmm yeah 2011-01-18T20:37:08 hm, i think the game of life would be interesting if the only moves were placing your initial pieces and letting it go 2011-01-18T20:37:24 hm 2011-01-18T20:37:44 nah, being able to modify it throughout would be where it gets interesting 2011-01-18T20:37:44 possibly, but it's not really an on the go game then 2011-01-18T20:37:45 interesting, but pretty bad 2011-01-18T20:37:54 you can just hard code a strategy you decided on 2011-01-18T20:38:02 since then you win or lose on that 2011-01-18T20:38:36 so then the obvious question is how would we modify state during the game? 2011-01-18T20:39:07 simple, you can move from one square to an adjacent one 2011-01-18T20:39:11 for any of your coloured squares 2011-01-18T20:39:25 collisions get reverted as per what delt0r was doing for ants 2011-01-18T20:39:25 how about by being able to place or erase n squares in your area each turn 2011-01-18T20:39:29 for each of them? 2011-01-18T20:39:37 i like janzerts idea better 2011-01-18T20:39:39 janzert: i was thinking that 2011-01-18T20:40:09 but with a reserve, so pick up a couple one turn, put them down the next 2011-01-18T20:40:18 say you want to turn one of their squares into yours, do you have to erase and place, or just 1 place? 2011-01-18T20:41:38 I would say you can only place on blank (empty) squares 2011-01-18T20:42:00 you have to either add rules about turning their squares, or go with the base rules where you have to kill them and have more pieces next to blank squares being born 2011-01-18T20:42:23 and yeah, it may be good to be able to build up a reserve so you can build bigger structures 2011-01-18T20:42:33 actually yeah, it's too easy if they can just kill you off as you come onto their space 2011-01-18T20:42:36 maybe you just get n per turn and can either use 'em or bank them 2011-01-18T20:43:07 the game will explode if we just hand them n per turn in addition to the generation rules 2011-01-18T20:43:13 i think the easiest partition is to just split the grid again 2011-01-18T20:43:29 I was thinking a very low n 5-10 2011-01-18T20:43:50 it has to be proportional to the size of the grid 2011-01-18T20:43:57 consider how many turns a game might take 2011-01-18T20:44:11 100 turns => 500 free squares 2011-01-18T20:44:20 what about a larger number that can be placed first turn 2011-01-18T20:44:27 so you could set up a glider gun or whatever 2011-01-18T20:44:29 i'd go with let them generate their own reserve after the initial turn 2011-01-18T20:44:34 it would be very hard to form one during a game i think 2011-01-18T20:44:47 actually, with reserve you have to save up for it, nevermind 2011-01-18T20:44:48 it isn't necessarily the best strategy 2011-01-18T20:45:23 since your goal is to wipe out the other player, eg take over enough squares 2011-01-18T20:45:37 or have the most squares coloured after M turns 2011-01-18T20:45:56 that would be the secondary condition on ending early 2011-01-18T20:46:08 s/secondary/win/ 2011-01-18T20:46:18 for a decent size grid game length may be a problem, maybe the players only get a turn every x world updates 2011-01-18T20:46:19 yes, but you couldn't ignore that 2011-01-18T20:46:37 i really like this idea 2011-01-18T20:46:43 but i have to go 2011-01-18T20:46:49 i quite like it, the strategy space will be huge 2011-01-18T20:46:51 * Zannick -> 2011-01-18T20:47:19 i think there was an old dos game a bit like this 2011-01-18T20:47:26 around the time of pipes, ski guy thing etc, 2011-01-18T20:47:37 the only downside may be that I'm not sure there are really straightforward simple strategies 2011-01-18T20:47:59 janzert: starter bot could just keep making gliders aimed at the enemy? 2011-01-18T20:48:19 and a glider gun isn't the most intuitive thing to look at 2011-01-18T20:48:28 no, just the glider 2011-01-18T20:48:30 but I think it would be fun 2011-01-18T20:48:36 it requires 5 placements 2011-01-18T20:48:44 yeah 2011-01-18T20:48:46 just keep placing one of those every turn 2011-01-18T20:54:24 you would also need to write a strategy for last turn 2011-01-18T20:54:33 whereby you are trying to maximise the number of squares after the final iteration 2011-01-18T20:55:02 might even be easily solvable, but something fun for people to play around with 2011-01-18T20:55:23 amstan_i: read above, there's another game idea for you 2011-01-18T20:56:32 since live itself is turing complete I don't think there will be any simple strategy to maximize the final count for anything other than a trivial number of steps 2011-01-18T20:56:43 s/live/life 2011-01-18T20:57:06 i quite like this 2011-01-18T20:57:27 3 player could be done fairly easily, minus the ranking 2011-01-18T20:58:33 actually, what about 2 player on a torus with the grid split in 4, each player gets diagonally adjacent sections 2011-01-18T20:58:45 so you are wrapped to them on the sides and top/bottom 2011-01-18T20:59:36 I think I'd want neutral buffer space between players where no one can make changes 2011-01-18T21:00:17 then perhaps easiest to have something like m x 4n, player one gets the first 1/4, player two the third 1/4? 2011-01-18T21:01:13 i quite like the idea of having a map generator that already places a selected amount of squares for each player, then you have to try and build off of what you are given 2011-01-18T21:01:21 that would work, no wrapping and 3rds or... lots of configurations would probably work fine 2011-01-18T21:01:21 plus i really like dynamic maps :P 2011-01-18T21:01:35 wrapping i would want 2011-01-18T21:02:21 maps always add another dimension besides player skill to the outcome of a game though 2011-01-18T21:02:49 I'm probably overly negative on them after the experience of the last contest though 2011-01-18T21:03:09 if a map generator is used, hopefully we will have a good one from the start this time 2011-01-18T21:03:28 i can bang them out pretty quickly now 2011-01-18T21:03:35 they aren't necessarily pretty, but they work 2011-01-18T21:09:43 *** amstan has joined #aichallenge 2011-01-18T21:09:43 *** ChanServ sets mode: +o amstan 2011-01-18T21:10:01 amstan: you should read the above game idea :P 2011-01-18T21:10:53 more concisely: 2 player game of life on a discrete grid, where each player can place up to n + previously unused squares each turn in their region 2011-01-18T21:18:38 *** Zannick has quit IRC (Ping timeout: 276 seconds) 2011-01-18T21:30:29 *** Zannick has joined #aichallenge 2011-01-18T22:04:15 *** chris__0076 is now known as chris_0076 2011-01-18T22:57:24 *** chris__0076 has joined #aichallenge 2011-01-18T22:58:20 *** chris__0076 has joined #aichallenge 2011-01-18T22:58:45 *** chris__0076 has quit IRC (Client Quit) 2011-01-18T23:15:05 *** Apophis_ has joined #aichallenge 2011-01-18T23:16:41 *** Apophis has quit IRC (Ping timeout: 240 seconds) 2011-01-18T23:30:07 http://cancerofthemind.blogspot.com/2011/01/for-all-you-religious-morons-out-there.html 2011-01-18T23:31:50 seems rather biased... 2011-01-18T23:33:52 lol 2011-01-18T23:35:07 wait, did you write it? 2011-01-18T23:35:18 yes 2011-01-18T23:35:57 you seem a bit angry 2011-01-18T23:36:25 hmm, I wonder which reddits would like it... 2011-01-18T23:36:48 I am, well was 2011-01-18T23:36:54 its now out of my system 2011-01-18T23:36:56 :D 2011-01-18T23:38:03 it's also more of a tirade against a few specific religions than religion in general 2011-01-18T23:38:29 well 2011-01-18T23:38:36 lets just say that this captures the majority 2011-01-18T23:40:22 Error323: do you think /r/atheism would benefit? 2011-01-18T23:40:39 Mathnerd314: maybe, let them decide? 2011-01-18T23:40:46 feel free :P 2011-01-18T23:41:10 christianity and islam together probably make up a majority but not by much 2011-01-18T23:41:34 even then, the statements you make don't apply unilaterally to everyone in those two religions 2011-01-18T23:41:57 ofc not 2011-01-18T23:42:25 well, I have 1 karma... can I go down? 2011-01-18T23:42:52 I don't think link karma can go negative 2011-01-18T23:45:57 then I'm good. 2011-01-18T23:47:33 So you think I crossed some line? 2011-01-18T23:48:14 Error323: no really, I just don't think that your argument is very cogent 2011-01-18T23:48:18 *not really 2011-01-18T23:48:51 hmmm pitty 2011-01-18T23:51:35 which arguments do you find cogen 2011-01-18T23:51:38 cogent* 2011-01-18T23:51:46 and which do you not 2011-01-18T23:51:49 important is that we all feel supperior 2011-01-18T23:51:50 lol 2011-01-18T23:52:17 try to be nice toward people's beliefs though, it seems like we have a wide audience in here 2011-01-18T23:52:37 I am 2011-01-18T23:52:49 a comment! http://www.reddit.com/r/atheism/comments/f4wc9/for_all_you_religious_morons_out_there/ 2011-01-18T23:52:52 until they force sth on me 2011-01-18T23:53:33 woot: http://xkcd.com/774/ 2011-01-18T23:53:37 Error323: change the background? 2011-01-18T23:54:21 Mathnerd314: done 2011-01-18T23:55:26 Error323: mostly, you suppose a lot of things about what people believe and their motives 2011-01-18T23:55:45 and also what I said before, it's mostly a tirade against specific religions 2011-01-18T23:56:00 but yeah, it's a good blog post, too bad people that he's ranting about will ignore it 2011-01-18T23:56:09 and people that agree with it don't have reasons to read it 2011-01-18T23:56:26 well, got one reply :D 2011-01-18T23:56:30 kxar zei 2011-01-18T23:56:32 Take that gerbil out of your butt you stupid libby! 2011-01-18T23:57:05 it's got a few replies :P 2011-01-18T23:58:15 haha yay 2011-01-18T23:59:01 * Mathnerd314 waits for upvotes :-( 2011-01-18T23:59:13 yeh 2011-01-18T23:59:17 well i won't do it :P 2011-01-18T23:59:36 well, at least it won't *hurt* my karma...