2011-02-15T00:03:44 *** SheV0 has quit IRC (Read error: Connection reset by peer) 2011-02-15T00:06:29 *** SheV0 has joined #aichallenge 2011-02-15T00:17:07 *** Mathnerd314 has quit IRC (Remote host closed the connection) 2011-02-15T00:43:20 *** flag has quit IRC (Quit: Lost terminal) 2011-02-15T00:55:28 *** Mada has joined #aichallenge 2011-02-15T00:56:10 When will the next challenge be? 2011-02-15T00:57:27 *** Mada has quit IRC (Client Quit) 2011-02-15T01:26:04 *** Accoun has quit IRC (Ping timeout: 255 seconds) 2011-02-15T01:29:08 *** antimatroid1 has joined #aichallenge 2011-02-15T01:29:49 *** antimatroid has quit IRC (Ping timeout: 245 seconds) 2011-02-15T01:35:00 *** Prillicy has quit IRC (Ping timeout: 240 seconds) 2011-02-15T01:35:04 *** SheV0_ has joined #aichallenge 2011-02-15T01:35:51 *** SheV0 has quit IRC (Ping timeout: 265 seconds) 2011-02-15T01:36:01 *** SheV0_ is now known as SheV0 2011-02-15T01:36:04 *** Prillicy has joined #aichallenge 2011-02-15T01:42:45 ahaha 2011-02-15T01:42:55 the world finals for acm were meant to be in egypt this year 2011-02-15T01:43:02 they're reorganising where it'll be 2011-02-15T01:47:53 *** sigh has quit IRC (Ping timeout: 246 seconds) 2011-02-15T02:06:34 *** amstan has quit IRC (Ping timeout: 255 seconds) 2011-02-15T02:20:44 *** antimatroid has joined #aichallenge 2011-02-15T02:23:04 *** antimatroid1 has quit IRC (Ping timeout: 264 seconds) 2011-02-15T02:39:04 *** delt0r___ has joined #aichallenge 2011-02-15T02:40:15 *** delt0r_ has quit IRC (Ping timeout: 245 seconds) 2011-02-15T02:42:01 *** sigh has joined #aichallenge 2011-02-15T02:48:03 *** Accoun has joined #aichallenge 2011-02-15T03:05:45 antimatroid do you have your map generator code somewhere? 2011-02-15T03:11:32 pyro-: http://codepad.org/dLulW3EG 2011-02-15T03:11:34 *** mega1 has joined #aichallenge 2011-02-15T03:11:39 it's fairly messy, i don't know python at all 2011-02-15T03:14:23 the distance function is wrong too 2011-02-15T03:17:09 thank you 2011-02-15T03:22:32 i have mine generating correct and fair maps. now to try and make it generate interesting maps 2011-02-15T03:23:20 pyro-: are you a student? 2011-02-15T03:23:31 yes 2011-02-15T03:23:52 cs at melb? 2011-02-15T03:24:07 or monash? 2011-02-15T03:24:08 electronic engineering and computer science at RMIT 2011-02-15T03:24:15 .. or :P 2011-02-15T03:25:09 what year? 2011-02-15T03:25:24 starting 3rd 2011-02-15T03:25:31 of 5 2011-02-15T03:25:50 my undergrad was 4, this will be my 5th (honours) 2011-02-15T03:26:20 i did 39 units in those 4 years though to cover 3 majors :\ so close to 5 years worth 2011-02-15T03:26:36 after 5 i'll prolly have to do some work experience stuff as well before im done 2011-02-15T03:27:03 cant remmeber how it works exactly but you cant qualify as professional engineer until youve done a few months under another one 2011-02-15T03:27:25 yeah, i don't have to deal with accreditation for anything i do 2011-02-15T03:27:32 :) 2011-02-15T03:27:45 i dont think your code is any more ugly than mine http://codepad.org/qHOd35IU 2011-02-15T03:27:58 and its only going to get worse as i try to make the maps more cool 2011-02-15T03:28:25 accreditation is bad 2011-02-15T03:28:49 larger maps with more smaller rectangles and you're onto a winer i think 2011-02-15T03:45:44 *** aerique has joined #aichallenge 2011-02-15T04:00:22 *** Palmik has joined #aichallenge 2011-02-15T04:21:43 *** boegel has joined #aichallenge 2011-02-15T04:27:42 *** Frontier has joined #aichallenge 2011-02-15T04:29:05 Frontier: you're alive :P 2011-02-15T04:29:18 i changed your input back to row,col sorry 2011-02-15T04:29:43 I was visiting my parents to help them with digitalizing their old projector photos 2011-02-15T04:29:53 yeah, i was just joking :) 2011-02-15T04:30:16 antimatroid: Thanks for telling me. I don't really care if it is x,y or row,col. I just need to know :p 2011-02-15T04:31:24 But you are right, people can easily 'disappear' from irc 2011-02-15T04:31:30 @seen j3camero 2011-02-15T04:31:30 Frontier: j3camero was last seen in #aichallenge 4 days, 7 hours, 39 minutes, and 40 seconds ago: I am still stuck on getting the #$%^ user_sadbox to work in non-security mode so I can test the engine. I have to stop working for today. Grrrr. 2011-02-15T04:52:33 he's also mia 2011-02-15T05:11:07 *** Prillicy_ has joined #aichallenge 2011-02-15T05:11:13 *** SheV0 has quit IRC (Ping timeout: 260 seconds) 2011-02-15T05:11:42 *** Prillicy has quit IRC (Ping timeout: 264 seconds) 2011-02-15T05:11:46 *** Prillicy_ is now known as Prillicy 2011-02-15T05:25:28 Frontier: you're still going to use [x][y] inside your program aren't you? 2011-02-15T05:25:31 i think you're mad :P 2011-02-15T05:27:43 if i find a way to assign ids to the ants i will use x and y, yes :) 2011-02-15T05:28:21 you could assign ids, but you'd need to map locations to them or something like that i think 2011-02-15T05:29:36 ant ids were to not store a grid right? 2011-02-15T05:29:43 otherwise you can just store ant id in the grid 2011-02-15T05:31:02 jmcarthur: when/if you do a haskell starter package, can you try to make it so a beginner haskeller could play around? :P 2011-02-15T05:52:39 *** Frontier has quit IRC (Quit: Ex-Chat) 2011-02-15T06:02:56 *** Prillicy_ has joined #aichallenge 2011-02-15T06:04:37 *** Prillicy has quit IRC (Ping timeout: 265 seconds) 2011-02-15T06:04:50 *** Prillicy_ is now known as Prillicy 2011-02-15T06:14:00 *** TheMacca has quit IRC (Ping timeout: 245 seconds) 2011-02-15T06:20:42 *** aerique has quit IRC (Quit: ...) 2011-02-15T06:22:43 antimatroid: you can't avoid rounding errors, but you can have consistent rounding. 2011-02-15T06:23:00 in particular sqrt is not like sin and cos etc 2011-02-15T06:23:13 just about every implementation is 2 ulp 2011-02-15T06:23:40 so it should work across langs and compile options... 2011-02-15T06:23:45 But generally rounding errors don't do that... 2011-02-15T06:24:41 its most noticeable with trig functions... 2011-02-15T06:26:31 *** pyro- is now known as DrunkenPanda 2011-02-15T06:29:39 *** boegel has quit IRC (Quit: *poof!*) 2011-02-15T06:31:26 *** Prillicy_ has joined #aichallenge 2011-02-15T06:32:20 *** Prillicy has quit IRC (Ping timeout: 240 seconds) 2011-02-15T06:32:21 *** Prillicy_ is now known as Prillicy 2011-02-15T06:38:55 delt0r___: you could avoid it if no squares were exactly within +- 0.whatever of the distance 2011-02-15T06:39:57 in this case...a coarse gid, it won't matter.. But i would leave the sqrt out of the start bots all the same 2011-02-15T06:40:05 s/gid/grid 2011-02-15T06:40:19 *** boegel has joined #aichallenge 2011-02-15T06:41:17 would it work to say we're using the euclidean metric squared? :p 2011-02-15T06:41:37 i know the maths works 2011-02-15T06:41:41 Just leave it... the starter people are not totally stupid 2011-02-15T06:42:00 i am ! 2011-02-15T06:42:03 its obvious that R> x*x+y*y 2011-02-15T06:42:07 is the same as 2011-02-15T06:42:31 sqrt(R)>sqrt(x*x+y*y) 2011-02-15T06:42:59 DrunkenPanda: that perhaps because you are drunk? 2011-02-15T06:43:13 yes its 2011-02-15T06:43:22 i can mistake when not also athough 2011-02-15T06:43:25 *** boegel has quit IRC (Client Quit) 2011-02-15T06:44:42 why did we need siastance? 2011-02-15T06:44:48 why did we need distance? 2011-02-15T06:45:07 how far can you see 2011-02-15T06:45:11 that is a distance 2011-02-15T06:45:13 so you need 2011-02-15T06:45:15 it 2011-02-15T06:45:15 or fight, or spawn 2011-02-15T06:46:20 itts sqrt sum of squares? 2011-02-15T06:46:29 or count the grids? 2011-02-15T06:58:52 *** Prillicy_ has joined #aichallenge 2011-02-15T06:58:53 *** Prillicy has quit IRC (Ping timeout: 272 seconds) 2011-02-15T06:58:56 *** Prillicy_ is now known as Prillicy 2011-02-15T07:00:40 DrunkenPanda: the edges are wrapped, so a bit more complicated 2011-02-15T07:01:33 anyone know how to iterate an array of arrays in php? 2011-02-15T07:01:44 antimatroid have i to put him in my starter package? 2011-02-15T07:02:02 well, yeah probably 2011-02-15T07:02:11 https://github.com/aichallenge/aichallenge/wiki/Ants-Game-Specification 2011-02-15T07:02:13 it's on that page 2011-02-15T07:02:32 thankayou:D 2011-02-15T07:03:25 antimatroid how shalll i name my strtwer files? 2011-02-15T07:03:48 what language are you doing? 2011-02-15T07:04:01 scheme:D 2011-02-15T07:04:11 no idea 2011-02-15T07:04:19 but 2011-02-15T07:04:27 how if i use a language a 2011-02-15T07:04:32 a language 2011-02-15T07:04:33 you know 2011-02-15T07:04:38 how shalkl then i name it? 2011-02-15T07:04:38 no idea :p 2011-02-15T07:04:45 why you askedd! 2011-02-15T07:04:49 what langugaed 2011-02-15T07:04:50 i dunno :P 2011-02-15T07:04:56 i was sitting there chuckling to myself 2011-02-15T07:05:09 antimatroid ist mean to me 2011-02-15T07:05:37 i'll take that as an isnt 2011-02-15T07:05:59 its nice here 2011-02-15T07:06:17 wshy someone is using php :( 2011-02-15T07:06:25 or java 2011-02-15T07:06:32 throw it array and then no wtoruible iteratitng throw arrays :D 2011-02-15T07:06:41 where are you from? 2011-02-15T07:06:57 i told you that already that im from melbourne antimatroid 2011-02-15T07:07:06 wasn't that pyro :\ 2011-02-15T07:07:11 i get confused :P 2011-02-15T07:07:13 i'm! 2011-02-15T07:07:21 I'm using it for something else 2011-02-15T07:07:33 pyro sometimes calleled a purplepanda 2011-02-15T07:07:41 and purplepanda found a beers:D 2011-02-15T07:07:49 cascade i hope? 2011-02-15T07:07:50 for some reason, array iteration is like it doesn't exist 2011-02-15T07:08:15 there was somme cronjnies 2011-02-15T07:08:24 and there was some james boag::D 2011-02-15T07:08:33 cascade draught <3 2011-02-15T07:08:39 when I see a nested array, I"m used to: for i = 0; i < array.length; ++i{for n = 0; n < array[i].length; ++n} but it's as if that doesn't work in php 2011-02-15T07:08:51 ow this is code hurt panda eyes 2011-02-15T07:09:10 cant read a meanign in it 2011-02-15T07:09:25 nothintt work in php Prillicy :D 2011-02-15T07:09:40 how long it ttaked them to get a unicode support and fix thieer memory leaked:D 2011-02-15T07:11:01 nad mucht they clutterewed their namespaceds with trash D: 2011-02-15T07:49:23 *** sigh has quit IRC (Remote host closed the connection) 2011-02-15T07:53:24 *** Prillicy has quit IRC (Ping timeout: 260 seconds) 2011-02-15T08:35:01 *** mega1 has quit IRC (Quit: ERC Version 5.3 (IRC client for Emacs)) 2011-02-15T09:40:54 *** boegel has joined #aichallenge 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amriedle has joined #aichallenge 2011-02-15T20:44:50 so, I'm thinking that I want to stick with the input being changes only 2011-02-15T20:45:25 and that means sticking with col, row 2011-02-15T20:45:47 why does that mean col,row? 2011-02-15T20:45:51 and why changes only? 2011-02-15T20:46:15 i think people updating information is complicated enough already without having to work out what information is only implicitly revealed to them 2011-02-15T20:46:59 dude, clear the lists, recreate, it is *not* complicated 2011-02-15T20:47:00 does updating somehow make the code less complex? Honestly it sounds notably more complicated 2011-02-15T20:47:02 i've pretty much decided if that does happen, i'll be constructing my own char map to then get info from anyway, otherwise it's just ridiciulously complicated and messy 2011-02-15T20:47:19 McLeopold: the point is you want to use information from the previous turns 2011-02-15T20:47:33 that is a bot issue, not an engine issue 2011-02-15T20:48:02 i consider it unideal for the engine to pass information implicitly, particularly when it makes things significantly messier for everyone 2011-02-15T20:48:46 either way, that's just my opinion :) 2011-02-15T20:49:15 I will consider passing land entries then 2011-02-15T20:49:48 there's also a heavy risk of errors going unnoticed by the engine 2011-02-15T20:50:05 what type of errors? 2011-02-15T20:50:38 you won't be able to monitor errors if you don't know what you were working with the previous turn 2011-02-15T20:50:57 and if the engine isn't monitoring what is happening, then it can't know 2011-02-15T20:51:02 yes you will, i write the state to a file every turn when debugging 2011-02-15T20:51:25 engine errors or bot errors? 2011-02-15T20:51:30 so then if the entire game is being built out, how is it easier to only pass changes? 2011-02-15T20:51:45 McLeopold: pass me land squares and i'm happy, but i don't think input will be any smaller then 2011-02-15T20:52:11 Okay, I will put in land squares and recalc the average size of input. 2011-02-15T20:52:20 have you fixed the fog of war? 2011-02-15T20:52:21 But so far, it is *way* smaller. 2011-02-15T20:52:22 let's say your engine makes a mistake and places food on water, or worse, an ant 2011-02-15T20:52:51 Prillicy: storing old wall information is not complicated for either option 2011-02-15T20:53:08 The engine will be perfect. :) 2011-02-15T20:53:28 antimatroid1: yes, but I'm not sure if I put it on github yet. 2011-02-15T20:53:30 except if you're storing it, then you have to build it anyway, so why avoid using it? 2011-02-15T20:53:39 i haven't been running your engine anyway 2011-02-15T20:54:01 well, no one is, so, who cares if I fixed it? 2011-02-15T20:54:21 I wrote the java bots today. 2011-02-15T20:54:31 nice 2011-02-15T20:54:33 I may write a java engine as well. 2011-02-15T20:54:40 geez 2011-02-15T20:54:44 I not sure if it will be any faster. 2011-02-15T20:54:53 java is always so class heavy. 2011-02-15T20:55:02 i'll see if i can't get io from processes working faster in c++ later 2011-02-15T20:55:24 Most people will appreciate the java engine anyway 2011-02-15T20:55:47 Prillicy: what languages do you use? 2011-02-15T20:55:54 yeah, but the server should possiby have whatever runs fastest 2011-02-15T20:56:00 to maximise games 2011-02-15T20:56:27 the list is on the website 2011-02-15T20:58:04 now, many of these are used for the same purpose, but I don't like to be incomplete 2011-02-15T20:58:06 html/css/javascript*/ajax*/asp/php* vb/vba*/c++/c#*/interop*/ado sql* java python regex* 2011-02-15T20:58:47 I usually use c# because it's what I use at work 2011-02-15T21:01:38 antimatroid1: can I see you engine code? 2011-02-15T21:02:05 why ask if you don't care 2011-02-15T21:02:07 actually, amstan should put you on the committers list 2011-02-15T21:02:09 you suck! 2011-02-15T21:02:25 because you listed php ;) 2011-02-15T21:03:24 you know you're message boards are in php right? 2011-02-15T21:03:40 and that the anti-spam mod you're using I built (by the way, I"m about to release a new version) 2011-02-15T21:05:22 Irrational php hatred invalidates your argument, sorry 2011-02-15T21:05:46 better luck next time 2011-02-15T21:06:08 I didn't make an argument douche 2011-02-15T21:06:34 :O 2011-02-15T21:06:45 your sarcasm detector is broken btw 2011-02-15T21:07:09 fine, I'm angry at the tv and taking it out on you 2011-02-15T21:07:27 that's ok, I don't like tv either 2011-02-15T21:11:47 McLeopold: my engine code is for my old ants game? 2011-02-15T21:16:26 *** antimatroid has joined #aichallenge 2011-02-15T21:18:26 *** antimatroid1 has quit IRC (Ping timeout: 246 seconds) 2011-02-15T21:40:46 I'm just reading the debate with transmitting the entire map vs. updates, and I just want to point out that if you guys wanted to play with those 1000x1000 maps you'd be trasmitting 1MBps per user on the tcp server 2011-02-15T21:41:14 The planetwars server had upwards of 40 - 50 people playing at once. 2011-02-15T21:41:53 So you'd either need extremely fast connections, or extremely slow games 2011-02-15T21:42:35 the 1MBps per user is of course assuming 1 second moves too 2011-02-15T21:42:53 but there's also protocol overhead... I doubt it's practical 2011-02-15T21:43:05 1000x1000 maps are too large 2011-02-15T21:43:16 i think 200x200 might be close to the upper bound of what's realistic 2011-02-15T21:43:17 wasn't that what you guys were considering? 2011-02-15T21:44:40 not i 2011-02-15T21:44:53 I swear I read that somewhere 2011-02-15T21:44:57 ideally you want most games to end not from the turn limit, which would need to be insanely high with 1000x1000 2011-02-15T21:45:06 add that to the data per move, i just don't think it's realistic 2011-02-15T21:45:39 I don't think it's realisitc either honestly, but anyway 2011-02-15T21:46:04 What's the average speed of a dsl connection? 2011-02-15T21:46:16 no idea, i'm still on 1500k :P 2011-02-15T21:47:41 bigger is better 2011-02-15T21:48:21 ehh... 2011-02-15T21:48:29 and better is beter 2011-02-15T21:48:39 therefore bigger is awesomer 2011-02-15T21:57:38 flag: If we made 1000x1000 maps, surely we would take the trivial step of running the network protocol over zlib? 2011-02-15T22:00:25 I was thinking you should build more gifs ;) 2011-02-15T22:00:50 ("##########" compresses very well.) 2011-02-15T22:01:55 I suppose we could do that 2011-02-15T22:02:44 I'm not sure whether or not it would compress 10x, or how ever much it would need to be compressed in order to be practical 2011-02-15T22:03:05 And it's still not practical simply because of how many turns the games would take to resolve 2011-02-15T22:03:24 flag: It would compress far, far, far better than 10x. 2011-02-15T22:04:00 Seeing as you'd likely have repeated instances of things like "50 empty spaces in a row" get compressed down to a single byte. 2011-02-15T22:04:31 Yeah, you're right 2011-02-15T22:04:40 I think I know where I got the 1000x1000 thing from though 2011-02-15T22:05:00 I think the discussion was on 200x200 and 1000 moves total, not 1000x1000 maps 2011-02-15T22:05:13 ;math 200*200 2011-02-15T22:05:21 40000 2011-02-15T22:05:28 2*2 + 4 zeros 2011-02-15T22:06:04 *** SheV0 has joined #aichallenge 2011-02-15T22:06:21 I was just waiting for that 2011-02-15T22:06:25 ;math 200*200 2011-02-15T22:06:26 200*200=40000 2011-02-15T22:06:43 that seems like a more reasonable number of moves 2011-02-15T22:07:06 you must account for the number of times people can push forward and be beaten back 2011-02-15T22:07:29 Prillicy: What seems like a reasonable number of moves? 1000 or 40,000? 2011-02-15T22:07:34 the only logical reason to restrict the moves would be if you had a limited number of food items on the map 2011-02-15T22:07:38 40,000 would mean that each game would take days to complete. 2011-02-15T22:07:39 40k 2011-02-15T22:07:48 days? 2011-02-15T22:07:50 are you kidding me 2011-02-15T22:07:54 bull crap 2011-02-15T22:07:56 Prillicy: We allow 1 second per player per turn, assume 2 turns. 80,000 seconds is almost 24 hours. 2011-02-15T22:08:01 86400 seconds/day 2011-02-15T22:08:09 s/2 turns/2 players/ 2011-02-15T22:08:20 incorrect 2011-02-15T22:08:27 players moves are simultaneous 2011-02-15T22:08:37 that's beside the point 2011-02-15T22:08:43 that cuts your time in half 2011-02-15T22:08:45 it's still a rediculous amount of time 2011-02-15T22:08:47 Prillicy: Even if they are simultaneous, 11 hours/game is still ridiculous. 2011-02-15T22:08:51 and that also assumes 1 second per move 2011-02-15T22:08:58 games from past contests were minutes long 2011-02-15T22:09:01 which is what it might take to run, not what it would take to display 2011-02-15T22:09:04 Prillicy: Many players will use the full time. 2011-02-15T22:09:13 i'm thinking time limit will be 2-3 seconds 2011-02-15T22:09:31 the point is what it takes to run, because 100s of games will be run for every bot 2011-02-15T22:09:46 display time is meaningless 2011-02-15T22:10:55 you're going to have a lot of games that end incomplete and the winners will often be determined incorrectly 2011-02-15T22:11:20 Prillicy: Even allowing 5% of games to take half a day each is absurd. 2011-02-15T22:11:41 i think more bots will use their time for this than planet wars 2011-02-15T22:11:55 you very much need to do something tree like for fighting bots with this 2011-02-15T22:12:02 well, i think you do 2011-02-15T22:12:32 are battles being resolved with option 1 or 2? 2011-02-15T22:13:19 or is it undecided? 2011-02-15T22:14:28 undecided 2011-02-15T22:14:48 i'd almost be keen to just work on option 1 anyway if option 2 is used 2011-02-15T22:14:52 it's way more interesting 2011-02-15T22:16:11 I have a feeling it would just end up confusing everyone 2011-02-15T22:16:34 option 2 is more intuitive 2011-02-15T22:18:45 i don't think 2 is more inuitive 2011-02-15T22:18:55 it's more costly to calculate, and the results are far less intuitive 2011-02-15T22:25:44 wouldn't option 1 end 2011-02-15T22:26:34 with senerios where 2 ants meating 1 enemy ant only leaves the 1 enemy ant dieing, as oppose to one of each dieing? 2011-02-15T22:27:03 or 3 ants meeting 2 ants and only the 2 enemy ants dieing? 2011-02-15T22:28:46 flag: Yes, such scenarios are possible with that option. This is one of the reasons Jeff objects to it. And one of the reasons its proponents favour it. It allows bots which know how to leverage it to advance significantly. 2011-02-15T22:29:56 it's not reasonable to have 2 enemy ants in range of 1 and have 1 die from both side 2011-02-15T22:30:37 it's not reasonable to assume that the 2 ants take no damage either, or 3 ants don't take damage from 2 ants 2011-02-15T22:30:45 you either need to have ant ids and kill the earliest made or pick one with some stupid rule that would suck 2011-02-15T22:30:46 I think I misinterpretted option 1 2011-02-15T22:31:05 Prillicy: are you reading the specs page or forums? 2011-02-15T22:31:17 i think the maths explanation on the specs page is clearest 2011-02-15T22:31:19 no 2011-02-15T22:31:47 ... ? 2011-02-15T22:31:52 I thought option 1 was 1 to 1 exchange, always ant for ant 2011-02-15T22:31:53 it wasn't really a yes or no question :P 2011-02-15T22:32:01 no, none of the options do that 2011-02-15T22:32:11 Prillicy: are you reading the specs page or forums? <---yes or no 2011-02-15T22:32:22 option 2 encourages you to have less ants fighting more neighbours, option 1 encourages more ants fighting less neighbours 2011-02-15T22:32:24 I present option 3 then 2011-02-15T22:32:39 Prillicy: The obvious problem with 1:1 elimination is this case: ABC. Who dies? 2011-02-15T22:32:49 Or ABA. 2011-02-15T22:33:31 jborman: or the fact that there's no strategy for it 2011-02-15T22:33:37 1st, if they all attack, then 2 will die actually, and in 2, if they all attack, then all 3 because you killed yourself 2011-02-15T22:33:41 health + only ants that walk into each other fight solves all? 2011-02-15T22:33:45 remember 2011-02-15T22:33:48 abc is not an attack 2011-02-15T22:33:56 Actually, I take it back, I like option 1 2011-02-15T22:34:04 when a moves to b, and c moves to b, then all 3 die 2011-02-15T22:34:14 unless b moves to c 2011-02-15T22:34:18 Prillicy: hold up, i'm lost 2011-02-15T22:34:20 then a & c die and b survives 2011-02-15T22:34:30 Prillicy: If I'm not mistaken, fight radius > 0. 2011-02-15T22:34:41 read the spec Prillicy 2011-02-15T22:35:07 yeah, i would ideally like the fight radius to be >=2 so enemies can't collide 2011-02-15T22:35:23 I think you guys are overcomplicating something simple 2011-02-15T22:35:46 Prillicy: correct 2011-02-15T22:35:52 how? 2011-02-15T22:35:58 What do you suggest then? 2011-02-15T22:36:10 it's really boring if death is just by colliding ants 2011-02-15T22:36:23 boring? 2011-02-15T22:36:36 Prillicy: If turns are simultaneous and ants only fight when they occupy the same space, it's possible for ants to swap places. AB <-> BA. 2011-02-15T22:36:38 do you have any idea the number of strategies necessary to coordinate an army of ants 2011-02-15T22:36:46 jbroman: correct 2011-02-15T22:36:51 jbroman: you can already do that with friend ants 2011-02-15T22:36:53 thus creating strategic ways out of fights 2011-02-15T22:37:03 antimatroid: Yeah, but it's weirder with enemies. 2011-02-15T22:37:11 and the possibility of accidentally killing your own ants if you're stupid 2011-02-15T22:37:30 Prillicy: "size" of the cartesian product of their non-wall adjacent squares with nothing less collisions 2011-02-15T22:37:38 i know it's huge 2011-02-15T22:37:44 but it's boring micro strategy wise 2011-02-15T22:38:02 think about a funnel in the map 2011-02-15T22:38:18 where there's one line of movable squares between you and the enemy 2011-02-15T22:38:32 an enemy unprepared for this, could be wiping out his entire force coming after you 2011-02-15T22:38:43 *** amstan has joined #aichallenge 2011-02-15T22:38:43 *** ChanServ sets mode: +o amstan 2011-02-15T22:38:48 hi amstan 2011-02-15T22:38:51 Moin Moin amstan 2011-02-15T22:39:05 Prillicy: yes they could 2011-02-15T22:39:05 apparently I was mistaken about option 1, I am in favor of option 3 and have been since day one 2011-02-15T22:39:15 have you read the specs page and looked at hte examples on the forums? 2011-02-15T22:39:24 I already said no 2011-02-15T22:39:30 then do 2011-02-15T22:39:34 link? 2011-02-15T22:39:37 https://github.com/aichallenge/aichallenge/wiki/Ants-Game-Specification 2011-02-15T22:39:52 http://www.ai-contest.com/forum/viewtopic.php?f=21&t=1313&sid=fe7650ae18a8cd86ae7e04e871836fba&start=10 2011-02-15T22:40:53 we threw out that third option because it allowed for blocking of arbitrary width corridors 2011-02-15T22:42:10 flag: what made you change your mind? 2011-02-15T22:43:45 There's no obvious way decide which ant dies in the second method in some situations 2011-02-15T22:44:46 what do you mean? 2011-02-15T22:44:57 Or perhaps I'm reading it incorrectly 2011-02-15T22:45:13 In the second method, 2 vs 1 results in a death on both sides, correct? 2011-02-15T22:45:17 it's not always possible to correctly resolve option 2 with the fog of war, but it should always be possible to work out which ants die with all info 2011-02-15T22:45:26 yeah 2011-02-15T22:45:33 Which of the 2 ants die? 2011-02-15T22:45:46 oh sorry, a b a would have all three ants die 2011-02-15T22:45:55 oh 2011-02-15T22:46:07 you basically go through and remove all enemies 1 distance appart, then rt2 distance apart, etc. 2011-02-15T22:46:20 look at the images in the forum again 2011-02-15T22:46:44 http://i.imgur.com/rZKCu.png for the lazy 2011-02-15T22:46:53 (at least in FF4, the forum page clips the image) 2011-02-15T22:47:20 yuck 2011-02-15T22:47:22 I've only read the spec, so the wording was a bit ambiguous 2011-02-15T22:47:23 I like the input 2011-02-15T22:47:25 but yuck 2011-02-15T22:48:13 let me clarify 2011-02-15T22:48:30 yes, if you sacrifice ants, you can block corridors 2011-02-15T22:48:42 but this means you're sacrificing ants, presents an alternative strategy 2011-02-15T22:50:35 option 1 is pretty easy to understand once you get it, fairly easy to program up and not very expensive, particularly compared to option 2 2011-02-15T22:51:02 option 3 is easier to program, easier to understand, and what most people would expect 2011-02-15T22:51:19 which option 3? 2011-02-15T22:51:25 your "all colliding ants die" rule? 2011-02-15T22:51:32 correct 2011-02-15T22:51:38 what if someone blocks a corridor? 2011-02-15T22:51:49 it's basically 1:1 less stupidity 2011-02-15T22:51:49 you kill the ants 2011-02-15T22:52:05 not only that, but they're wasting ants blocking, while you're able ot gather resources 2011-02-15T22:52:16 blocking a corridor is a strategy 2011-02-15T22:52:22 nothing wrong with strategies 2011-02-15T22:52:48 i think that'd be boring compared to 1 2011-02-15T22:54:38 there are a number of flaws with your logic, but the most obvious is: the more you complicate the game, the more it descrourages beginners 2011-02-15T22:55:19 antimatroid: after looking at the image I'm not entirely sure, care to explain why you prefer option 1? 2011-02-15T23:01:04 flag: it introduces benefits to good micro (rather than just punishing stupid micro), it encourages "clumping up" which provides balance to the incentive to "spread" out to maximise visibility and claim replenished food fastest, option 2 just encourages spreading out again, it also encourages cooperation which the others do not, which is surely a point of having an n-player game 2011-02-15T23:01:30 with option 1 you can work together to eliminate a third enemy, with the others, you want to let the others fight each other without you involved if possible 2011-02-15T23:01:39 antimatroid: I really really get annoyed when people who don't understand eco try to pretend they do 2011-02-15T23:01:51 understand eco? 2011-02-15T23:02:25 unless you're refering to some other "micro" term 2011-02-15T23:02:29 i have an economics degree :P 2011-02-15T23:02:46 so do some members of Obama's cabinet 2011-02-15T23:03:03 micro is strategy on a unit-by-unit basis 2011-02-15T23:03:15 i wasn't even referring to economics, but whatever :P 2011-02-15T23:04:01 the thing I don't really like about option 2 is that 1 ant can potentially result in the death of 2 ants 2011-02-15T23:04:02 i even did a post grad microeconomics unit during undergrad 2011-02-15T23:04:09 flag: or more 2011-02-15T23:04:16 or more 2011-02-15T23:04:21 antimatroid: do not overvalue your degree? 2011-02-15T23:04:22 but only if the enemy is stupid 2011-02-15T23:04:29 hence my comment about punishing stupidity with micro 2011-02-15T23:04:43 Prillicy: what do you mean? 2011-02-15T23:05:10 I've met too many people who think they're something special because they can follow orders 2011-02-15T23:05:27 i don't think i'm anything special, and i'm terrible at following orders :P 2011-02-15T23:05:29 Prillicy, nobodies trying to act special here 2011-02-15T23:05:47 s/nobodies/nobody's/g 2011-02-15T23:05:49 it's not that 2011-02-15T23:06:02 he's not the only one doing that 2011-02-15T23:06:09 doing what? 2011-02-15T23:06:32 but I've heard 6 or 7 people mention "that option doesn't allow for good macro/micro" in order to degrade and destroy the possible ways of building this game 2011-02-15T23:06:46 what don't you like about that argument? 2011-02-15T23:06:52 micro and macro are used to refer to things other than economics 2011-02-15T23:07:15 I dare say that the people who are saying it, don't think that way 2011-02-15T23:07:29 I think they do 2011-02-15T23:07:49 The micro/macro terminology comes from starcraft doesn't it? 2011-02-15T23:07:57 my opinions for this game are very much directed towards getting the most interesting game strategy wise 2011-02-15T23:08:19 * antimatroid doesn't play starcraft, i do actually think in short/long term when i say micro/macro with this 2011-02-15T23:08:54 more than that, that argument implies that there could be any macro involved in game theory 2011-02-15T23:09:17 there is 2011-02-15T23:09:24 only in shitty schools 2011-02-15T23:09:42 shitty schools what? 2011-02-15T23:10:03 nevermind, I must just being a dick today 2011-02-15T23:10:07 stop associating the term macro with economics 2011-02-15T23:10:11 I see I'm coming across rudely 2011-02-15T23:10:16 macro == long-term strategy 2011-02-15T23:10:21 mostly not making any sense :P 2011-02-15T23:10:54 macro encompases things like where to direct ants to fill the back line of fights or to claim different regions etc. 2011-02-15T23:11:23 you can certainly think about that from a game theory perspective and try to work out who you should go after etc. 2011-02-15T23:11:30 macro does not mean long term stategy 2011-02-15T23:11:36 macro means large group strategy 2011-02-15T23:11:41 it does when i say it for this 2011-02-15T23:11:54 we're not talking about economics! :P 2011-02-15T23:12:06 everything is about economics 2011-02-15T23:12:14 oh ffs 2011-02-15T23:12:15 now who's feeling special :P 2011-02-15T23:12:17 you should know that 2011-02-15T23:12:24 with your degree 2011-02-15T23:12:31 and I don't have a degree, I'm no one special 2011-02-15T23:12:40 define:macro in google has the second definition as of "very large in scale or scope or capability" 2011-02-15T23:12:53 i think mostly anything from the social sciences is game theory, but i don't think everything is economics 2011-02-15T23:13:00 therefore, macro strategy is strategy that is large in scope 2011-02-15T23:13:01 physics for example has very little use of economics 2011-02-15T23:13:10 anyway, like I said, I"m going to shut up 'cause apparently I'm looking to pick a fight and I have no desire to make good people my enemies 2011-02-15T23:14:16 i would say microeconomics is just game theory especially 2011-02-15T23:14:41 particularly all the general equilibrium stuff 2011-02-15T23:15:02 g'night 2011-02-15T23:15:03 *** Prillicy has quit IRC (Quit: I be bangin') 2011-02-15T23:15:15 *** dlila has joined #aichallenge 2011-02-15T23:16:39 flag: so what about those reasons for preferring option 1? 2011-02-15T23:16:54 seems reasonable to me 2011-02-15T23:17:31 i don't think exploiting the rule is anywhere near as easy as some people seem to think for the "leaders" and i think if people program to "get as many players as close to enemies as possible" with a simple strategy, it wouldn't be much different to just not sucking with option 2 2011-02-15T23:18:23 jeff has had the best concerns about it, that of beginners both being tramples and clear brick walls in the leaderboard 2011-02-15T23:18:50 if there's certain stages where there's a significant amount of work needed to progress anywhere, a lot of people will hit the wall then give up with frustration 2011-02-15T23:19:09 well you could set the starter pack bar low 2011-02-15T23:19:22 that is always the plan 2011-02-15T23:19:38 a beginner (that can at least program a bit) should be able to download a pack and actually improve the bot within the hour 2011-02-15T23:19:49 it helps get them hooked 2011-02-15T23:20:13 i am not disagreeing that the game should not be easy for people to understand and get started with, but i think i want to games to have more depth than some others beyond that 2011-02-15T23:20:25 ideally I think we should start with a bot that just follows walls or something, so they can make the step of actually going after food 2011-02-15T23:20:40 that's the plan 2011-02-15T23:20:43 :) 2011-02-15T23:20:56 well I'm not informed as to the plans :P 2011-02-15T23:21:57 i do think it's important to keep the team for making games somewhat small in the future (like it is now) 2011-02-15T23:22:10 not necessarily including me, people just tear each others throats out otherwise 2011-02-15T23:22:42 well it's kind of a do-opoly, anyone can pitch in, but if you don't pitch in you shouldn't get a say 2011-02-15T23:22:47 IMO 2011-02-15T23:22:59 *** SheV0 has quit IRC (Ping timeout: 250 seconds) 2011-02-15T23:23:08 or at least, the people writing the bot should have the most say 2011-02-15T23:23:13 engine* 2011-02-15T23:23:25 mcleopold has pretty much been the engine writer 2011-02-15T23:23:44 Yeah it looks like all the code on the server is his 2011-02-15T23:23:49 Is he for option 1 or 2? 2011-02-15T23:24:01 option 1, but more willing to budge than i 2011-02-15T23:24:23 i just think option 1 makes for an awesome game that's still simple for people to get started with, it'd be a terrible shame to miss it 2011-02-15T23:24:36 so i'll fight to the end 2011-02-15T23:24:41 :) 2011-02-15T23:26:30 i still like my original ants game most :P 2011-02-15T23:27:52 what's the difference between yours and this one? 2011-02-15T23:28:01 http://marco-leise.homedns.org/antgui/v3/ 2011-02-15T23:28:23 there was hp and harvest, you had to take harvest back home to get more ants and you could win by invading their base 2011-02-15T23:28:34 and you had to "attack" an enemy ant, not just be near it 2011-02-15T23:29:02 people didn't like the amount of information 2011-02-15T23:29:05 its the only sensible way i think :-) 2011-02-15T23:29:14 what is? 2011-02-15T23:29:21 bot should have control of who he attack :-) 2011-02-15T23:29:40 then whole problem of who he attacking and who dies almost compeltly goes away 2011-02-15T23:29:44 each ant dies if it gets attacked, each ant that "attacked" it gets an equal proportion of that ants value? 2011-02-15T23:30:04 then you have ant collisions again 2011-02-15T23:30:16 which is hard to pass information about 2011-02-15T23:30:32 and it's a lot harder to work out who scored points from a kill 2011-02-15T23:30:54 why cant it be last one standing/most ants at ends win? 2011-02-15T23:30:58 to me option 1 also has a very game of life appeal which is awesome 2011-02-15T23:31:08 hah 2011-02-15T23:31:10 because it encourages long games 2011-02-15T23:31:22 I suppose the main problem with your ant-game is the new player appeal 2011-02-15T23:31:39 it's very easy to store a "path home" 2011-02-15T23:31:55 if you walk into a new square, add "direction home" as the direction to the square you just came from 2011-02-15T23:32:00 a very bad naive path home algo 2011-02-15T23:32:13 that's what the example bot is using 2011-02-15T23:32:21 *** dlila has quit IRC (Quit: Leaving) 2011-02-15T23:33:55 *** pyro- has left #aichallenge 2011-02-15T23:34:27 *** amriedle has quit IRC (Ping timeout: 240 seconds) 2011-02-15T23:35:27 flag: it's pretty cool though :P 2011-02-15T23:39:28 yeah it is 2011-02-15T23:46:33 *** amriedle has joined #aichallenge