2011-06-19T00:00:39 *** Accoun has quit IRC (Read error: Connection reset by peer) 2011-06-19T00:02:41 *** Accoun has joined #aichallenge 2011-06-19T00:06:10 *** amstan has quit IRC (Read error: Operation timed out) 2011-06-19T00:52:20 *** Zaphus has joined #aichallenge 2011-06-19T01:09:54 *** bhasker has quit IRC (Quit: bhasker) 2011-06-19T01:16:02 *** sigh has joined #aichallenge 2011-06-19T02:19:40 *** sigh has quit IRC (Quit: This computer has gone to sleep) 2011-06-19T02:27:04 *** Palmik has joined #aichallenge 2011-06-19T02:28:31 invasion of the java bots 2011-06-19T02:28:49 _flag: was that you who had someone on a russian forum who couldn't get the c++ bot working in visual c++ 2011-06-19T02:29:20 <_flag> antimatroid: I have no idea what you're talking about, so probably not 2011-06-19T02:29:36 antimatroid: I think that was UncleVasya 2011-06-19T02:29:53 hmm okay, i'll ask him next time he's here 2011-06-19T02:34:55 *** stocha has joined #aichallenge 2011-06-19T02:35:21 a good example of bad bot behavior for contest health : http://aichallengebeta.hypertriangle.com/visualizer.php?game=27891&user=206 2011-06-19T02:36:26 *** antimatroid1 has joined #aichallenge 2011-06-19T02:36:54 hehe, they're accreting 2011-06-19T02:37:09 *** antimatroid has quit IRC (Read error: No route to host) 2011-06-19T02:37:46 anyway my two trys at escaping the ennemy failed miserably 2011-06-19T02:38:21 i see to possible reasons : two few ants, the poor thing don't understand the game (neither do i for that matter). Most probably i went the wrong way. I'll try to upload my other way 2011-06-19T02:38:35 I think it's good to have the coward bots, and see how they do. 2011-06-19T02:48:55 stocha: looking at that game that you claim is bad - you could easily have taken him outby coming around the other side of him as well - if your bot can't figure it out, all the better for his bot - nothing wrong with that. If I only had 2 ants left I'd want them to survive as long as possible, dont see why that is 'bad for contest health' - am I meant to suicide ? 2011-06-19T02:50:07 note, when I say you could easily take him out - remember that I'm just crapping on and havent actually checked to see if it's possible to take him out from the other side - just that there were spaces there you werent using :-) 2011-06-19T02:59:42 Zaphus: the bad behavior comes from that all three winning bots are cowards. 2011-06-19T02:59:57 so the game will tend to extend as long as it can. Even though it's clearly cut. 2011-06-19T03:00:34 the cowardice of stocha bot is not obvious, in that the flee code is a bit broken from two side :p 2011-06-19T03:00:57 but it shows when it's afraid of the lonely two remaining ants, when having hordes just at the door :) 2011-06-19T03:02:02 i tryed to update it with a litle more obvious cowardice fleeing (although it's not yet the whole army flee stuff) 2011-06-19T03:03:33 *** stocha has quit IRC (Quit: Page closed) 2011-06-19T03:08:41 I do like the fractalesque pattern it creates in the end :-) 2011-06-19T03:09:21 if 90% of the bots are cowards, then the aggressive bot will rule the day by a large margin :-) 2011-06-19T03:09:47 hi, who has the starter package on C? 2011-06-19T03:13:19 *** carlop has quit IRC (Ping timeout: 240 seconds) 2011-06-19T03:21:40 zeLark: why you no use c++? 2011-06-19T03:24:19 antimatroid1: i'm using C++, but i prefer C 2011-06-19T03:25:26 :( 2011-06-19T03:25:49 what? 2011-06-19T03:25:53 zeLark: how long ago did you download the c++ bot? 2011-06-19T03:26:00 i made some changed a week or two ago 2011-06-19T03:26:15 zeLark: ignore me, i'm just trying to convince as many people as possible to use my starter bot :P 2011-06-19T03:26:19 2 day ago 2011-06-19T03:26:33 you're all good then 2011-06-19T03:29:21 C++? 2011-06-19T03:29:39 antimatroid1: what changes did you make to it ? 2011-06-19T03:29:44 zeLark: you can find the C starter bot at https://github.com/flagcapper/GoogleAI-Ants-Starter-Pack 2011-06-19T03:29:58 Zaphus: got rid of handling the 'r' lines and fixed the timer to work on windows 2011-06-19T03:30:21 Zaphus: I can tell you what to change for the 'r' lines if you still have that 2011-06-19T03:30:24 ok, tnx 2011-06-19T03:30:47 anyone else trying out FF5 yet? 2011-06-19T03:30:59 *** carlop has joined #aichallenge 2011-06-19T03:31:00 chrome <3 2011-06-19T03:31:37 too many firefox addons I like to give it up for me :) 2011-06-19T03:31:55 i never got dragged in, i couldn't go to tab trees and back though 2011-06-19T03:31:58 so i just haven't 2011-06-19T03:33:04 Zaphus: I think I copied the 'r' changes, I ignore the 'r' anyway and it still seems to work :-) 2011-06-19T03:33:18 Zaphus: let me check a couple of things with you 2011-06-19T03:33:49 in the >> function in state you need to get rid of the 'r' line if statement, in State::reset you need to clear the food vector and in Square::reset you need to make isFood = 0/false 2011-06-19T03:34:54 antimatroid1: yep, got all that 2011-06-19T03:35:35 antimatroid1: do you know SQL ? 2011-06-19T03:35:42 not a single bit :P 2011-06-19T03:35:45 lol 2011-06-19T03:36:04 i have a very lacking background in cs/programming 2011-06-19T03:36:20 self-taught? 2011-06-19T03:36:40 i technically did a cs major through science degree at utas, but "computing" at utas SUCKS 2011-06-19T03:36:56 the only useful class was an advanced algorithms one in the winter 2011-06-19T03:37:03 taken once every 2 years 2011-06-19T03:37:24 and i did the bare minimum to complete the major :P 2011-06-19T03:37:27 antimatroid1: what do you think of ending a game early if one player can reach >95% of squares first for more than say 100 turns, at which point the end game bonus is split between the remaining players? 2011-06-19T03:37:52 it would help incentivize bots to make the final kill as quickly as possible 2011-06-19T03:38:03 janzert: yeah i'm all for something like that 2011-06-19T03:38:11 and end games where a bot has blocked itself into a small area 2011-06-19T03:38:14 anything that enables a larger max turns for legitimately long games 2011-06-19T03:38:44 larger in the scheme of what's feasible, not necessarily larger than current 2011-06-19T03:39:03 I'll have to try and remember to bring it up with mcleopold when I see him next 2011-06-19T03:39:08 yeah 2011-06-19T03:39:09 *** stocha has joined #aichallenge 2011-06-19T03:39:27 i found the C starter bot hard to wrap around my own bot 2011-06-19T03:40:01 so much so, that it tryed to rewrite it. Don't forget to flush the stream :p I spent 3 hours trying to figure that hehe 2011-06-19T03:40:53 berak pasted a pastebin sample (with no flush) that could probably be a good start if you don't like the current c stater bot also. 2011-06-19T03:40:56 janzert: what does "95% of squares first for more than 100 turns" mean ? is it first, or is it for 100 turns ? 2011-06-19T03:41:04 (it is in yesterday log i think) 2011-06-19T03:41:17 I was also sort of thinking about a dynamic game limit, say adjust the turn limit once per day such that if 95% of games ended earlier than the current limit it would lower to the limit that number else if >10% of games hit the current limit it would raise the limit (up to whatever we can handle feasibly) 2011-06-19T03:41:25 Zaphus: the squares in which you can reach fastest over other bots covers 95% of the grid for 100 consecutive turns 2011-06-19T03:41:38 Zaphus: what antimatroid1 said :) 2011-06-19T03:41:57 antimatroid1: but who determines how fast you "could" get there ? does that mean the engine does pathfinding for all ants every turn ? 2011-06-19T03:42:06 *** nux67 has joined #aichallenge 2011-06-19T03:42:16 Zaphus: i have an engine that can do that easilly :) 2011-06-19T03:42:26 Zaphus: shortest path to each square 2011-06-19T03:42:27 the engine basically does a floodfill from each ant 2011-06-19T03:42:31 yuk 2011-06-19T03:42:32 simple to paint the entire grid in one pass 2011-06-19T03:42:43 *** stocha has quit IRC (Client Quit) 2011-06-19T03:42:56 a 'mercy' rule like 100x the number of ants of the other guys is much simpler to undertand 2011-06-19T03:43:34 *understand 2011-06-19T03:43:56 I'd be fine with something like one player has >90% of all ants for 100 turns too 2011-06-19T03:44:20 has to be a rule that doesnt mean the game ends 20 turns in because one bot was better at food finding ! 2011-06-19T03:44:25 i think that would be better 2011-06-19T03:44:35 easier for people to understand and shortens games that stupidly go for ages 2011-06-19T03:45:04 the only catch is that your bot has no way of knowing the situation - since it can't tell how many ants are out there, which means you can't react to it 2011-06-19T03:45:15 but thats a lesser problem 2011-06-19T03:45:19 yeah percentage of total ants seems better all around (although maybe not quite as accurate the difference is almost certainly in the noise) 2011-06-19T03:45:40 Zaphus: sure, but it encourages you to be attacking if you have a lot of bots 2011-06-19T03:45:45 lot of ants* 2011-06-19T03:46:15 so.. would it split the points after that ? 2011-06-19T03:46:38 split the bonus points you mean? yes, that's my thought 2011-06-19T03:46:39 yes 2011-06-19T03:46:52 I think can be a good thing 2011-06-19T03:46:53 otherwise you would just try to have lots of ants without taking out the last few 2011-06-19T03:46:57 and is what causes the incentive to finish off the game 2011-06-19T03:47:24 better than automatically remove each possible perfect blocking location from the map generator 2011-06-19T03:47:40 i still want to do that 2011-06-19T03:47:45 :p 2011-06-19T03:47:55 yeah, I think thats good: so this game : http://aichallengebeta.hypertriangle.com/visualizer.php?game=27933&user=199 would have ended around turn 1151, right ? 2011-06-19T03:47:56 ok, I'm pretty convinced to do it so long as McLeopold doesn't raise a large objection 2011-06-19T03:49:15 whereas this one: http://aichallengebeta.hypertriangle.com/visualizer.php?game=27927&user=16 would have gone to more or less the same place as it finished 2011-06-19T03:49:16 yes 2011-06-19T03:49:36 should the 100 turn counter reset if a player is eliminated ? (give you a chance to go after the next one) 2011-06-19T03:49:46 although looking at the first one at least, I think 90% may be to low 2011-06-19T03:50:26 too low ? 600 vs 60 seems a pretty convincing place to be 2011-06-19T03:51:09 100 turns might be too short 2011-06-19T03:51:18 give them time to actually wipe them out 2011-06-19T03:51:25 it's pretty convincing yes, but not really close to a situation where the 10% are simply huddled in a corner 2011-06-19T03:53:08 but why is the 'huddle' the problem, surely we're just trying to shorten games that have reached a conclusion ? or is this a case of creating a rule to prevent a particular type of bot behavior, rather than a general rule for everyone 2011-06-19T03:53:43 *** carlop has quit IRC (Read error: Connection reset by peer) 2011-06-19T03:53:52 we want to shorten games the have reached a conclusion *and* incentivize the leading player to finish off the game naturally 2011-06-19T03:54:07 we have to make sure the leading player really has that chance 2011-06-19T03:54:14 but we're also punishing the leading player to some degree 2011-06-19T03:54:18 hence ^^ yeah 2011-06-19T03:54:44 you're punishing them significantly *if* the game was to otherwise end, but if it's going to play out as a draw then it's the same result but saving CPU :-) 2011-06-19T03:55:04 or, hand out the points as a percentage (90% of the ants gets 90% of the bonus) 2011-06-19T03:55:42 actually, thats pretty fair... and wouldnt hurt the leader 2011-06-19T03:55:53 not much incentive to finish off naturally then 2011-06-19T03:56:10 there isnt anyway, since I'll win regardless 2011-06-19T03:56:22 so looking at that first game example I'm thinking maybe 95% and 200 moves? 2011-06-19T03:56:41 somewhat less chance you'll win regardless 2011-06-19T03:57:01 i guess the question is, what is our realistic kind of max turns? 2011-06-19T03:57:05 janzert: it would have ended about 50 turns earlier with that rule 2011-06-19T03:57:15 i.e. turn 1390 or so 2011-06-19T03:57:40 yes it still would have ended early 2011-06-19T03:57:58 but your bot also wasn't trying to kill it off very hard ;) 2011-06-19T03:58:33 janzert: no, never claimed it was, but no real incentive to bother either - it would have been happy if the game had been called off 1000 turns ago 2011-06-19T03:58:55 *** carlop has joined #aichallenge 2011-06-19T03:58:59 (but not 1100 turns ago, then it would have lost!) 2011-06-19T04:00:22 If you ignore 1st place for now, these rules have a dramatic effect on 2nd place and below, which do change rankings. blocking is even more valuable if the game will be called off and you get a share of the prize, you'll do better than the bots that died earlier 2011-06-19T04:01:15 and I guess I don't really care too much about the specific numbers just so we try and balance so not too many games where the leader is making clear progess ends up triggering it 2011-06-19T04:01:58 Zaphus: yep, certainly more incentive to hold on even when you're about gone 2011-06-19T04:03:30 antimatroid1: any thought on dynamically adjusting the turn limit as I mentioned above? 2011-06-19T04:04:13 which comment? 2011-06-19T04:04:14 i.e. once a day look at game lengths and if 95% are lower than current drop to that, if >10% are larger bump it up 2011-06-19T04:04:45 yeah something like that could work 2011-06-19T04:04:48 with a maximum it can go up to though 2011-06-19T04:05:15 basically a hard maximum of whatever we can support with the resources we end up with 2011-06-19T04:05:48 it seems like it would help utilize resources with the most efficiency 2011-06-19T04:06:15 it also keeps developers from getting settled into a specific length ;) 2011-06-19T04:07:14 yep 2011-06-19T04:07:27 also I just noticed last night that the game specs specify that values in the pregame are integers :( 2011-06-19T04:07:45 you mean the seed thing? 2011-06-19T04:07:53 no 2011-06-19T04:08:43 rather than saying a value can be any free form string (excluding newlines of course) and then saying what the type is for each one we currently send 2011-06-19T04:09:04 that was certainly what I had envisioned at least 2011-06-19T04:09:17 do you want to change it to what you think works better? 2011-06-19T04:09:21 i don't really mind 2011-06-19T04:09:57 the bad thing is at least the D starter bot is already coded for the way the spec is written, I'm not sure how many others are as well 2011-06-19T04:09:58 i have an actual graph constructed now for path finding 2011-06-19T04:10:24 you mean reads type and value? 2011-06-19T04:10:38 yeah, it always converts the value to an integer 2011-06-19T04:10:40 i just read type and if it's unknown read the rest of the line to a junk string 2011-06-19T04:10:52 problem solved 2011-06-19T04:11:07 right, I think that is the way to do it 2011-06-19T04:11:13 *** locutus2 has joined #aichallenge 2011-06-19T04:11:24 but the current spec implies that the other is fine 2011-06-19T04:12:00 frontier pointed out my code actually makes some kind of sense, i have "getline(is, junk);" :P 2011-06-19T04:12:02 a suggestion, for help newby understanding the battle resolution method can be made immage where calculation are made, eg: 1. how many enemy each ant see ?, 2. max (how many enemy each enemy ant see ?) over every ant, 3. declare who should die (num 1 <= num 2) 2011-06-19T04:12:11 this for few battle situation 2011-06-19T04:12:12 heh 2011-06-19T04:13:01 I think this step to step calculation can help 2011-06-19T04:13:10 carlop: it's not how many enemy ants they see, it's how many enemy ants are within the attack radius 2011-06-19T04:13:32 number of ants within reach ;) 2011-06-19T04:13:37 yes, change "see" to "inside attack radius" 2011-06-19T04:13:52 janzert: ? 2011-06-19T04:14:02 i seem to be a terrible judge of helping people understand 2011-06-19T04:14:04 *** qacek has quit IRC (Quit: WeeChat 0.3.5) 2011-06-19T04:14:22 the attack radius is how for the ant can reach or maybe kick :) 2011-06-19T04:14:45 the food spawn radius is how far the ant can do fine work with it's pincers 2011-06-19T04:15:04 takes a lot of small intricate work to get another ant out of food 2011-06-19T04:15:19 can punch and kick further of course 2011-06-19T04:15:23 and see even further 2011-06-19T04:15:32 story time :) 2011-06-19T04:15:54 janzert: what about spit venom or whatever 2011-06-19T04:15:58 poison ants 2011-06-19T04:16:09 you only spit one direction though 2011-06-19T04:16:19 maybe they're canadian ants? 2011-06-19T04:16:24 :) 2011-06-19T04:17:07 i wish amstan was here 2011-06-19T04:18:26 janzert: was AFK. I'm not a fan of dynamic game lengths. especially since it could cause them to go up and then you'd bring in another rule to stop them going up further, and then a rule to try to bring them back down. 2011-06-19T04:19:14 there'd be a limit on how high it can go 2011-06-19T04:19:41 which is basically what we would set the turn limit too if we don't use a dynamic limit 2011-06-19T04:20:08 why not make a simpler rule that can always be watched, like the 90% one, or the one about how much of the map you control - those I can understand and predict, a dynamic limit means the same match on day 1 ends on a different turn to on day 2, even if everything plays out the same 2011-06-19T04:20:08 and also where we would start it 2011-06-19T04:20:43 it would be in addition to the early end rule 2011-06-19T04:21:32 it allows for better resource usage while only cutting off the 5% of games that would go longer 2011-06-19T04:22:36 also I like the idea that it makes sure the bots are used to working with a variable turn limit 2011-06-19T04:23:13 we've certainly seen that anything that stays the same people will assume that it will stay the same, even if we say that it won't 2011-06-19T04:24:02 seems to be making things complicated when it doesnt need to. I dont mind variable turn lengths between 500 and 1000 turns (or whatever) - but dynamic per day isnt the same thing, it's a set length that slowly moves 2011-06-19T04:24:43 we could update it after each game ;) 2011-06-19T04:24:47 maybe better is having different game lenght on different map (or number of player) 2011-06-19T04:24:59 but why ? it's just adding complexity where it isnt needed 2011-06-19T04:25:19 the need for it is to maximize resource efficiency 2011-06-19T04:25:26 it's a meta need 2011-06-19T04:25:26 and janzert rule or similar can set what's the "optimal" lenght for each map 2011-06-19T04:26:06 carlop: hmm, doing the calculation per map might work really well 2011-06-19T04:26:37 Zaphus: it would be fixed for the final contest 2011-06-19T04:26:43 and all rankings are reset when that starts 2011-06-19T04:26:50 so it's not about letting the games play out, or stopping blocking or coward bots then, its just about resources ? in which case make it wall-clock time as the limit, not turns 2011-06-19T04:27:27 which will hurt the smart bots more, and I'm guessing you're going to say thats unfair :-) 2011-06-19T04:28:12 or go the chess-clock route, each bot gets 2 minutes of wall clock for the entire game, on top of the per-turn limit :) 2011-06-19T04:28:13 not so much unfair as contrary to a primary goal 2011-06-19T04:28:14 or a cowar bot can waste all his cpu time before to say "don't move" 2011-06-19T04:28:37 more complex time controls were very seriously considered 2011-06-19T04:28:46 (I'm playing devils advocate here by the way, someone needs to) 2011-06-19T04:28:57 and maybe we will for the next contest 2011-06-19T04:29:27 so the primary goal is what ? to let the matches reach a conclusion ? 2011-06-19T04:30:06 to efficiently use the resources available to rank the bots, with the primary goal of the contest being to have interesting ai? 2011-06-19T04:30:14 "ai"* 2011-06-19T04:30:31 the primary goal I was refering to about not hurting smart bots was "encourage the development of the smartest program possible" 2011-06-19T04:30:34 right now, a 10-bot match between slow bots (that use all their CPU) and a 2000 turn limit will take up to 5.5 CPU hours, which is a long long time 2011-06-19T04:30:45 i.e. Artificial Intelligence contest 2011-06-19T04:31:01 yes, and that's too longf 2011-06-19T04:31:22 actually, I think that was at 1 second per move, I did the calculation a while ago, but you get the idea 2011-06-19T04:31:23 right, I don't think there is anyway we'll be able to use 2000 turns 2011-06-19T04:32:10 so, why not set it at 1000 then ? half the cost. 2011-06-19T04:32:38 I'm not even completely sure 1000 will be feasible ;) 2011-06-19T04:32:55 although too much below that and something else is going to have to give 2011-06-19T04:33:01 now you're getting to the root of the problem.... 500 turns isnt enough to determine the winner in a strong match 2011-06-19T04:33:21 are you sure? 2011-06-19T04:33:40 a good number of strong matches seem to end around 300 or so 2011-06-19T04:34:14 I'm not really not sure one way or the other 2011-06-19T04:34:23 s/not really/really 2011-06-19T04:34:32 true, but those arent the ones people will complain about :-) 2011-06-19T04:35:12 with a map of 100x100, it takes 200 turns to walk the full length diagonal - so 300 turns would *seem* to be barely enough 2011-06-19T04:35:14 if 98% of the strong matches are naturally decided I'll be quite happy 2011-06-19T04:35:19 *** stocha has joined #aichallenge 2011-06-19T04:35:30 http://aichallengebeta.hypertriangle.com/visualizer.php?game=27933&user=78 turn 500, would you be prepared to call the result at that point ? 2011-06-19T04:35:31 it seems this version will chain produce those silly games : http://aichallengebeta.hypertriangle.com/visualizer.php?game=27976&user=107 2011-06-19T04:36:20 Zaphus: yes, it's not hard to find examples that aren't decided by 500 2011-06-19T04:36:32 I'd really like to see a histogram though 2011-06-19T04:37:07 janzert: agreed... on the other hand, it's a Beta server - set it to 500 turns for a couple of days and see what happens 2011-06-19T04:37:24 I've got the SQL dump from a few days ago, but can't work out how to find the game results 2011-06-19T04:37:37 actually if that game had ended at 500 I'm not sure the order would have changed (maybe 2nd and 3rd would swap) 2011-06-19T04:39:03 who are the people who want to keep the possibility of block off regions? 2011-06-19T04:39:19 i am pretty keen to paint maps with 3x3 blocks to eliminate such possibilities 2011-06-19T04:39:38 carlop: ^? 2011-06-19T04:39:43 here's why you don't want to decide at 500: http://aichallengebeta.hypertriangle.com/visualizer.php?game=27968&user=133 my blocktest would have won :-) 2011-06-19T04:39:47 I don't really care if small regions can be blocked off 2011-06-19T04:40:03 and it may provide 'prettier' or more natural looking maps 2011-06-19T04:40:13 janzert: it's a pretty cheap way of preventing someone from getting the food bonus 2011-06-19T04:40:19 I like blocking off, I see no problem. if water was kept "thin" it would be harder to do as well 2011-06-19T04:40:47 Zaphus: i found carving land out of water much faster than the reverse 2011-06-19T04:40:59 while checking the map was connected etc. 2011-06-19T04:41:12 yeah, more like maze generation that way 2011-06-19T04:42:21 yeah we may need to take the map size into account. 2011-06-19T04:42:32 for a 32x32 map, 2000 seems a bit too much :p 2011-06-19T04:42:40 although for 256x256 it might be okay. 2011-06-19T04:43:48 hmm - looking at my blocktest, I think that shorter games will favor blocking, since it takes a while to remove a block (one that is half-hearted but still a little effective) - you need to pick away at the block one or two per turn, takes time 2011-06-19T04:43:48 antimatroid1: don't take out blockng. At least until the beta illustrate why you should. it didn't happen yet. 2011-06-19T04:44:02 especially if it means hard map generation rule to avoid it. 2011-06-19T04:44:38 stocha: i would just be carving the maps with 3x3 blocks 2011-06-19T04:44:45 Zaphus: how does your blocks endure against the top 5 bots ? 2011-06-19T04:44:52 i am going to at least test carving with nxn blocks next week 2011-06-19T04:45:06 antimatroid1: yeah. it would just be another constraint on map generation. Wich is problematic enough without any constraints 2011-06-19T04:45:17 *** stocha has quit IRC (Quit: Page closed) 2011-06-19T04:45:24 http://aichallengebeta.hypertriangle.com/visualizer.php?game=27851&user=133 2011-06-19T04:45:57 actually ignore that, there was nowhere to block so it just played an average game instead 2011-06-19T04:46:49 my blocker doesnt start blocking until turn 200, and against a top bot it doesnt tend to live that long :-) 2011-06-19T04:48:16 it also doesnt actually block, it just makes diagonal walls, but those have blocking properties that need to be dealt with so it kills dumb bots 2011-06-19T04:54:04 anyone have that link to the block patterns withthe current rules ? 2011-06-19T04:54:24 *** carlop has quit IRC (Read error: Connection reset by peer) 2011-06-19T04:59:42 *** carlop has joined #aichallenge 2011-06-19T05:02:44 i think this are the current perfect block allowed: http://pastebin.com/E7kxhdau 2011-06-19T05:03:09 and for attack2=5 vertical and orizontal line work better than diagonal line 2011-06-19T05:03:36 b = blocker ? 2011-06-19T05:03:43 yep 2011-06-19T05:06:04 ok, if I find time tonight I might do an updated Zaphus_Blocktest to try and do some "real" blocks if it can find them. is there a map with a known blockable place I can test on ? 2011-06-19T05:06:54 *** mcstar has joined #aichallenge 2011-06-19T05:13:31 antimatroid1: damn my visual debugger is tooo fucking slooooow. spending most of the time parsing command strings with regular expressions :p 2011-06-19T05:13:44 nawwwww :( 2011-06-19T05:14:26 Zaphus: symmetric_6 2011-06-19T05:14:59 row 40, col 85 should be blockable with 3 1-corridor 2011-06-19T05:16:14 mleise: i set up my development environment: hunchentoot webserver(in lisp) with cl-who which translates s-exps to html, and with parenscript, which translates lisp to javascript 2011-06-19T05:16:37 i wrote my first html5 canvas yesterday night 2011-06-19T05:16:56 its a rectangle that fill black when clicked on it :D 2011-06-19T05:17:02 s 2011-06-19T05:17:50 antimatroid1: for design map against blocking wiht 3x3 block don't know, maybe could be a good thing have small corridor that can be blocked, giving to one side positional advantage (eg. if you fight hard for conquer certain part of the map, you can easily defend), the only problem that i can see is if perfect blocking can be possible from all side 2011-06-19T05:19:10 mleise: just a heads up and not sure if it's something with my setup, but the visualizer in firefox 5 for me has dark grey squares over the enabled buttons 2011-06-19T05:19:44 janzert: firefox 5, if it exists must be alpha or beta software 2011-06-19T05:20:21 official release is monday, final binaries are already on ftp 2011-06-19T05:20:34 barring any last minute emergencies of course 2011-06-19T05:21:16 err, official release is 21st, Tuesday 2011-06-19T05:22:55 if you do want to check it out early, you can find it at ftp://ftp.mozilla.org/pub/mozilla.org/firefox/releases/5.0/ 2011-06-19T05:24:10 janzert: let me take a look at what my fellow Gentoo repository ppl say about its stability. :p 2011-06-19T05:24:55 cause my current repo snapshot still has ff 4 marked as experimental 2011-06-19T05:25:16 :) 2011-06-19T05:25:35 it's certainly not a big update over FF4 2011-06-19T05:25:42 they jumped really quick from 4 to 5, i don't know why. there cant me many new features 2011-06-19T05:26:11 they're switching to chrome style releases 2011-06-19T05:26:26 but probably a lot of bugs, due to the rush, like with my perfectly bug free visualizer that even runs on IE 9, hehe :-( 2011-06-19T05:26:27 timed, 4 times a year no matter what is in 2011-06-19T05:26:59 so by 2020 they have version 40? 2011-06-19T05:27:18 by next year you're not suppose to be paying attention to the version number ;) 2011-06-19T05:27:29 and we have chrome 12? now 2011-06-19T05:28:39 yeah right, but it is chrome 13.0.124.0 ... so you look at it differently 2011-06-19T05:29:42 once we go through a few cycles of the FF number bumping every 3 months I'm sure people won't be paying attention to it either 2011-06-19T05:29:45 oh actually Gentoo has revoked the stable tag from Chromium 13 and I would downgrade to 12 if I updated my system now 2011-06-19T05:30:02 *** berak has joined #aichallenge 2011-06-19T05:30:10 yeah, 12 is the official stable release currently 2011-06-19T05:30:38 my mother used ff 4 on windows and it was eating to much of her 1 GB ram, i told her to use Opera. They were writing browsers for handhelds for years 2011-06-19T05:31:00 :) 2011-06-19T05:31:14 they've had a good history of low memory use for sure 2011-06-19T05:32:00 although they switch paradigm now to compete with the other browsers. at least with javascript precompilation. 2011-06-19T05:32:06 *** antimatroid1 has quit IRC (Quit: Leaving.) 2011-06-19T05:32:21 *** antimatroid has joined #aichallenge 2011-06-19T05:33:00 ok I'll check out the FireFox 5 release. maybe I can work around the bug or tell FireFox that timed releases suck 2011-06-19T05:35:23 janzert: Chrome had some bad visual artifacts with enabled hardware acceleration. I hope its not that type of bug. That may be difficult to solve on either end :p 2011-06-19T05:35:56 hopefully not 2011-06-19T05:36:39 hmm, no FireBug support yet? 2011-06-19T05:37:06 have to go with the 1.8 beta still :( 2011-06-19T05:37:37 uh... what happened to my buttons? 2011-06-19T05:37:47 they are all blurry and grey 2011-06-19T05:37:53 ahh, so it's not just me then :/ 2011-06-19T05:38:08 the disabled ones look ok ;) 2011-06-19T05:40:03 janzert: It is an FF5 bug. Look at http://philip.html5.org/demos/canvas/shadows/various.html 2011-06-19T05:40:35 Scroll down to 'Image'. In other browsers you see dice with a blue shadow. In FF5 the whole image is blurred. 2011-06-19T05:40:40 or rather... blue 2011-06-19T05:40:44 * janzert nods 2011-06-19T05:40:56 ugh :( 2011-06-19T05:41:43 * antimatroid doesn't understand why they don't standardise crap so web development isn't such a pita? 2011-06-19T05:42:17 the problem here isn't standardization so much as implementation 2011-06-19T05:43:04 html5 is complete due to 2022 2011-06-19T05:46:51 There is a hole in the standard: For the buttons I use one big image and render only parts of it. Most browsers add the shadow after things are drawn on screen so that 'cut out' strategy works. 2011-06-19T05:46:52 *** stocha has joined #aichallenge 2011-06-19T05:47:23 In Safari you can see the shadow of adjacent parts of the big image 2011-06-19T05:47:36 The standard isn't clear here. 2011-06-19T05:49:46 cant ou disable shadow? and then add a full transparent image on top of it, which has shadow 2011-06-19T05:49:52 ou->you 2011-06-19T05:53:22 *** stocha has quit IRC (Ping timeout: 252 seconds) 2011-06-19T05:53:29 stocha: interesting match, I like the way you feed free points to green continuously :-/ http://aichallengebeta.hypertriangle.com/visualizer.php?game=28001&user=78 2011-06-19T05:54:12 *** stocha has joined #aichallenge 2011-06-19T05:54:22 at last a game, that a bot clearly loose because of the scoring system : http://aichallengebeta.hypertriangle.com/visualizer.php?game=27994&user=107 2011-06-19T05:55:06 (stocha escaper code, it end up two in order of elimination but 4 on score :) It outlives bots for hundreds of turn without earning a point :) ) 2011-06-19T05:56:00 turn 200 : only two player left A and B. after 650 turn, B end up in 4th position :p 2011-06-19T05:56:18 so the scoring system worked in that particular case. 2011-06-19T05:56:21 mcstar: I wont work around a regression bug in a browser that hasn't been released yet. 2011-06-19T05:56:49 *** Redgis has joined #aichallenge 2011-06-19T05:56:57 stocha: am I looking at the wrong game ? I see 4 alive at turn 200 2011-06-19T05:57:04 mleise: sry, i didnt know that, it was just an idea 2011-06-19T05:57:05 I'm sure the mozilla team will solve this problem very soon. 2011-06-19T05:57:32 *** Redgis has left #aichallenge 2011-06-19T05:58:11 mcstar: yeah, it wan't even a bad idea since I think IE and Chrome don't support shadows on images at all. 2011-06-19T05:58:20 stocha: in fact there were still 3 alive with a couple of turns to go. I must be misunderstanding 2011-06-19T06:00:42 *** stocha has quit IRC (Ping timeout: 252 seconds) 2011-06-19T06:06:34 *** zeLark has quit IRC (Ping timeout: 252 seconds) 2011-06-19T06:13:39 lol, i typed emacs instead of clementine(music player) 2011-06-19T06:20:48 love the swarming nature of the winner of this fight: http://aichallengebeta.hypertriangle.com/visualizer.php?game=28009&user=78 looks cool sped up a bit 2011-06-19T06:21:09 *** smiley1983 has joined #aichallenge 2011-06-19T06:23:35 antimatroid: you said your graph bot was working. I'm glad to hear that :) 2011-06-19T06:23:48 smiley1983: :) 2011-06-19T06:23:56 it's pretty simple to add in the end 2011-06-19T06:27:42 did you end up going with vector > grid or map grid*** or some other option? or is it secret? :) 2011-06-19T06:29:04 ah, I think you already answered that, just catching up with the log now 2011-06-19T06:29:27 i made GNode my normal Square struct 2011-06-19T06:29:36 and Grid has vector > 2011-06-19T06:29:55 and the squares have a vector neighbours 2011-06-19T06:30:29 they also have a vector nDirections 2011-06-19T06:30:33 couldn't avoid that 2011-06-19T06:30:51 well atm it's vector, but i'm going to change that soon 2011-06-19T06:31:55 yes, that makes sense, precalculating the neighbors to avoid all that repetition of wrapping functions :) 2011-06-19T06:32:06 yep 2011-06-19T06:32:11 and not looking on water squares 2011-06-19T06:32:19 yes, indeed 2011-06-19T06:32:22 can just ignore the existence of water when pathfinding etc. 2011-06-19T06:32:51 someone before said it was redundant, i think it'll be worthwhile 2011-06-19T06:34:34 I don't really know the relative costs of looking up a value in a larger table vs recalculating that stuff, but I would have thought it would save some cycles in later turns 2011-06-19T06:35:05 plus you can do all the allocation and calculation in the first turn, and then update it as as you find water 2011-06-19T06:35:52 exactly 2011-06-19T06:36:21 I think the occupied battle system is clear enough, especially with the code provided to explain 2011-06-19T06:36:34 has it been verified that it solves the blocking issue? 2011-06-19T06:38:05 mcleopold has some tester that he ran on it 2011-06-19T06:38:11 i don't know how exhaustive it is 2011-06-19T06:38:15 it's certainly much better 2011-06-19T06:39:40 mleise: looks like the FF5 problem is probably this bug? https://bugzilla.mozilla.org/show_bug.cgi?id=662898 2011-06-19T06:40:42 janzert: no, that is yet another bug 2011-06-19T06:41:12 but the guy who rewrote the canvas code will suffer next week *evilgrin* 2011-06-19T06:41:19 oh really 2011-06-19T06:41:35 heh 2011-06-19T06:41:49 oh someone says 'toggle shadow off', then it is the same bug of course 2011-06-19T06:42:04 yes, that's what made me think it was 2011-06-19T06:42:29 "Remove unnecessary full context save/restore" <- so much for 'unnecessary', lol 2011-06-19T06:42:56 it's fixed in next version already so it'll only be broken for the next 3 months ;) 2011-06-19T06:43:39 lines up quite nicely with our run time 2011-06-19T06:43:53 they did not release this version yet. I'm sure regressions will cause the release to be held back 2011-06-19T06:44:08 I actually really doubt it at this point 2011-06-19T06:45:06 they're are too close with final binaries cut already, I'm guessing only a major security vulnerability will stop it at this point 2011-06-19T06:51:30 *** locutus2 has quit IRC (Ping timeout: 260 seconds) 2011-06-19T06:52:11 *** carlop has quit IRC (Ping timeout: 240 seconds) 2011-06-19T06:52:38 *** carlop has joined #aichallenge 2011-06-19T06:57:16 *** Accoun has quit IRC (Ping timeout: 240 seconds) 2011-06-19T06:58:01 *** stocha has joined #aichallenge 2011-06-19T06:58:16 a case of a dumb leading bot lemminging out it's ant to death : http://aichallengebeta.hypertriangle.com/visualizer.php?game=28001&user=206 2011-06-19T06:58:47 (from turn 339 on) 2011-06-19T06:59:26 this a clear case of congestion trouble also :p 2011-06-19T07:00:39 interestingly, even with a 20:1 death ratio in it's favor, the bot still fail to grab the second place :p 2011-06-19T07:01:29 so this is another case of the scoring system actually working. 2011-06-19T07:05:05 there doesn't seems to be many games that involves many of the top ranked bots. That would be important though. 2011-06-19T07:05:30 Show me a game, with the top 4 bot participating ;.. 2011-06-19T07:05:50 <_flag> I haven't played a game for at least four hours 2011-06-19T07:08:15 the problem with adding some weak bot to a 6 player game involving two (or three) of the best bots, is that it will imply a lot of noise. Especially if it is always the case. 2011-06-19T07:08:30 _flag: so you think the pairing is broken anyway ? 2011-06-19T07:09:21 <_flag> Well apparently there's a bug in it that has yet to be fixed and this is a known issue 2011-06-19T07:10:37 *** Accoun has joined #aichallenge 2011-06-19T07:11:45 *** Naktibalda has joined #aichallenge 2011-06-19T07:13:22 the games are particurlarily difficult to analyse i find. 2011-06-19T07:13:49 it's not obvious why the good bot are indeed good just looking at the game. 2011-06-19T07:15:23 i still would be interested in seeing either games involving only top bots, or/and games 1vs1 2011-06-19T07:15:56 that would be more stimulating to watch. 2011-06-19T07:16:09 Here i only see a big mess in most cases. 2011-06-19T07:22:50 *** stocha has quit IRC (Ping timeout: 252 seconds) 2011-06-19T07:51:18 watch this match at 6x speed, watching the purple bot http://aichallengebeta.hypertriangle.com/visualizer.php?game=28009&user=78 2011-06-19T07:51:30 *** olexs has joined #aichallenge 2011-06-19T07:54:08 smiley1983: :P 2011-06-19T07:54:10 nice ants 2011-06-19T07:54:37 Zaphus: have you considered making a graph? 2011-06-19T07:56:36 what kind of graph 2011-06-19T07:59:37 I can't believe my bot didnt time out in this match: http://aichallengebeta.hypertriangle.com/visualizer.php?game=28036&user=78 then again, I wish it had killed my blocktest too :-) 2011-06-19T07:59:55 antimatroid: at the beginning I was skeptikal, but graph is a good idea (and looking at my bot is almost a graph, with Location+distance stored in a precalculated table) 2011-06-19T08:00:23 Zaphus: add vector neighbours to square 2011-06-19T08:00:29 then remove neighbours with water information 2011-06-19T08:00:37 save time on pathfinding etc. 2011-06-19T08:00:57 you can use the start up time to make the neighbour vectors 2011-06-19T08:01:51 interesting, so 4 'connectors' per location, minus the water... does it really gain you much ? 2011-06-19T08:02:19 i haven't done speed tests 2011-06-19T08:02:30 but think about it, you don't have to call getLocation 4 times for every search square 2011-06-19T08:02:41 you already have <=4 locations to iterate through 2011-06-19T08:03:35 yeah, guess that would be faster if thats where the bottleneck is. if you want a good speedup, replace distance() with distance2() and remove the sqrt (for the c++ bot anyway) 2011-06-19T08:03:47 did that long ago :P 2011-06-19T08:04:05 we decided to keep euclidean officially because the distances make more sense 2011-06-19T08:04:25 yes. 2011-06-19T08:04:33 *** carlop has quit IRC (Ping timeout: 255 seconds) 2011-06-19T08:05:07 I end up with over 4000 ants (I think, the browser breaks) in this match: http://aichallengebeta.hypertriangle.com/visualizer.php?game=28036&user=78 that means I'm sending out a move in less than 0.1ms per ant and not timing out :-) 2011-06-19T08:07:49 wow, I've played 4 games with the latest version of my bot - all 4 have involved UncleVasya 2011-06-19T08:11:02 I had 5859 ants at then end of that game, out of only 9500 squares on the map :-) 2011-06-19T08:11:18 finish them? :P 2011-06-19T08:11:30 nope, total chicken, didnt even try 2011-06-19T08:12:02 could have ended the game a long time earlier... wish I could rip a frame from the replay and feed it to my bot to debug ! 2011-06-19T08:12:30 even if it just saved out as a map, such that you start with a crapload of ants (can you do that ?) 2011-06-19T08:12:37 Zaphus: try adding in a thing saying if you have like x condition then just bomb the hell out of your enemy? 2011-06-19T08:13:00 like number of ants > 0.25 number of squares or whatever 2011-06-19T08:13:10 antimatroid: I did, which is why I want to debug :-) 2011-06-19T08:13:17 ah, okay :P 2011-06-19T08:15:17 ah, I think I found the line of code that "might" be the cause: 2011-06-19T08:15:21 agressive=false; 2011-06-19T08:15:37 more g's in aggressive, but you get the idea 2011-06-19T08:16:14 i have found using "true/false" is slower than "1/0" in c++ 2011-06-19T08:16:21 annoying, but i use what's faster 2011-06-19T08:17:06 i would have expected the compiler to make them the same thing :\ 2011-06-19T08:17:24 what compiler are you using ? 2011-06-19T08:17:32 would have done that with mingw 2011-06-19T08:17:43 i'm just using gcc or whatever on ubuntu now 2011-06-19T08:18:17 pretty pathetic compiler if it can't do true/false as 1/0 2011-06-19T08:18:25 or at least / 0 2011-06-19T08:18:29 mingw is wonderful for most things 2011-06-19T08:21:26 has anyone done anything about marking when squares are going to be used and using that information while path finding? 2011-06-19T08:21:47 going to be used for what ? 2011-06-19T08:22:26 like say you collect food with an ant, you have a path mapped out where each square is going to be "used" at some point in the future, you can't move onto the same square with another ant on the same turn with another path 2011-06-19T08:23:39 no, but I calculate my ants one at a time, so once I "move" the one the next one knows where it now is and pathfinds around it. smarter ordering would be good 2011-06-19T08:24:07 something like set > would allow you to store the int turn a location is already used 2011-06-19T08:24:58 *** carlop has joined #aichallenge 2011-06-19T08:26:57 antimatroid: no, seem an hard task to me, eg. you have 10 ant here, and you want to go another island, what's the fastest way ? (maybe is using 2/3 different path cause ant block each other in corridor) 2011-06-19T08:27:09 i haven't found a way to do this 2011-06-19T08:28:14 carlop: i was thinking one could use the information of when the square would next be avaiable in their search 2011-06-19T08:30:34 yes, this can work, i hate having such an huge space (this slow down search, cause finding next_time_is_free cost time/space) but I should add this thing to my to do list 2011-06-19T08:31:23 *** MightySwa has joined #aichallenge 2011-06-19T08:31:25 *** locutus2 has joined #aichallenge 2011-06-19T08:31:43 carlop: how complicated is your food collection? 2011-06-19T08:31:58 can you do it in one pass of the board? or do you need to start the search again each iteration? 2011-06-19T08:33:23 i'm testing few solution, don't know if one can just choose a greedy ordering (eg. first path for the nearest ant-food pair, second priority path for second nearest ant-food pair, ...) 2011-06-19T08:34:13 the other possibility is found for each ant 4-5 possible path, then try to assign to each ant a path such that they maximize the cumulative result 2011-06-19T08:34:35 (and that they don't do the same work twice) 2011-06-19T08:34:54 *** MightySwa has quit IRC (Client Quit) 2011-06-19T08:35:28 so now i'm doing a lot of iteration 2011-06-19T08:41:33 every time i collect food i have to start my search from scratch 2011-06-19T08:41:56 it results from using ants again after moving them and the ants that i will get from collecting food 2011-06-19T08:52:43 *** FireFly has joined #aichallenge 2011-06-19T08:57:24 *** stocha has joined #aichallenge 2011-06-19T08:57:35 more of a toy thing atm, but.. https://github.com/berak/TCPServer 2011-06-19T08:57:39 the organisation other totally dominate the beta right now. 2011-06-19T08:57:52 berak : ah good :) 2011-06-19T08:58:24 stocha: I wanted to change my org, but once you've chosen it you can't enter your own org any more (you can when creating the first time) 2011-06-19T08:58:45 Zaphus: it's beta testing, just create another account :P 2011-06-19T08:58:46 managed to get 'permanently banned from the forum' while looging in with the registration e-mail ;( 2011-06-19T08:58:54 but don't spam up too many organisations :P 2011-06-19T08:58:55 you'll need to official map generators though berak 2011-06-19T08:59:14 stocha ? 2011-06-19T08:59:44 berak: the tcp server will need to official map generators. 2011-06-19T08:59:56 unlike what you said that you only will use ant.py 2011-06-19T09:00:38 berak: you were permanently banned from which forum ? 2011-06-19T09:00:40 put some 200 symmetric ones in (symmetric_mapgen.py) 2011-06-19T09:01:01 yeah, f*ckd up while logging in 2011-06-19T09:01:58 Map is an important aspect of the rule set. 2011-06-19T09:02:25 So if people want to test seriously, they will want to optimize for a map distribution as close to the real on as possible. 2011-06-19T09:02:42 Especially if some really devil map / map-patterns finaly shows up. 2011-06-19T09:02:52 (which i doubt, but well) 2011-06-19T09:03:10 For example, i'm yet to see a 100% open map on the test server. 2011-06-19T09:03:13 true. sadly the repo comes only with 20 each 2011-06-19T09:03:25 yeah, I want to see the full open map too 2011-06-19T09:03:27 if there had, ranking could switch 2011-06-19T09:03:40 then there are few map with lot's of ant. 2011-06-19T09:03:53 i never see my ref bot controling hordes of ants. 2011-06-19T09:04:06 i don't think i saw really big map also. 2011-06-19T09:04:13 etc ... 2011-06-19T09:04:41 from my early testing, i concluded that map/(and food spawning) was a very important aspect of the rule set. 2011-06-19T09:05:05 It would be like trying to make a strong bot for whatever fighting rule would be arbitrarily decided at the end. 2011-06-19T09:05:13 you can do stuff, but you can't optimize much 2011-06-19T09:09:01 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has quit IRC (Quit: Lost terminal) 2011-06-19T09:09:05 i'd like to see what i call unreasonable maps :p 2011-06-19T09:09:19 256x256 with 20% food at start, and 4 food per turn. 2011-06-19T09:10:02 (256x256 was proposed as upper bound for maps size) 2011-06-19T09:12:03 we need maps that would encourage congestion management. (traffic jam management) 2011-06-19T09:12:32 at this point no map on the test server would justify even to think about the subject. 2011-06-19T09:16:56 http://aichallengebeta.hypertriangle.com/visualizer.php?game=28013&user=107 What about this behavior to be elected test-server best freaky bot ? :p 2011-06-19T09:17:09 (you need to watch it at 6 or 7 speed obviously) 2011-06-19T09:19:40 it's kinda frustrating that games that are fun to watch means the underlying bots are weak :'( 2011-06-19T09:21:14 *** smiley1983 has quit IRC (Ping timeout: 240 seconds) 2011-06-19T09:22:15 *** smiley1983 has joined #aichallenge 2011-06-19T09:22:31 i'ma make some more graphs 2011-06-19T09:22:55 janzert: do you know how to update the beta server with them if i make some and add them to git? 2011-06-19T09:23:04 by graphs i mean maps 2011-06-19T09:24:37 does someone have that tcp server up and running? 2011-06-19T09:25:06 berak proposed some experimental code for a tcp server a few minutes ago. 2011-06-19T09:25:15 yeah i saw 2011-06-19T09:25:26 so, the answer would be no then. 2011-06-19T09:25:32 ok 2011-06-19T09:25:46 now that i don't have a machine either for hosting or for clienting, i don't know if i'd be able to join one :p 2011-06-19T09:26:32 *** Zaphus has quit IRC (Quit: Page closed) 2011-06-19T09:29:00 why is the bot i'm trying to watch always red ? i don't see red :'( 2011-06-19T09:29:11 And the Ascii view is hard to read 2011-06-19T09:29:46 well, i'm blockkkked by this NAT router (usb wireless modem), but most ppl with adsl or a real cable plugged into their machine should be able to accept inbound connections 2011-06-19T09:30:16 i can run a tcp server 2011-06-19T09:31:11 interesting 2011-06-19T09:31:23 i can provide a freely available reference bot :p 2011-06-19T09:31:23 or at least try 2011-06-19T09:31:55 I think i'd be happy also to see unofficial official servers :p 2011-06-19T09:32:43 the problem is most people want to keep their code secret. 2011-06-19T09:34:13 it's hard to find interesting games 2011-06-19T09:34:16 aichallenge: Nick Ham epsilon * rff65e24 / (20 files): added more symmetric maps - http://bit.ly/kwXJJH 2011-06-19T09:35:00 https://github.com/aichallenge/aichallenge/tree/epsilon/ants/maps/symmetric_maps 2011-06-19T09:35:08 21-40 are new, 31-40 are smaller 2011-06-19T09:35:24 where are the 256x256 maps ? 2011-06-19T09:35:52 they need to be tryed during beta, so we know the what the reasonable max size is. 2011-06-19T09:36:55 stocha: no way maps are increasing in size 2011-06-19T09:36:57 it's not feasible 2011-06-19T09:37:13 what make it not feseable ? 2011-06-19T09:37:20 and what is the current size cap ? 2011-06-19T09:37:29 the required number of turns for it to reasonably play out for a reasonable max turns 2011-06-19T09:37:37 and the number of games needed to rank bots in the final contest 2011-06-19T09:37:46 and the amount of money we're likely to have 2011-06-19T09:37:51 it's just not going to happen 2011-06-19T09:37:54 2000 enables to play out most 256x256 maps, but the most twisted 2011-06-19T09:38:01 2000 is too long 2011-06-19T09:38:12 2000 is to long 2011-06-19T09:38:15 yeah. but you need to try them during beta, that's all i say. 2011-06-19T09:38:40 maybe 1 sec is too long for this game. Although from bot perspective it seems quite short :p` 2011-06-19T09:39:01 let's make it 0.1 second per move, but with the ability to keep some time for hard to make moves. 2011-06-19T09:39:05 (like in chess) 2011-06-19T09:39:28 how would you determine that ? 2011-06-19T09:39:40 determine what ? 2011-06-19T09:39:45 situation being different for each player 2011-06-19T09:39:47 lol 2011-06-19T09:39:50 0.1 seconds 2011-06-19T09:40:07 let's say you have to make 10 moves per second, instead of only one. 2011-06-19T09:40:13 say good bye to any interesting strategies 2011-06-19T09:40:19 or 20 moves every two seconds. 2011-06-19T09:40:49 1 sec is not enough for interesting strategies 2011-06-19T09:41:05 well 1 minute is not enough for intresting strategies 2011-06-19T09:41:07 and time is crucial for the contest health. So more flexible time setting might be good. 2011-06-19T09:41:27 1 hours per move would be confortable i think. 2011-06-19T09:41:38 one week games 2011-06-19T09:41:43 *** olexs has quit IRC (Quit: Leaving.) 2011-06-19T09:42:03 or maybe 24 moves over 24 hours rather. So you have a litle bit of flexibility 2011-06-19T09:42:36 btw. i have that tcp server running 2011-06-19T09:42:44 link? 2011-06-19T09:42:44 that would be like internet chess 2011-06-19T09:42:47 Of course with 4096x4096 maps, time management will still play a crucial role. And you 'll have to use your 4 terabyte of memory wisely. 2011-06-19T09:42:48 so some testing is appreciated 2011-06-19T09:42:54 ;) 2011-06-19T09:42:59 uhiainen.dyndns.org:992 for games 2011-06-19T09:43:02 991 for browsing 2011-06-19T09:43:28 Hey in twenty years from now, my usb-key will be able to host the challenge. 2011-06-19T09:43:38 not to speak of my micro-wave 2011-06-19T09:43:52 damn, now i need a bot to run 2011-06-19T09:44:09 1 / 7 2011-06-19T09:44:13 i hope the beta will reach an end at this point. 2011-06-19T09:45:05 2 / 7 2011-06-19T09:46:37 my wild guess is that next game is played within an hour 2011-06-19T09:46:39 :) 2011-06-19T09:48:03 ahh, need to start the client without http prefix, of course 2011-06-19T09:48:46 *** stocha has quit IRC (Ping timeout: 252 seconds) 2011-06-19T09:49:25 "./tcpclient.py uhiainen.dyndns.org 992 antbot cpp_starter 20" what's wrong there? 2011-06-19T09:49:39 doublespaces? 2011-06-19T09:50:08 ./antbot ? 2011-06-19T09:50:41 "./tcpclient.py uhiainen.dyndns.org 992 ./antbot cpp_starter 20" still errors, am i meant to have more than just the tcp client file? 2011-06-19T09:51:04 no 2011-06-19T09:51:09 what errors ? 2011-06-19T09:51:29 No such file or directory 2011-06-19T09:51:46 your prob ;) 2011-06-19T09:52:15 bot not found, i guess 2011-06-19T09:53:55 ;( 2 seconds timeout might not be enough 2011-06-19T09:54:19 yes. 2011-06-19T09:54:28 i'll try a bit higher 2011-06-19T09:54:33 kill it for now 2011-06-19T09:54:42 ;( 2011-06-19T09:56:37 another try 2011-06-19T09:57:13 going much better 2011-06-19T09:58:27 the stupid thing is, if one bot out of 10 botches, all have to wait for the whole timeout for the rest of the game 2011-06-19T09:58:56 fuu 2011-06-19T09:58:57 :( 2011-06-19T09:59:16 since you can't say what happened there. 2011-06-19T09:59:49 rabidus eliminated, cell0, cell2 and berak timed out 2011-06-19T10:00:46 well, you got eaten. 2011-06-19T10:01:16 *** coastwise has joined #aichallenge 2011-06-19T10:06:34 that game is still running? 2011-06-19T10:06:38 ah, no 2011-06-19T10:06:55 otherwise, you don't get punished for timing out on the official one, it's just your bad, your moves get ignored 2011-06-19T10:07:28 yes, still running, 112 2011-06-19T10:08:03 :D 2011-06-19T10:08:10 what about 200 turn limit ? 2011-06-19T10:08:22 nah.. 2011-06-19T10:08:22 what did you set ? 2011-06-19T10:08:28 2000 ;) 2011-06-19T10:08:34 and 10 seconds 2011-06-19T10:08:52 .. do the math ;( 2011-06-19T10:09:18 :D 2011-06-19T10:11:22 what you want is a way to give the bots one time limit and have the tcp server use another 2011-06-19T10:11:33 so bots think they have a second, but for network reasons they have more 2011-06-19T10:11:54 how would you do that ? 2011-06-19T10:12:38 dunno :p 2011-06-19T10:12:59 loop checks every .1 sec for input, looks at the games, checks last turn time 2011-06-19T10:13:48 pretty much mcleopolds skeleton still 2011-06-19T10:16:20 *** Accoun has quit IRC (Read error: Connection reset by peer) 2011-06-19T10:16:49 *** Naktibalda has quit IRC (Ping timeout: 250 seconds) 2011-06-19T10:19:21 *** Accoun has joined #aichallenge 2011-06-19T10:21:45 lol writing up my multitarget a* food collection is a pita 2011-06-19T10:26:49 games, games, i want some games! 2011-06-19T10:29:25 antimatroid: what is pita? 2011-06-19T10:29:32 pain in the ass 2011-06-19T10:29:37 last i checked its a turkish bread? for gyros 2011-06-19T10:31:12 it's just white meal. eat a lot of those and see 2011-06-19T10:31:51 meal for whites? 2011-06-19T10:31:53 :p 2011-06-19T10:32:57 and writing a singletarget a* is a pita for me 2011-06-19T10:33:10 *** smellyhippy has quit IRC (Quit: Take your stinking clause off me you damn dirty predicate!) 2011-06-19T10:33:35 *** smellyhippy has joined #aichallenge 2011-06-19T10:33:35 *** smellyhippy has joined #aichallenge 2011-06-19T10:33:50 anyone know much about priority_queues in c++? 2011-06-19T10:34:02 http://www.cplusplus.com/reference/stl/priority_queue/ that page makes it sound like it orders it with less by default 2011-06-19T10:34:13 but i swear it orders it be greater by default :\ 2011-06-19T10:35:09 no it is 2011-06-19T10:35:17 i have less/greater around the wrong way for some reason 2011-06-19T10:37:20 this example: http://www.cplusplus.com/reference/stl/priority_queue/top/ seem clarify that .top() return the greatest element 2011-06-19T10:38:05 but I think priority queue on your class need that < is definited 2011-06-19T10:38:14 carlop: but if you define it as "priority_queue, greater >" then it will return top() as the smallest value 2011-06-19T10:38:19 and vice versa for less 2011-06-19T10:38:26 which seems counterintuitive to me? :s 2011-06-19T10:38:36 *** smippy has joined #aichallenge 2011-06-19T10:38:46 and it's a queue, wtf is it called top()? 2011-06-19T10:38:51 c++ i am dissapoint! 2011-06-19T10:39:13 *** smellyhippy has quit IRC (Quit: Take your stinking clause off me you damn dirty predicate!) 2011-06-19T10:39:13 *** smippy is now known as smellyhippy 2011-06-19T10:40:05 carlop: doesn't that seem counterintuitive the way greater and less work? 2011-06-19T10:41:37 priority_queue, greater > t, t.top() returns the least element in the queue 2011-06-19T10:41:37 priority_queue, less > t, t.top() returns the greatest element in the queue 2011-06-19T10:42:07 i usualy use set for extract minimal / maximal elemene, stack for LIFO and queue for FIFO 2011-06-19T10:43:03 yes i need a priority_queue of FoodSearch structs that orders them with the < operator and spits out the smallest valued one first :P 2011-06-19T10:43:28 i think i want priority_queue, greater > but that seems counterintuitive :P 2011-06-19T10:44:54 you can use set, can still insert element / erase element fast, and extract the minimal element with *SET.begin() 2011-06-19T10:45:50 true 2011-06-19T10:45:53 or priority_queue with greater, yes 2011-06-19T10:46:00 is either faster? 2011-06-19T10:46:02 a bit counterintuitive 2011-06-19T10:47:04 don't know, set i think depend on the order you do the operation 2011-06-19T10:47:11 i'm surprised the underlying container is usually a vector 2011-06-19T10:47:24 i would have expected it to be a set 2011-06-19T10:47:29 or something like it 2011-06-19T10:47:54 would priority_queue, greater > basically be the same as just using a set? 2011-06-19T10:48:05 sorry, maybe set is faster, but depend a lot on how many operation you need do to (how many push, how many .top, etc) 2011-06-19T10:48:26 it's a search queue for a* 2011-06-19T10:49:54 the shocking thing with trueskill is: it never looks at the scores, only at the ranking from a game. so it makes no difference, if you won a game in 20000 turns with a meager 5 ants(all your opponents botched), or in 50 turns (ate all of them in record time) 2011-06-19T10:51:05 berak: It's amazing how simple it is. It's especially cool that in team-based multiplayer, it does not matter which players on the team contributed the most: if your team wins, you win. (This discourages behaviours in which one player tries to maximize his score at the expense of his team.) 2011-06-19T10:51:30 berak: we've had a similar thing previously 2011-06-19T10:51:33 (i think 2011-06-19T10:51:36 hmm teams.. 2011-06-19T10:53:02 you mean discussion about rankings, here ? 2011-06-19T10:54:17 and any lisp user will hate you for not closing that bracket 2011-06-19T10:54:19 berak: I mean that in a more general applicable of TrueSkill (e.g. Xbox Live, for which it was pioneered), it has interesting desirable properties for team play, despite the algorithm being incredibly simple. 2011-06-19T10:54:27 berak: ((( 2011-06-19T10:54:36 aaaaaaa 2011-06-19T10:55:34 hey, i'm not critisizing that idea, it just has some funny aspects 2011-06-19T10:55:51 Rabidus: i have started my bot to play on your tcp server 2011-06-19T10:55:59 i see 2011-06-19T10:56:12 you need 4 buddies :) 2011-06-19T10:56:25 ok, i'm in. 3 buddies 2011-06-19T10:57:42 berak: It's unusual, but I think it's actually a good thing. All that matters should be winning. If you won by a lot because you're really awesome, then presumably you're also awesome enough to win a lot of games. But if you beat someone really easy, you don't want a disproportionate amount of reward. 2011-06-19T10:58:28 (If you can't tell, I <3 TrueSkill.) 2011-06-19T10:58:37 antimatroid: seem that if you always need only the top-most element, priority_queue is better cause use less space (and less time for allocating this space) 2011-06-19T10:59:31 jbroman, i'll side that. 2011-06-19T11:00:17 rabidus: i start second version 2011-06-19T11:00:20 carlop: i think i'll stick to priques :) 2011-06-19T11:00:27 hey, one moar 2011-06-19T11:00:32 also, i wish they'd called them prique 2011-06-19T11:00:32 ;) 2011-06-19T11:00:52 like integer prick ? 2011-06-19T11:01:01 prique = priority_queue 2011-06-19T11:01:37 I like "pqueue" better than "prique". 2011-06-19T11:01:51 but prique sounds like prick! 2011-06-19T11:02:07 Though honestly I like that they do spell it out. 2011-06-19T11:02:45 antimatroid: Also, you could typedef it. :P 2011-06-19T11:03:07 i could, but i like to keep things standard where possible :P 2011-06-19T11:03:17 And become one of those people whose types look like m< v, p >. 2011-06-19T11:03:41 don't tempt me :P 2011-06-19T11:04:13 Also, the need to put that space between the two > symbols in C++ looks wrong to me. I understand why (and I think it's changed in C++0x), but it bugs me. 2011-06-19T11:04:31 rabidus: i see the game has started, but only of my bots show the turns passing in his starting console 2011-06-19T11:04:36 I want to be able to say map>, not map >. 2011-06-19T11:05:43 jbroman: i don't like it either 2011-06-19T11:06:04 i would love to have vector> 2011-06-19T11:06:51 latest standard has it 2011-06-19T11:07:04 Apparently the problem is that it gets tokenized as "vector, less than sign, vector, less than sign, int, right shift". But C++0x adjusts this (at the cost of some parser complexity). 2011-06-19T11:07:19 i don't mind parser complexity 2011-06-19T11:07:25 i don't have anything big enough to take too long 2011-06-19T11:07:53 locutus2: your bot is timing out on every turn 2011-06-19T11:07:54 i should ramp up my c++ understanding some time 2011-06-19T11:08:03 i've just been picking pieces up as i go 2011-06-19T11:13:10 rabidus: it is the bot locutus_v12? their i see as last the info message for waiting to more players 2011-06-19T11:13:26 lol, yes 2011-06-19T11:13:33 2011-06-19 18:11:44,184 - game.Ants - WARNING - game 3 turn 120 : locutus_v12 timed out ! 2011-06-19T11:14:26 ok i cancel it and restart for next game 2011-06-19T11:15:36 Rabidus: cancel all and make it 3 secs timeout, 400 turns, maybe 2011-06-19T11:15:52 i made it to 5 sec timeout and 350 turns 2011-06-19T11:15:58 k. 2011-06-19T11:16:08 and it is running with that setup now 2011-06-19T11:16:30 1/2 hour per game 2011-06-19T11:16:34 :p 2011-06-19T11:17:29 per player 2011-06-19T11:24:22 Rabidus: finland ? http://i.imgur.com/6p2D4.png 2011-06-19T11:25:41 yes 2011-06-19T11:25:41 that's probably only the last router 2011-06-19T11:31:25 http://i.imgur.com/MEUWI.png 2011-06-19T11:32:20 1st game finished! win for locutus_v11 2011-06-19T11:34:57 :D 2011-06-19T11:35:36 that webserver is very very slow for some reason 2011-06-19T11:36:05 we're all going to look like those zz-top guys, playing like that 2011-06-19T11:36:47 is the second game already started? 2011-06-19T11:38:27 as i restarted locutus_v11 direct after the last game its says 1 player is missing 2011-06-19T11:42:14 *** locutus2 has quit IRC () 2011-06-19T11:42:36 *** locutus2 has joined #aichallenge 2011-06-19T11:42:39 i have a* food collection running 2011-06-19T11:44:54 *** olexs has joined #aichallenge 2011-06-19T11:45:18 carlop: http://pastebin.com/qKYCb124 :P 2011-06-19T11:45:41 *** sigh has joined #aichallenge 2011-06-19T11:46:13 sigh: http://pastebin.com/qKYCb124 :P 2011-06-19T11:46:38 it still needs a lot of work, but that's my first debug thing from a* with multiple targets/sources 2011-06-19T11:51:19 derp, that bottom thing is broken :P 2011-06-19T11:59:13 invalid player socket for locutusv12 and v11 2011-06-19T12:02:26 rabidus: something must be wrong with the connection or the tcpclient.py 2011-06-19T12:11:39 maybe inserting : if ! line: continue in line 71 helps, (the client did not get a server response in time) 2011-06-19T12:12:22 if not line: continue 2011-06-19T12:17:00 *** berak has quit IRC (Ping timeout: 255 seconds) 2011-06-19T12:17:26 *** berak has joined #aichallenge 2011-06-19T12:17:43 lol, my own connection just died 2011-06-19T12:17:54 *** nux67 has quit IRC (Quit: Page closed) 2011-06-19T12:26:17 *** Naktibalda has joined #aichallenge 2011-06-19T12:30:43 *** Naktibalda has quit IRC (Remote host closed the connection) 2011-06-19T12:31:11 *** Naktibalda has joined #aichallenge 2011-06-19T12:34:33 *** jarnev has joined #aichallenge 2011-06-19T12:38:49 *** jarnev has quit IRC (Client Quit) 2011-06-19T12:39:57 i think my connection is bad. some debug-code shows its waiting on data from the server 2011-06-19T12:41:35 i think i try it tomorrow from work from my second notebook 2011-06-19T12:41:57 so i have it handled during the planetwars contest 2011-06-19T12:43:29 From the tcp server, I am getting: INFO: invalid: ['o 89 35 e\no 88 35 e # incorrectly formatted order'] 2011-06-19T12:44:08 however, I checked the output and it's giving newlines, not \n 2011-06-19T12:45:44 also, I'm outputting capital letters for the directions and they are being changed to lowercase in the feedback 2011-06-19T12:45:54 yup, that have i seen to, despite that in this direction was no water compared with my logfile 2011-06-19T12:49:42 ahh, might have to check \r\n vs \n 2011-06-19T12:52:42 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has joined #aichallenge 2011-06-19T12:57:28 all in all, thanks for trying ! 2011-06-19T13:06:59 *** smiley1983 has quit IRC (Quit: leaving) 2011-06-19T13:31:50 *** amstan has joined #aichallenge 2011-06-19T13:31:50 *** ChanServ sets mode: +o amstan 2011-06-19T13:43:38 *** RPleonasm has joined #aichallenge 2011-06-19T13:46:39 Hey guys, has anyone successfully used the play_one_game.cmd script included in tools.zip? 2011-06-19T13:46:54 I had to make a few changes to it for it to work 2011-06-19T13:48:11 RPleonasm: yes, i know about that. the folder structure differs between tools.zip and the git repo 2011-06-19T13:48:40 Ah ok, that would make sense 2011-06-19T14:23:42 *** stocha has joined #aichallenge 2011-06-19T14:32:48 *** mceier has joined #aichallenge 2011-06-19T14:37:23 it would be nice to have the number of game played for each bot, as well as the date of play for each game. 2011-06-19T14:44:12 would there be an easy way to swap, or change the colors ? 2011-06-19T14:44:19 so the user can affect colors to bot. 2011-06-19T14:44:23 in the visualizer 2011-06-19T14:44:28 *** Naktibalda has quit IRC (Quit: ChatZilla 0.9.87 [Firefox 4.0.1/20110518052719]) 2011-06-19T14:52:45 *** sigh has quit IRC (Quit: This computer has gone to sleep) 2011-06-19T14:53:12 strong and peacefull bot are a problem : they tend to favor weaker peacefull bots, and crush aggressives weaker opponents 2011-06-19T14:53:33 so it helps the rating not being transitive 2011-06-19T14:54:57 why are there only a hundred bots on the beta server. 2011-06-19T14:55:16 shouldn't it be done a bit of beta has started advertising ? 2011-06-19T14:55:35 although arguably that's enough for the computing power the server has 2011-06-19T14:55:58 what about making a scoring based on how much time bot took for each turn ? 2011-06-19T14:56:08 they could earn some bonus point if they go quick ? 2011-06-19T14:57:09 a case of stalemate between peacefull bots : http://aichallengebeta.hypertriangle.com/visualizer.php?game=28039&user=107 2011-06-19T14:57:47 the game seems decided after turn 350 though. 2011-06-19T15:04:09 rare thing, isntt it ? in most of the games, there's a clear winner from tune ~200 onwards 2011-06-19T15:04:26 oh, typo 2011-06-19T15:04:47 tune in, turn on, drop out ! 2011-06-19T15:04:55 in most games with a top bot (they are aggressiv) and usually there at most one other strong bot, the game plays out pretty quick. 2011-06-19T15:05:53 but there is a life for medium bot also. some are pacific. (the current stocha account try to run a pacific version of the stocha_greedy_ref bot) 2011-06-19T15:08:08 *** RPleonasm has quit IRC (Ping timeout: 252 seconds) 2011-06-19T15:10:22 *** stocha has quit IRC (Quit: Page closed) 2011-06-19T15:11:19 *** Marknet has joined #aichallenge 2011-06-19T15:12:08 * berak 'd like to be, under the sea .. 2011-06-19T15:24:46 *** olexs1 has joined #aichallenge 2011-06-19T15:25:29 merdre, did i chase him away ? anyway they aren't peaceful, nor pacific at all, just .. desorientated 2011-06-19T15:27:22 *** amstan has quit IRC (Ping timeout: 246 seconds) 2011-06-19T15:27:38 *** olexs has quit IRC (Ping timeout: 276 seconds) 2011-06-19T15:27:49 *** locutus2 has quit IRC (Ping timeout: 240 seconds) 2011-06-19T15:31:37 *** Accoun has quit IRC () 2011-06-19T15:32:48 *** mcstar has left #aichallenge ("WeeChat 0.3.5") 2011-06-19T15:40:31 *** onensora has joined #aichallenge 2011-06-19T15:43:56 *** Accoun has joined #aichallenge 2011-06-19T16:00:12 *** berak has quit IRC (Ping timeout: 255 seconds) 2011-06-19T16:00:40 *** carlop has quit IRC (Ping timeout: 258 seconds) 2011-06-19T16:00:48 *** choas has joined #aichallenge 2011-06-19T16:09:56 *** Redgis has joined #aichallenge 2011-06-19T16:11:33 *** onensora has quit IRC (Ping timeout: 264 seconds) 2011-06-19T16:11:37 *** RPleonasm has joined #aichallenge 2011-06-19T16:12:52 It might be useful to change the play_one_game.cmd script to accept long file names, as it currently breaks in folders with spaces 2011-06-19T16:13:07 Example of fixed script : http://pastebin.com/tusThQcF 2011-06-19T16:13:29 *** onensora has joined #aichallenge 2011-06-19T16:21:11 *** zeLark has joined #aichallenge 2011-06-19T16:35:06 *** RPleonasm has quit IRC (Quit: Page closed) 2011-06-19T16:37:48 *** locutus2 has joined #aichallenge 2011-06-19T16:39:57 *** sigh has joined #aichallenge 2011-06-19T16:53:05 *** choas has quit IRC (Quit: leaving) 2011-06-19T16:53:35 tcp server crashed for unknown reason 2011-06-19T16:53:39 but is up and running again 2011-06-19T16:59:24 *** Palmik has quit IRC (Remote host closed the connection) 2011-06-19T17:13:27 <_flag> There's a tcp server? Or do you just mean the beta server? 2011-06-19T17:18:47 <_flag> Found it, nevermind 2011-06-19T17:18:56 <_flag> https://github.com/berak/TCPServer 2011-06-19T17:19:06 <_flag> Do the games get saved somewhere? 2011-06-19T17:27:18 <_flag> Rabidus: Is the browsing feature of your server up? I can't access it 2011-06-19T17:52:57 *** smippy has joined #aichallenge 2011-06-19T17:53:14 *** smellyhippy has quit IRC (Ping timeout: 276 seconds) 2011-06-19T17:53:14 *** smippy is now known as smellyhippy 2011-06-19T18:00:54 *** ltriant has joined #aichallenge 2011-06-19T18:04:40 *** Redgis has quit IRC (Quit: ... mains libres) 2011-06-19T18:04:50 *** Marknet has quit IRC (Quit: Page closed) 2011-06-19T18:07:14 *** zaphus has joined #aichallenge 2011-06-19T18:11:34 hey, where'd the ai-contest website go ? something bad happen ? 2011-06-19T18:23:24 *** olexs1 has quit IRC (Quit: Leaving.) 2011-06-19T18:24:33 *** zaphus has quit IRC (Quit: Page closed) 2011-06-19T18:25:47 *** Zaphus has joined #aichallenge 2011-06-19T18:26:07 worst 2000 move game ever: http://aichallengebeta.hypertriangle.com/visualizer.php?game=28142 2011-06-19T18:37:43 *** computerwiz_222 has joined #aichallenge 2011-06-19T18:41:32 *** Zaphus has quit IRC (Ping timeout: 252 seconds) 2011-06-19T18:56:33 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has quit IRC (Quit: Lost terminal) 2011-06-19T18:58:12 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has joined #aichallenge 2011-06-19T18:59:38 *** antimatroid has quit IRC (Read error: Connection reset by peer) 2011-06-19T18:59:48 *** antimatroid has joined #aichallenge 2011-06-19T19:26:46 *** locutus2 has quit IRC (Ping timeout: 260 seconds) 2011-06-19T19:46:45 *** MuTa-ofd00m has quit IRC (Quit: Bye) 2011-06-19T19:52:08 <_flag> Is the worker for the beta down? I haven't seen any games played in a long time 2011-06-19T20:07:26 yeah, just found that it was. fixing bug and bringing it back up now 2011-06-19T20:08:44 aichallenge: janzert epsilon * r1c84fe7 / worker/worker.py : Errors list may include nonstring elements (specifically at least None) - http://bit.ly/migLKx 2011-06-19T20:08:44 aichallenge: janzert epsilon * r4933380 / (20 files): Merge branch 'epsilon' of github.com:aichallenge/aichallenge into epsilon - http://bit.ly/kvd5lj 2011-06-19T20:09:08 *** amstan has joined #aichallenge 2011-06-19T20:09:08 *** ChanServ sets mode: +o amstan 2011-06-19T20:09:37 amstan: see ai-contest.com is down again? 2011-06-19T20:09:50 ugh.. 2011-06-19T20:09:51 wtf? 2011-06-19T20:10:03 do you remember what I had to do to fix it last time? 2011-06-19T20:10:24 I could scrounge around again, but... :( 2011-06-19T20:10:36 it was just an apache thing from what i remember 2011-06-19T20:10:52 yeah, I remember it was something with the apache configuration getting changed 2011-06-19T20:10:57 I don't remember what specifically 2011-06-19T20:11:01 yes 2011-06-19T20:11:18 the managing thing that the vps offers edits the apache files directly 2011-06-19T20:12:03 yeah, I was kind of guessing that and I have a feeling that whatever got changed there is going to get reapplied now every time jeff makes a change 2011-06-19T20:12:15 so the real fix is going to have to be changing that back 2011-06-19T20:12:27 "Your call has been forwarded..." 2011-06-19T20:13:44 @topic 2011-06-19T20:13:44 amstan: Official Google AI Challenge: http://ai-contest.com/ || Channel Logs: http://contestbot.hypertriangle.com/ || Code Repo: http://github.com/aichallenge/aichallenge || Beta testers needed: http://aichallengebeta.hypertriangle.com/ (amstan) || Launch Preparation Meeting http://bit.ly/kYYbD4 (amstan) 2011-06-19T20:17:52 ugh.. 2011-06-19T20:18:08 i was just about to post the same email in the behind the scenes forums, but then i realized that it's offline 2011-06-19T20:20:14 janzert: i wouldn't bother anymore, i don't think this would have changed on its own 2011-06-19T20:20:20 i think it was jeff making changes 2011-06-19T20:20:34 we'll just talk to him tomorrow at the meeting 2011-06-19T20:20:38 ok 2011-06-19T20:21:45 ugh.. it was the wrong number the whole time.. 2011-06-19T20:21:50 antimatroid: just added your new maps to the beta server rotation 2011-06-19T20:21:55 how the hell am i supposed to contact him any other way? 2011-06-19T20:25:22 about 2 hours of sleep for me last night, so bedtime for me 2011-06-19T20:26:05 janzert: yeah, good idea 2011-06-19T20:26:29 *** FireFly has quit IRC (Quit: swatted to death) 2011-06-19T20:34:28 *** george1914 has quit IRC (Ping timeout: 252 seconds) 2011-06-19T20:35:47 *** pvarga has joined #aichallenge 2011-06-19T20:44:33 *** pvarga has quit IRC (Quit: pvarga) 2011-06-19T20:48:55 aichallenge: janzert epsilon * r2197950 / manager/sql.py : Don't enable disabled maps when adding new maps - http://bit.ly/iumNk2 2011-06-19T21:01:07 janzert: you were supposed to be sleeping, lol 2011-06-19T21:22:06 *** mceier has quit IRC (Quit: leaving) 2011-06-19T21:30:44 janzert: :) 2011-06-19T21:42:14 doesn't look like the new maps have been given any games? 2011-06-19T22:01:55 *** amriedle has joined #aichallenge 2011-06-19T22:07:39 *** nann has joined #aichallenge 2011-06-19T22:11:27 *** Apophis_ has quit IRC (Ping timeout: 255 seconds) 2011-06-19T22:18:03 http://aichallengebeta.hypertriangle.com/visualizer.php?game=28215&user=6 2011-06-19T22:18:06 that game has a smaller map 2011-06-19T22:19:07 <_flag> I think I may no what's causing the match-making issue 2011-06-19T22:19:18 <_flag> The same player appears to be getting chosen as the seed each time 2011-06-19T22:19:45 <_flag> That player is currently xtile2 2011-06-19T22:19:49 <_flag> http://aichallengebeta.hypertriangle.com/profile.php?user=211 2011-06-19T22:22:06 <_flag> janzert: ping 2011-06-19T22:28:48 _flag: he's asleep 2011-06-19T22:39:26 *** onensora has quit IRC () 2011-06-19T22:46:50 *** amstan_ has joined #aichallenge 2011-06-19T22:46:51 *** ChanServ sets mode: +o amstan_ 2011-06-19T23:09:25 <_flag> Well in that case, I made an issue: https://github.com/aichallenge/aichallenge/issues/192 2011-06-19T23:54:22 *** amstan_ has quit IRC (Ping timeout: 240 seconds)