2011-06-27T00:00:05 consider the case where b is reflected horizontally to a 2011-06-27T00:01:05 if there's an uneven number of columns, they can skip to every square by moving 2 cols at a time, if there are an even number of rows, they skip into columns that can't land on each other and fill the row 2011-06-27T00:01:27 you just put a restriction 2011-06-27T00:01:45 i don't see how you can have an even number of columns/rows when the maze has to be even 2011-06-27T00:01:54 uneven* 2011-06-27T00:02:20 .a.b. 2011-06-27T00:02:28 that is symmetric horizontally with 5 cols yes? 2011-06-27T00:02:47 yes, but for a maze you cannot have that 2011-06-27T00:03:07 mazes are lame :( 2011-06-27T00:03:20 or.. you can make a special case for the edges 2011-06-27T00:04:46 yes.. that would work 2011-06-27T00:05:08 you know how you have mostly walls on the right side of ########### 2011-06-27T00:05:12 http://ants.zeroviz.us/KHFUK/* 2011-06-27T00:05:23 without the * 2011-06-27T00:05:40 mostly walls where? 2011-06-27T00:05:47 on the last column 2011-06-27T00:05:56 26 Jun 8:47 Was my last game where I didn't time out. The next game at : 26 Jun 9:12 is timing out. Every C# bot is timing out. 2011-06-27T00:06:00 no more than any other column :P 2011-06-27T00:06:10 well, every second column :P 2011-06-27T00:06:29 the first column has vertical corridors as well, so it's mostly empty 2011-06-27T00:06:39 and the last one is mostly walls 2011-06-27T00:06:56 I lie, the game at 26 Jun 9:54 seemed to go alright. And then from that point on, every game has timed out. 2011-06-27T00:07:11 when the map wraps, you don't necessarly have to keep that more walls/less walls pattern 2011-06-27T00:07:17 you could just double one of them 2011-06-27T00:07:36 the problem is that it won't work for your translational symmetry types anymore 2011-06-27T00:07:45 since it won't be symmetric then 2011-06-27T00:07:50 but it will for rotational and mirror 2011-06-27T00:09:20 amstan: i think that would happen already, except my get location function has no problems passing off one side of the map 2011-06-27T00:09:34 ? 2011-06-27T00:09:46 i'm not really familiar with the mapgen 2011-06-27T00:09:51 so i don't know its perks 2011-06-27T00:10:54 *** Kingpin13 has joined #aichallenge 2011-06-27T00:11:04 if i get the location 2 west from a location on the right wall, i'm not going to get the first location on the left without severely hacking the get location function 2011-06-27T00:11:13 2 east :P 2011-06-27T00:13:15 what? 2011-06-27T00:14:04 amstan: you're saying double the fist and last column yes? 2011-06-27T00:14:10 the problem is, get location doesn't know that 2011-06-27T00:14:40 make the map first, then at the end do it 2011-06-27T00:14:58 i have generalised all the getting symmetric location stuff to writing general map generators for the symmetry types 2011-06-27T00:15:06 but actual mazes are sounding way too hard 2011-06-27T00:15:17 it would require like a separate function for each type of symmetry 2011-06-27T00:15:23 so what's wrong with just limiting mazes to even numbers only 2011-06-27T00:15:34 that doesn't fix my problem 2011-06-27T00:15:48 how did you get http://ants.zeroviz.us/KHFUK/ then? 2011-06-27T00:16:08 that's a tile map, the rotationals aren't reflected 2011-06-27T00:16:23 consider a..b 2011-06-27T00:16:33 oh, now i get it 2011-06-27T00:16:50 so.. i still don't understand how you get from a normal map to a symmetric map? 2011-06-27T00:17:06 one way wants to use uneven, but the other way wants even 2011-06-27T00:17:10 do you flip it then OR all the water? 2011-06-27T00:17:29 when i add land, i get all symmetrically equivalent locations and add land 2011-06-27T00:17:50 ic, so it is ORing all the land 2011-06-27T00:18:00 yep 2011-06-27T00:18:18 so why can't you just stop your generator when you get halfway? so you only go one pass everywhere 2011-06-27T00:18:28 let the symmetry fill the rest 2011-06-27T00:18:50 i am doing one pass everywhere 2011-06-27T00:19:00 but the map requires every second one of those to be empty 2011-06-27T00:19:08 when you do that for both players, that's the entire row/col 2011-06-27T00:19:28 #define mapsize 10x10 2011-06-27T00:19:58 #define symmetrytype mirror 2 player 2011-06-27T00:20:30 yes, but from what i understand you're generating a 10x10 unsymmetric maze first, then you're flipping it around the middle and adding it to the unflipped 2011-06-27T00:20:41 having land wherever either maps have land 2011-06-27T00:20:59 why don't you just generate a 10x5 unsymmetric maze, keep the other 10x5 water? 2011-06-27T00:21:37 http://ants.zeroviz.us/COxEJ/ :P 2011-06-27T00:22:29 what was the original maze though? 2011-06-27T00:23:04 disable the "i get all symmetrically equivalent locations and add land" part and show me the resulting map 2011-06-27T00:23:46 the problem is it's a bit of work to give you both :P 2011-06-27T00:23:56 actually, give me a minute 2011-06-27T00:26:18 http://ants.zeroviz.us/TrvNo/ 2011-06-27T00:26:18 http://ants.zeroviz.us/zbZ1o/ 2011-06-27T00:26:25 you'll need to move it if you want the ants in the same place 2011-06-27T00:26:30 it was too much effort to fix that 2011-06-27T00:27:07 do you have a text version? 2011-06-27T00:27:16 oh 2011-06-27T00:27:17 found it 2011-06-27T00:31:17 amstan: http://asciipaint.com/viewImages.php?i=672 i want to do mazes like that with dfs carves into the map 2011-06-27T00:31:21 antimatroid: http://pastebin.com/XBkM1HxU 2011-06-27T00:31:34 but it's really hard to do, and i want it to be done with like nxn blocks :\ 2011-06-27T00:33:35 antimatroid: http://pastebin.com/Gu2iPTWr 2011-06-27T00:33:37 amstan: but is there an easy way for my to do that for all types of symmetry :P 2011-06-27T00:34:01 antimatroid: not sure, you have to crop it based on how the symmetry does it 2011-06-27T00:34:11 if the symmetry already took care of a block, don't fill it 2011-06-27T00:34:36 antimatroid: http://pastebin.com/Z8LyH3rt 2011-06-27T00:35:52 i didn't even realize you were doing OR for the land before 2011-06-27T00:36:07 i guess it doesn't really matter much for the other maps, unless you get to these pattern maps 2011-06-27T00:37:13 OR? 2011-06-27T00:39:50 as in.. generating the map while symmetry was in effect 2011-06-27T00:39:57 or generating the whole map with the symmetry on 2011-06-27T00:40:18 when i did this for tron i only worried about half the map 2011-06-27T00:40:29 i will try to work out how to do that 2011-06-27T00:40:43 but seems complicated with all the symmetries to me 2011-06-27T00:40:48 i might be able to just find a basis 2011-06-27T00:40:59 i can't believe we did the tron mapgen in c, lol 2011-06-27T00:41:07 pgpaskar_: remember those times? 2011-06-27T00:41:13 i wish i could do the mapgen in c++ :( 2011-06-27T00:41:18 it would be a lot neater too :P 2011-06-27T00:42:46 amstan: i think the basis idea will work :\ 2011-06-27T00:43:42 i might just try it and see what happens 2011-06-27T00:46:03 *** okayzed is now known as okay 2011-06-27T01:01:48 *** Pyronaut has quit IRC (Ping timeout: 252 seconds) 2011-06-27T01:02:31 amstan: http://ants.zeroviz.us/oUxfS/ that seems to have worked 2011-06-27T01:02:43 one problem is now some of the maze becomes not connected 2011-06-27T01:02:50 but i can potentially flood fill those parts 2011-06-27T01:09:33 *** okay is now known as okayzed 2011-06-27T01:11:35 amstan: any idea about what to do about the now disconnected regions? :P 2011-06-27T01:12:07 generate the maze with restricted dimensions 2011-06-27T01:14:41 ? 2011-06-27T01:15:14 oh build the map on the basis set? 2011-06-27T01:15:21 i think i can do that with a little bit of work 2011-06-27T01:15:47 like with our reflected map, if i move east to the other players side, it needs to change direction? 2011-06-27T01:17:20 alright, i'm gonna go get some food then start another rewrite 2011-06-27T01:17:21 wow, nice 2011-06-27T01:17:23 that will take some effort 2011-06-27T01:29:39 *** stocha has joined #aichallenge 2011-06-27T01:30:24 janzert: Wolrld war one at version http://aichallengebeta.hypertriangle.com/visualizer.php?game=40320&user=107 (1500 turns seems too short for those slow bots ) 2011-06-27T01:32:44 @later tell zaphus: here is a game of a 256x256 map capable bot (http://aichallengebeta.hypertriangle.com/visualizer.php?game=40320&user=107) It's very sloow. But cool looking still. Not very strong though :'( 2011-06-27T01:32:44 stocha: OK 2011-06-27T01:36:31 *** stocha has quit IRC (Quit: Page closed) 2011-06-27T01:56:02 *** Apophis_ has joined #aichallenge 2011-06-27T02:00:03 *** nann has quit IRC (Ping timeout: 255 seconds) 2011-06-27T02:00:09 *** Apophis has quit IRC (Ping timeout: 264 seconds) 2011-06-27T02:00:27 *** Apophis has joined #aichallenge 2011-06-27T02:03:25 *** Palmik has joined #aichallenge 2011-06-27T02:37:29 *** foRei has quit IRC (Quit: Bye) 2011-06-27T02:54:30 *** Kingpin13 has quit IRC (Ping timeout: 255 seconds) 2011-06-27T02:56:11 *** gobang has joined #aichallenge 2011-06-27T02:56:41 *** gobang has joined #aichallenge 2011-06-27T02:57:09 2011-06-27T03:04:14 *** GeorgeSebastian has joined #aichallenge 2011-06-27T03:04:15 *** GeorgeSebastian has joined #aichallenge 2011-06-27T03:32:07 *** ltriant has quit IRC (Quit: Computer has gone to sleep) 2011-06-27T03:39:57 *** amstan has quit IRC (Ping timeout: 255 seconds) 2011-06-27T03:45:06 http://ants.zeroviz.us/49v4Z/ 2011-06-27T03:51:58 *** UncleVasya has joined #aichallenge 2011-06-27T04:15:45 *** Naktibalda has joined #aichallenge 2011-06-27T04:31:15 *** dr- has joined #aichallenge 2011-06-27T04:50:09 *** sir_macelon has joined #aichallenge 2011-06-27T04:50:13 hi 2011-06-27T04:52:38 ðø 2011-06-27T04:52:40 seems i'm undenied at the top :) 2011-06-27T04:52:41 hi 2011-06-27T04:53:33 high flyer 2011-06-27T04:53:34 :D 2011-06-27T04:54:47 guess people are waiting for the official start of the contest 2011-06-27T04:56:24 nah 2011-06-27T04:56:31 you are just too good 2011-06-27T04:57:11 http://ants.zeroviz.us/2MGOq/ 2011-06-27T04:57:59 insane map? 2011-06-27T04:58:07 *** stocha has joined #aichallenge 2011-06-27T04:58:20 stocha: http://ants.zeroviz.us/2MGOq/ :P 2011-06-27T04:58:22 insane? 2011-06-27T04:58:34 it's sad to realize that if i do not win this thing, people won't get to see my interesting coding techniques and ideas 2011-06-27T04:58:39 quite ... interesting 2011-06-27T04:58:57 antimatroid: no we are talking about map maping :) 2011-06-27T04:59:04 antimatroid: congratulation anyway :) 2011-06-27T04:59:46 I'll try to play on it now :) 2011-06-27T04:59:46 antimatroid: now to tune this thing to have 3 width corridor (although blocking doesn't sound that practical in there :p ) 2011-06-27T04:59:48 that would be fun to play with that 2011-06-27T05:00:03 what are the dimensions ? 2011-06-27T05:00:34 i think my new bot would do quite fine on this one. And also my old reference bot probably. 2011-06-27T05:00:40 click the raw file 2011-06-27T05:00:41 i still need to get it working for all symmetry types 2011-06-27T05:00:48 there are restrictions on the dimensions for maze maps 2011-06-27T05:01:21 antimatroid: let's put an assymetric maze for show. you can always update it later to symetric one. 2011-06-27T05:01:26 where there any mazes already added to beta? 2011-06-27T05:01:31 i think people will be thrilled to try it as soon as possible :) 2011-06-27T05:01:43 sir_macelon: not yet 2011-06-27T05:01:50 besides, "maze" are probably quite fair anyway. 2011-06-27T05:01:58 especially bigs ones 2011-06-27T05:02:08 simply split the player, and it should do okay 2011-06-27T05:02:24 Although .... the "starting visible food" might break a bit there. 2011-06-27T05:02:52 What's the biggest map of the beta as for now ? 2011-06-27T05:03:14 no idea 2011-06-27T05:03:24 not above 120x120 2011-06-27T05:03:29 let's make a classical 128x128 for show also okay ? 2011-06-27T05:03:50 not really high on my list of things to do 2011-06-27T05:03:55 i'm trying to get this thing working 2011-06-27T05:04:10 antimatroid: okay you made good work. So i won't argue :) 2011-06-27T05:08:54 http://ants.zeroviz.us/BbT9O/ 2011-06-27T05:08:57 just because i can :P 2011-06-27T05:12:31 antimatroid: does the vizualizer manage it well ? 2011-06-27T05:12:45 i haven't played any games with it 2011-06-27T05:12:49 let's put it on the beat, and see how many bot times out :p 2011-06-27T05:12:54 that's a legitimate map if you take the raw file though 2011-06-27T05:13:44 antimatroid: now to use the room pattern, and make a smiley map. 2011-06-27T05:14:14 (instead of the sort of cross you have on this one) 2011-06-27T05:14:49 that map is way too big for the beta server 2011-06-27T05:15:04 it's like 307x307 2011-06-27T05:16:51 oh. make a small 256x256 one then :p 2011-06-27T05:19:16 i did a ridiculous one for you instead :P 2011-06-27T05:19:22 this thing is reasonably fast 2011-06-27T05:20:26 http://ants.zeroviz.us/vhf1b/ 2011-06-27T05:23:07 lol 2011-06-27T05:23:51 I wanna one of this on the betaserver too. For stocha's reason :) 2011-06-27T05:24:02 that's 1000x1000 :P 2011-06-27T05:24:08 and a friggin maze :P 2011-06-27T05:24:14 looking at this game, i think 1500 turn is important for weak bots 2011-06-27T05:24:15 http://aichallengebeta.hypertriangle.com/visualizer.php?game=40735&user=107 2011-06-27T05:24:59 antimatroid: i wonder if my current stocha implementation could play on this one and not time out (it slows down with map growing, and number of food seen) 2011-06-27T05:25:13 my bot might time out while path finding 2011-06-27T05:25:19 it's got a timer to check usually though 2011-06-27T05:25:29 you'd have to stretch my bot pretty far for it to timeout atm 2011-06-27T05:25:33 we ought to have big maps though. 2011-06-27T05:25:38 why? 2011-06-27T05:25:47 they just limit the amount of cool strategies people can try? 2011-06-27T05:25:52 because it's interesting to see how to handle them 2011-06-27T05:25:53 they aren't needed to get cool games 2011-06-27T05:26:13 antimatroid: so far i'm amazed at how many "fast runable" strategy i still have to try 2011-06-27T05:26:24 let's make them only 5% or even 1% 2011-06-27T05:26:32 but some people will like to handle them. 2011-06-27T05:26:35 *** onensora has joined #aichallenge 2011-06-27T05:26:39 i clearly have the means for that :) 2011-06-27T05:26:50 we will have a secondary tcp server with crazy maps 2011-06-27T05:27:04 because for some reasons, i puted this constraint on myself : my bot should have way to be the best on 256x256 maps 2011-06-27T05:27:05 we can go wild there with large maps, asymmetric maps, blockable maps, single corridor maze maps etc. 2011-06-27T05:27:17 (which happens to be the upper bound McLeopold gave me ...) 2011-06-27T05:27:33 we gave you an upper bound 2011-06-27T05:27:37 not a supremum 2011-06-27T05:27:58 antimatroid: the only ting that worries me, is the viewer. If the viewer break, then i agree that it start to be questionnable 2011-06-27T05:28:19 i'm amazed it handled even displaying 1000x1000 2011-06-27T05:28:19 if you think that small map make better games, i can understand. But don't suppress the large ones all together. 2011-06-27T05:28:49 antimatroid: you have the viewer not breaking, and then you have the ease of use / speed of display. 2011-06-27T05:29:15 On the current beta map, there is no problems i believe. But i want to find out what the upper bound is. For comfortable viewing. 2011-06-27T05:29:20 if you have 1% really large maps, then people doing cool strategies pretty much need to write an entirely separate bot just for those edge cases 2011-06-27T05:29:22 what's the point? 2011-06-27T05:29:29 why not just have them on the crazy maps server? 2011-06-27T05:29:29 then i'll probably advocate for that to be official upper bound. 2011-06-27T05:29:58 antimatroid: i want to show the performances i can achieves on those. 2011-06-27T05:30:08 why not do it on the crazy maps server? 2011-06-27T05:30:12 And beside, i feel my current strategy display is one of the coolest :p 2011-06-27T05:30:30 So currently, i would say that the only really cool strategy does work well on very big maps :p 2011-06-27T05:30:59 although it seems quite weak yet on small ones. I think i can get it quite high though. 2011-06-27T05:30:59 i think maze maps will be like having larger open maps anyway 2011-06-27T05:31:06 as paths will be longer between locations 2011-06-27T05:31:23 antimatroid: what i want to show, is that my bot can commande 7000 bots in 300 ms. 2011-06-27T05:31:23 although path finding will be quicker 2011-06-27T05:31:28 7000 ants. 2011-06-27T05:31:28 because you have less places to look 2011-06-27T05:31:32 a* will be slower 2011-06-27T05:31:33 while doing clever stuff with them. 2011-06-27T05:32:16 The point is : that some people can't make good bot on those big maps, don't mean that no people can. 2011-06-27T05:32:25 let a chance to those to express themselve. 2011-06-27T05:32:56 even if it doesn't enable them to win the contest :) 2011-06-27T05:33:02 (because 1% really is not much) 2011-06-27T05:33:02 i personally don't like having a wide range of dimensions for maps 2011-06-27T05:33:15 let's only go for the biggest then. 2011-06-27T05:33:25 that's just your preference though 2011-06-27T05:33:40 antimatroid: the problem is, you have already implemented some algorithm. So you'll choose the maps that fits the limitations of them the best. 2011-06-27T05:33:52 antimatroid: the same applies to me 2011-06-27T05:33:58 i searched for scalable algorithm 2011-06-27T05:34:06 so i want big maps because if that :) 2011-06-27T05:34:15 i haven't implemented my algorithm yet 2011-06-27T05:34:16 So i guess diversity is the solution. 2011-06-27T05:34:21 i'd done food collection and not fully 2011-06-27T05:34:25 i've* 2011-06-27T05:35:06 antimatroid: what i say, is that neither you or me will be objective when choosing the upper/lower bounds. Inconsioulsy we'll try to make you natural thinking at ease. 2011-06-27T05:35:22 our not you 2011-06-27T05:35:48 i agree that we're both biased 2011-06-27T05:35:56 i do my best to get the opinions of others etc. 2011-06-27T05:35:59 Anyway the ant game has so many varation, everyone will not be happy. 2011-06-27T05:36:16 but i'm also fairly sure most people would agree that too larger dimensions will diminish the quality of the bots possible 2011-06-27T05:36:21 but to have someone reasonably unbiased made the choices would be cool (be it polls) 2011-06-27T05:36:58 antimatroid: then you need to build an unbiased poll, to proove that. (though even if they do, it does means it's right. ) 2011-06-27T05:37:16 because the same apply for small maps. 2011-06-27T05:37:27 small maps will limite the quality of the bots possible. 2011-06-27T05:37:32 we also have resource limitations 2011-06-27T05:37:36 larger maps take longer on average 2011-06-27T05:37:44 yeah. that is a good argument. 2011-06-27T05:37:56 then make all map 10x10 2011-06-27T05:38:04 the game will run very quick then. 2011-06-27T05:38:08 trust me, i would enjoy that strategy wise :P 2011-06-27T05:38:15 we could have 1000 done in a few second. 2011-06-27T05:38:24 no, i'd still demand a second a turn 2011-06-27T05:38:34 antimatroid: i don't believe the fighting system is rich enough for very small maps 2011-06-27T05:38:35 you underestimate my ability to use time 2011-06-27T05:38:53 antimatroid: but we can make the game 100 turn or less 2011-06-27T05:38:59 and be comfortable with it. 2011-06-27T05:39:05 you want the game to reasonably play out 2011-06-27T05:39:08 so even with 1 sec a turn, it'll be quite quick 2011-06-27T05:39:38 antimatroid: let's keep this idea of building a reasonable consensual upper bound then. 2011-06-27T05:39:46 we'll work on that later. 2011-06-27T05:39:56 show us a labyrinth map on beta :) 2011-06-27T05:40:01 so people can see it close. 2011-06-27T05:40:07 i stil need to work on it 2011-06-27T05:40:10 which i might get back to 2011-06-27T05:40:14 even if it's not symetrical yet. 2011-06-27T05:40:43 While small maps are good for tactical monster the big maps are for the strategysts. I think it is good to have 3 types of maps: pure tactical, pure strategical, where tactics and strategy are near the same in profit. 2011-06-27T05:41:06 did you just refer to the larger as more strategical? 2011-06-27T05:41:18 * antimatroid 's head asplodes 2011-06-27T05:41:29 :) 2011-06-27T05:41:38 The thing nedd to be managed for big maps is that ants "countries" have a long boundaries with others. 2011-06-27T05:42:25 If I said stupid thing than neverr mind :) 2011-06-27T05:42:28 what would be really important with maze maps is the ability to track down your enemies 2011-06-27T05:42:38 which means tracking information about where enemies might be outside of view 2011-06-27T05:43:02 UncleVasya: yeah i think you are right 2011-06-27T05:43:05 it wasn't stupid, i was poking at my preference for small examples :P 2011-06-27T05:43:07 small = tactical. 2011-06-27T05:43:12 medium = average 2011-06-27T05:43:19 big = strategical 2011-06-27T05:43:22 small is like chess 2011-06-27T05:43:26 medium is like go 2011-06-27T05:43:26 tactical == strategical imo 2011-06-27T05:43:30 big is like life :) 2011-06-27T05:43:42 antimatroid: did you ever play go ? 2011-06-27T05:43:45 nope 2011-06-27T05:43:57 antimatroid: this game as both tactical and strategical. They are not the same things :) 2011-06-27T05:44:16 Chess is 95% tactical 2011-06-27T05:44:20 go is abut 50/50 2011-06-27T05:44:56 sir_macelon's bot is getting crazily efficient 2011-06-27T05:45:02 *** sigh has joined #aichallenge 2011-06-27T05:45:02 For me strategic map is a map where decision "where to fight" is more important than "how to fight". 2011-06-27T05:55:52 *** stocha has quit IRC (Ping timeout: 252 seconds) 2011-06-27T06:04:29 *** UncleVasya has quit IRC () 2011-06-27T06:05:18 2011-06-27T06:14:26 *** _0x47 <_0x47!~slash@p57B3FD58.dip.t-dialin.net> has joined #aichallenge 2011-06-27T06:42:29 *** mleise has joined #aichallenge 2011-06-27T06:49:32 *** stocha has joined #aichallenge 2011-06-27T06:59:35 *** sYnfo has joined #aichallenge 2011-06-27T07:04:27 *** sigh has quit IRC (Remote host closed the connection) 2011-06-27T07:09:31 *** onensora has quit IRC (Ping timeout: 244 seconds) 2011-06-27T07:10:28 *** onensora has joined #aichallenge 2011-06-27T07:18:10 mleise: http://ants.zeroviz.us/vhf1b/ :P 2011-06-27T07:22:18 antimatroid: oh my god 2011-06-27T07:22:31 i got a bit carried away :P 2011-06-27T07:23:29 I guess we can have very long games on this one :p 2011-06-27T07:23:42 i'm not sure the tools would handle the gmae 2011-06-27T07:23:45 now you can try to solve the maze 2011-06-27T07:24:22 i am working on fixing up the dimension requirements for each type of symmetry 2011-06-27T07:24:33 to make sure it doesn't wipe entire rows/cols out 2011-06-27T07:24:36 what's wrong with them? 2011-06-27T07:24:38 or the entire map in some instances 2011-06-27T07:24:43 i can do all symmetry types 2011-06-27T07:24:46 That's good! I can see the 300-like battles of spartian ant holding of thousands and thousands of their advesaries. 2011-06-27T07:24:49 just with conditions on the stuff 2011-06-27T07:25:49 like for tile maps, i need row_t and col_t to be divisible by 2, for any rotational symmetries i need even dimensions and for those that have a transpose component, then i need the ants starting locations to have either both odd or both even indexes 2011-06-27T07:25:59 it's rather messy working this shit out :P 2011-06-27T07:27:00 oh, it seems more complex than i thought 2011-06-27T07:27:20 *** UncleVasya has joined #aichallenge 2011-06-27T07:27:42 can i escape python code like an if statement onto multiple lines? 2011-06-27T07:27:53 like or then new line next condition? 2011-06-27T07:28:46 in the rediculous maze i can see some diagonal and vertical line pattern 2011-06-27T07:30:17 antimatroid: put '\' at the end of the line. 2011-06-27T07:30:32 sYnfo: cheers 2011-06-27T07:30:48 melise: that's where the symmetry has matched up 2011-06-27T07:30:53 it's not a perfect maze 2011-06-27T07:30:55 *** sigh has joined #aichallenge 2011-06-27T07:30:59 i intend to make it an even less perfect maze 2011-06-27T07:31:26 it's super fast though 2011-06-27T07:31:29 compared to my other map gen 2011-06-27T07:32:34 test 2011-06-27T07:33:40 stocha: polo 2011-06-27T07:35:41 maybe we'll nee some variation in corridor wideness. let's say it's fixed. Then 3 width 4 width and 5 width labyrynth for example 2011-06-27T07:37:29 3 width labyrinth with corridors allowed... what a corridor game 2011-06-27T07:40:54 it's suprisingly frustrating to remplace experimental ugly code/bot behavior that reach 4th place, with a far more advanced thing. (especially when the result ends up 20th :p) 2011-06-27T07:41:29 it takes about 100 games to have an idea how the bot i doing 2011-06-27T07:41:35 100 games takes hours though :'( 2011-06-27T07:43:17 seems you don't know what your bots are doing :) 2011-06-27T07:44:14 okay, these conditions are just wtf 2011-06-27T07:44:50 if i have one type of 2 player rotational symmetry, the players starting locations must be odd/odd or even/even for row/col, whereas for another one, it needs to be odd/even or eve/odd 2011-06-27T07:44:53 grrr 2011-06-27T07:45:15 sir_macelon: true. you do know what your bot is doing ? 2011-06-27T07:45:23 for me it's all a big mess :) 2011-06-27T07:45:35 the ant server is quite slow to respond http wise : / 2011-06-27T07:45:51 UncleVasya: ICQ still exists ?? 2011-06-27T07:45:58 :D 2011-06-27T07:46:38 UncleVasya has about 92 games about 15hour 2011-06-27T07:46:55 so to know a bot ranks, it take about 20 hours on the beta server. 2011-06-27T07:47:04 Is it good amount? 2011-06-27T07:47:27 UncleVasya: 100 games per second would be good :p 2011-06-27T07:47:52 i guess a very slow thinking, very slow winning very strong bot would have longer average games :p 2011-06-27T07:48:35 so, we have about 100 players right now. Let's say we get 4000 for release. And that its scale linearly. So it would be about 800 hours per 100 games. 2011-06-27T07:48:57 wow 2011-06-27T07:49:11 that's about a month, to have a vague idea how the bot is doing. 2011-06-27T07:49:17 stocha: well more or less I know, but more important is whether you know what it should be doing 2011-06-27T07:49:44 sir_macelon: so much depends on the map, when you start doing "clever" stuff : / 2011-06-27T07:50:19 sir_macelon: so i know what i want him to do. I saw sometime satifying stuff. But it really depends on so much. Map and opponent strategy for one things 2011-06-27T07:50:43 I think contest will get about 1500 contestants this time. 2011-06-27T07:50:56 I'm amazed at how powerfull avoiding fighting is right now (except for top two places) 2011-06-27T07:51:02 UncleVasya: why ? 2011-06-27T07:51:07 if i see my bot acting oddly i just write a unit test to check it and that's it, works perfectly 2011-06-27T07:51:16 UncleVasya: the game can be pretty involving in a lot of ways. 2011-06-27T07:51:38 sir_macelon: how many "features" does your bot have then ? 2011-06-27T07:51:47 do you have a unit test for each of them ? 2011-06-27T07:52:06 sir_macelon: do you have a graphic tool for hand making unit tests ? 2011-06-27T07:52:27 Oh lol, a guy at Creative Assembly talked to his boss about using D for the Total War series :p 2011-06-27T07:52:36 even desining one test for one of stocha features would be a nightmare i think. 2011-06-27T07:52:50 not to mention, i rarely keep a feature for more than a day. 2011-06-27T07:53:11 stocha: I have only one feature which my overall strategy, which applies to every situation, don't like to hardcoed stuff or any behaviour 2011-06-27T07:53:20 *which is 2011-06-27T07:53:59 sir_macelon: my testing are mostly behavior oriented right now. So i have tested let's say a few dozen of them. To try to see what i can make the bot do and look like doing. 2011-06-27T07:54:01 stocha: basically yes, currently about 20 unit tests just for battle movements 2011-06-27T07:54:12 I think in this game, there is a lot of room for "elegance" :) 2011-06-27T07:54:32 sir_macelon: wow. that need patience :) 2011-06-27T07:54:45 I create them by hand, but only with the absolutely necessary information and limit to just a small part of the map 2011-06-27T07:54:47 sir_macelon: do you think battles will be interesting in the end ? 2011-06-27T07:55:21 I am a very patient person and this is really benefitting me as you can see on the leader board 2011-06-27T07:55:22 i'm not 100% convinced by battle resolution being interesting yet. You have far more experienced in seems :) 2011-06-27T07:55:42 from previous contest I've learned that testing is the key for winning 2011-06-27T07:55:52 sir_macelon: you do very well on current maps. But there a very precious few of them. 2011-06-27T07:56:21 sir_macelon: looking at your last version, i can see that you made a great job. 2011-06-27T07:56:46 I'm more like, i test some very simple pieces of code, and see what it does. 2011-06-27T07:56:54 mainly by observing right now. 2011-06-27T07:57:04 stocha: I am waiting for more challenging opponents that should come anyway 2011-06-27T07:57:15 sir_macelon: i'm starting to work on fighting 2011-06-27T07:57:23 I had a question before I started my bot: what do I want to try more: functional language or unit testing? I've heard about TTD first time about 1.5 months ago and did a little googling but decided to left it to the next time. 2011-06-27T07:57:33 sir_macelon: because at the moment, it start to really limits what i can observe :) 2011-06-27T07:57:37 battle will be much more interesting then and there should be some interesting strategies :) 2011-06-27T07:58:13 sir_macelon: i'm inclined toward interesting strategy, then interesting tacticals :p 2011-06-27T07:58:34 sir_macelon: do you think tactics will have a lot of room for improvement ? 2011-06-27T07:58:42 In the next contest I'll find a Master here to learn a wonder of unit testing from. :) 2011-06-27T07:59:00 UncleVasya: it seems sir_macelon is doing pretty well in this area. 2011-06-27T07:59:13 stocha: yes I do, there are really a lot of ways for strategy 2011-06-27T07:59:13 whereas i seems to be on the low side of it :'( 2011-06-27T07:59:19 sir_macelon: Oh it's you, the winning polak, nice to see a neighbour leading the pack :) 2011-06-27T07:59:26 sir_macelon: good thing then. 2011-06-27T07:59:35 still I believe I only have some basics of it, nothing fancy 2011-06-27T07:59:52 sir_macelon: you mean there is a lot of room for improvement ? 2011-06-27T07:59:58 sYnfo: where are you from? 2011-06-27T08:00:08 stocha: yes, of course 2011-06-27T08:00:24 good good. i was under the impression it was straight forward :) 2011-06-27T08:00:44 with a lot of random noise in it. 2011-06-27T08:00:58 sir_macelon: CZ, Opava in particular. TVP runs almost 24/7 in this household. :D 2011-06-27T08:01:31 sir_macelon: how well did you do in previous contests ? 2011-06-27T08:01:42 sYnfo: thats nice :) you've uploaded any bot? 2011-06-27T08:02:40 stocha: i've only participated in Planet Wars, joined at the beginning of October, when there was only 2 months left, but managed to finish 80th 2011-06-27T08:02:53 sir_macelon: Nah, just the starting one so far. I'm working on one, but I'm hardly a good coder, so I don't expect to do too well. :) 2011-06-27T08:03:12 sir_macelon: did you do a lot of unit-tests in there ? 2011-06-27T08:03:43 sYnfo: anyway you should have great fun improving your bot's performance as we all do :) 2011-06-27T08:03:47 sir_macelon: which game is more stimulating ? pw or ant ? 2011-06-27T08:04:23 stocha: not a single one, i didn't think it was worth the time, hadn't much of it anyway 2011-06-27T08:04:31 sir_macelon: No doubt :) I wanted to participate in Planet Wars last year but alas, high school got the better of me 2011-06-27T08:04:44 sir_macelon: so you go in a total new direction in here :) 2011-06-27T08:05:28 maybe you grew up. or maybe you just have to win this time :p 2011-06-27T08:05:31 stocha: I think pw was much easier than ants 2011-06-27T08:05:55 stocha: i've learned my lesson :) 2011-06-27T08:06:14 sir_macelon: which game is it easier to spend a lot of time coding bot for do you think ? 2011-06-27T08:06:26 (pw or ant) 2011-06-27T08:06:26 but where's bocksimacko 2011-06-27T08:07:00 Rabidus: maybe his wife doesn't want him to participate again. Or maybe he won, and is happy with it. Maybe he doesn't know about ant. 2011-06-27T08:07:07 stocha: I would try to work on my pw bot when zeta comes 2011-06-27T08:07:47 so far, i have found the ant game pretty interesting. 2011-06-27T08:07:57 it's hard to settle rules for though. 2011-06-27T08:08:06 Do you guys know about robocode? 2011-06-27T08:08:06 stocha: it is indeed, but pw is also an interesting problem 2011-06-27T08:08:11 especially because maps are such doers. 2011-06-27T08:08:26 sYnfo: i do not. 2011-06-27T08:08:33 :O 2011-06-27T08:08:46 robocode.sourceforge.net pretty neat stuff 2011-06-27T08:08:51 Rabidus: you want him to come and win everything ? 2011-06-27T08:08:57 stocha: if not ICQ, what do people use for this purpose now? 2011-06-27T08:08:57 yes 2011-06-27T08:08:58 :D 2011-06-27T08:09:09 UncleVasya: facebook ? 2011-06-27T08:09:32 UncleVasya: (among a hundred modern stuff, all more or less interoperable :p) 2011-06-27T08:09:34 UncleVaysya: You're from eastern europe right? ICQ is still pretty much alive and kicking here.. 2011-06-27T08:09:47 stocha: I think he is satisfied with the win, but it would be nice to face him 2011-06-27T08:09:50 UncleVasya: where are you ? 2011-06-27T08:10:00 stocha: nah, it's in the browser :) 2011-06-27T08:10:15 UncleVasya: no you have client for facebook tchat. 2011-06-27T08:10:32 stocha: Do you mean my country? Ukraine. 2011-06-27T08:10:45 UncleVasya: yeah, i was asking about your country :) 2011-06-27T08:11:30 UncleVasya: in fact you have client, that do all of "Facebook tchat, msn tchat, yahoo tchat, a thing for making call tchat etc tchat). All in the same client. 2011-06-27T08:11:54 Email has started to be more used as nicknames handle, than icq numbers i think :) 2011-06-27T08:12:04 stocha: you've taken part in pw contest? 2011-06-27T08:12:09 icq was not very insightful 2011-06-27T08:12:36 sir_macelon: no. I wanted to. Then i understood ant was already decided and 50% through dev effort :) 2011-06-27T08:12:55 sir_macelon: i wanted to participate in a new alive one though. 2011-06-27T08:13:20 the fact that pw is already finish, with a clear winner, doesn't make participating very motivating for me 2011-06-27T08:13:24 also ... ant is a new game. 2011-06-27T08:13:42 so you don't have people having forehand knowledge about it. I find it pretty exciting 2011-06-27T08:13:46 stocha: when zeta comes it will change 2011-06-27T08:13:53 all this people who have no idea of how things will go :) 2011-06-27T08:14:01 sir_macelon: who is this zeta ? 2011-06-27T08:14:29 sir_macelon: i don't think i'll do bot work for all the rest of my life (well you never know). 2011-06-27T08:14:30 stocha: check out the git repo, it's a new project 2011-06-27T08:14:40 it seems to be a lot of dedication to do something really. 2011-06-27T08:14:56 stocha: just wait 2011-06-27T08:14:59 it's very addictive 2011-06-27T08:15:10 there is a lot of thing i want to do yet. I think ant is a great thing for me. But i doubt i'll do it again once it's ended. 2011-06-27T08:15:13 stocha: zeta is a new life for all past contests and much more. 2011-06-27T08:15:58 This contests enable me to have an idea, how much i understand what writting software is about. so i find it great for that :) 2011-06-27T08:16:11 but i also meet my own limitations at every corners. 2011-06-27T08:16:26 so it's a good experience. But there so much other thing i'd like to do with the time. 2011-06-27T08:16:43 there is not enougth time really. 2011-06-27T08:16:51 lifer >< 2011-06-27T08:17:07 sir_macelon: (i'm probably not the most patient guy around :) ) 2011-06-27T08:18:05 I hope i'll be able to stand my ground, even with my clearly lacking testing strategy :) 2011-06-27T08:18:49 it would be good, if all of sudden i was able to build tested code though. 2011-06-27T08:19:27 testing is really worth the effort, I am sure 2011-06-27T08:20:33 *** eashoka has joined #aichallenge 2011-06-27T08:22:06 sir_macelon: java is so good for that. Makes testing so much more easy. (yet to patience consuming for me it seems :p) 2011-06-27T08:22:40 sir_macelon: it also happens that whenever i test something i always miss the important bug (my unit test is broken or something similar) 2011-06-27T08:22:57 In PW my most efficient update was when I told mysel "Stop. Do not implement new features until you make your existing code bugless." 2011-06-27T08:23:27 UncleVasya: did you succeed ? 2011-06-27T08:23:50 stocha: you have to start the unit testing from the core methods, to be sure you can rely on them 2011-06-27T08:24:15 UncleVasya: i tend to implement only straight forward ideas. So it will be simple to test them. (as long as they remain as simple as they are now) It always feel to complex for me though :p 2011-06-27T08:24:51 sir_macelon: yeah, that's about the only test i wrote. (and i missed some important bugs that i discovered when i try to rewrite in c) 2011-06-27T08:25:06 Making my code bug-free gave me more profit than few last features that time. 2011-06-27T08:25:59 UncleVasya: what i dread with bug, i how it make your conclusion go to waste (oh this features, is really nice. It make may bot SOOO Muuuch stronger. Wait, there is a bug. I features i doing just nothing) 2011-06-27T08:26:15 when I have properly tested bot I can always easily check whether a new improvement has introduced any errors to previous ones 2011-06-27T08:26:40 (it can be worth, like this very important feature doesn't work, i'll to find a new idea ---- when in fact it DOES work great. Only you had silly bugs) 2011-06-27T08:27:08 sir_macelon: your tests are automatic passable ? 2011-06-27T08:27:09 But now the story repeats. I can't spend much time doing one thing. So currently in my does few things but all of them are some kind of not-cooked well food. 2011-06-27T08:28:02 *** onensora has quit IRC () 2011-06-27T08:28:32 stocha: what do you mean with that? 2011-06-27T08:28:55 beta server down ? seems like no games has been played for an hour or so 2011-06-27T08:28:58 good strategy +5% strength. Good tactical +15% strength Correct implementation of both + 185% strength 2011-06-27T08:29:11 stocha: I run them before and after new implementation 2011-06-27T08:29:31 that's very true, stocha :) 2011-06-27T08:29:35 sir_macelon: bah, i'd better go back working at my attempt to have basic fighting code. 2011-06-27T08:30:12 sir_macelon: i hope i'll beat your bot, and prove to world that one can go with no testing ! yeah. No i have a real motivation to win. *cough* cough* 2011-06-27T08:30:28 stocha: can't wait to see that 2011-06-27T08:30:37 sir_macelon: me neither 2011-06-27T08:31:06 stocha: if you beat me I lose my faith in test driven development... 2011-06-27T08:32:35 I have to wonder, how old are you guys? 2011-06-27T08:33:47 game server no longer running ? (site works fine, just the tournament seems stopped.) any body have any info please... ? 2011-06-27T08:35:08 *** _0x47 <_0x47!~slash@p57B3FD58.dip.t-dialin.net> has quit IRC (Quit: Leaving.) 2011-06-27T08:39:16 sir_macelon: testing have been the computer revolution of the last 10 years. i'll build a whole new paradygm for software engineering. 2011-06-27T08:39:28 stocha: I think this time will be less contestants because in PW guys with rank more than 900 was those who wrote their bots with mind "just to do something and forget". 2011-06-27T08:39:31 Do you think Oblivion V will be worth playing ? 2011-06-27T08:39:40 Elder Scroll V rather 2011-06-27T08:40:13 UncleVasya: why would there be less contestant, i don't understand 2011-06-27T08:40:33 Ants seems to me a task where you can't "just do something". 2011-06-27T08:40:34 (is more than 900 weaker or stronger than less than 900 ?) 2011-06-27T08:40:50 900+ 2011-06-27T08:40:58 UncleVasya: i just did many thing. And most will be forgoten 2011-06-27T08:41:10 UncleVasya: is 900 weaker than 1100 ? 2011-06-27T08:41:25 no 2011-06-27T08:41:42 so the people that had strong bot, would want to forget about it ? 2011-06-27T08:42:03 No :) 2011-06-27T08:42:09 i'm confused :) 2011-06-27T08:42:16 i didn't get it i guess. 2011-06-27T08:42:29 Let me get words... 2011-06-27T08:42:58 my bot actually won a game ! yeah ! 2011-06-27T08:43:34 I meant that people with place 900+ wasn't people who spend more than one evening for development. 2011-06-27T08:43:45 (ah the opponent timed out :'( ) 2011-06-27T08:43:58 No versions, no updates. 2011-06-27T08:44:15 No developming process. 2011-06-27T08:44:37 UncleVasya: so 900+ being all stronger than 900, the people who had strong bots, didn't spent more than one evening on it. 2011-06-27T08:44:54 They wrote they bot once and then sometimes come to the site to see how it's doind. 2011-06-27T08:45:12 stocha: how come you free bots are better than your main one? can't take what's good in them? 2011-06-27T08:45:19 By 900+ i mean 901 902 903... 2011-06-27T08:45:50 sir_macelon: for example Sto03RepliCrush is an abandonned branch. 2011-06-27T08:46:02 sir_macelon: i just don't like the thinking of it. 2011-06-27T08:46:16 sir_macelon: beside .... it's very slow. So time mangement becomes very important 2011-06-27T08:46:41 sir_macelon: and i think it is really hard to combine with other ideas. 2011-06-27T08:46:45 stocha: he's angry on you for your decision :) 2011-06-27T08:47:24 stocha: but you get a very good bot for local testing then 2011-06-27T08:47:41 stoha02 : it seems that what this bot do really right, i doing nothing. I simple let the part for fighting blank. So if it trys to fight, the ant stop .... not a very usefull feature really :) 2011-06-27T08:47:42 stocha: first you should check why it beats you 2011-06-27T08:48:04 sir_macelon: yeah. But still it make testing slow. And it isn't particularly strong. 2011-06-27T08:48:18 sir_macelon: on local testing, it does poorly. 2011-06-27T08:48:46 stocha: what do you use for local testing? 2011-06-27T08:48:48 sir_macelon: although arguably, i didn't made a lot of effort to reproduce beta environnement. 2011-06-27T08:48:55 stocha: the ranking seems to be consistent 2011-06-27T08:49:21 sir_macelon: i mostly use 1vs1 and pure random assymetric maps. Often they are bigger, more twisted, and lower food than the beta maps. 2011-06-27T08:49:35 sir_macelon: yeah, but ranking depends both on maps, and opponents. 2011-06-27T08:49:54 stocha: For you Ants is a simple enough task to make a submission on the one evening. 2011-06-27T08:49:55 sir_macelon: for example, on the labirynth one width corridor only, your bot has few change to be 1st :) 2011-06-27T08:50:34 UncleVasya: no, bot the first bot that where made, where one or three days work (let's say a busy week end) 2011-06-27T08:51:01 UncleVasya: so if really pw was about a busy afternoon to make a start, then you are right. Else you probably are wrong :) 2011-06-27T08:51:42 sto_greed02 is about the strength of those one very busy week only bots. 2011-06-27T08:51:53 My idea is that for most of people with place 900 901 902... 4700 Ants isn't a simple enough task to give it 1-2 evenings. 2011-06-27T08:51:56 (although i did it more in a week or so but well. that's me) 2011-06-27T08:52:08 While Planet Wars was a simple enough for this. 2011-06-27T08:52:15 stocha: well I am testing on official maps and have enough input for new unit tests so far 2011-06-27T08:52:20 UncleVasya: ah, strong bots we'll need more investement you think ? 2011-06-27T08:52:28 So most of this people will not participiate this time. 2011-06-27T08:52:50 Because they want a task for 1-2 evenings and do not want spend more time. 2011-06-27T08:52:59 UncleVasya: maybe, but i think you can make bots quick. And then you might want to make them stronger and get more involved :p 2011-06-27T08:53:21 UncleVasya: okay. But i think there still is some room for those. 2011-06-27T08:53:34 especially when rules will be settled; And they have a lot of bot to look at. 2011-06-27T08:53:36 stocha: no, I say that simple submission needs more investiment. 2011-06-27T08:53:53 UncleVasya: you did both, so you are probably right. 2011-06-27T08:54:07 for me it would be enough so that best 100 of pw will participate and we should get a very interesting results anyway 2011-06-27T08:54:44 arguably 2000 bot the strength of hunter bot, doesn't make for very interesting challenge :) 2011-06-27T08:55:08 or even the strength of sto_greed02 :/ 2011-06-27T08:55:18 although i think on some this one will do okay. 2011-06-27T08:55:22 some maps. 2011-06-27T08:55:26 People with rank from 1 (bocsimacko) to 600are the people who really invested time in their bots. So these people are interested in contest and most of them will participate this time. 2011-06-27T08:56:06 aaah. 900 was the rank !! i finally get it. hum. Okay so 901 is weaker than 900. 2011-06-27T08:56:28 yes 2011-06-27T08:56:32 :) 2011-06-27T08:56:45 It was a big misunderstanding :) 2011-06-27T08:56:58 so there will be at least 400 people. And your hope is that lazy mother with not much time for coding won't participate this time around :p 2011-06-27T08:57:12 (unless there were some in the top 600 ..) 2011-06-27T08:57:33 there should be also some newcomers as you stocha 2011-06-27T08:57:47 sir_macelon: yeah. not to much of like me though :) 2011-06-27T08:58:03 *** olexs has joined #aichallenge 2011-06-27T08:58:10 hi Levi 2011-06-27T08:58:18 sir_macelon: i don't know how far i'll make it. For not it amuse me. And right now, i do have spare time. But well. I can decide tomorow i had enougth. 2011-06-27T08:58:30 for now it amuse me. 2011-06-27T08:59:10 sir_macelon: i find the fact that so much depend on map, really frustrating. 2011-06-27T08:59:17 you say it know. Later we'll get you to our religion :) 2011-06-27T08:59:24 *** sigh has quit IRC (Remote host closed the connection) 2011-06-27T08:59:28 Bots should provide map generators, and see how they do on those :) 2011-06-27T08:59:36 hi UncleVasya 2011-06-27T08:59:49 UncleVasya: i don't have a lot of patience. but we'll see. 2011-06-27T08:59:57 how's your bot testing tool coming along? 2011-06-27T09:00:03 * now 2011-06-27T09:00:07 so far i spent much more time saying non sense on the chat, than coding 2011-06-27T09:00:44 so whole thing is an excuse to have friend to chat to really. 2011-06-27T09:01:04 olexs: The last thing I've made was an automatic submission of a zip archive to the site. 2011-06-27T09:01:29 But the idea was to build zip archive and then submit it. 2011-06-27T09:01:51 UncleVasya: what are you working on ? 2011-06-27T09:02:11 I'm having troubles debugging the current version of my bot... I used stderr output before, with -E option in playgame.py, but it stopped working after last git pull 2011-06-27T09:02:23 stocha: your tactic should be independent from maps 2011-06-27T09:02:32 olexs: The making of zip archive is hard for me.:( 2011-06-27T09:02:38 sir_macelon: i think this statement is so wrong. 2011-06-27T09:03:12 stocha: Haven't you seen a GUI on top of the tools.zip? 2011-06-27T09:03:16 stocha: well my tactic doesn't take into account any type of map 2011-06-27T09:03:17 UncleVasya: I'm not sure why you would want to include that in the testing tool, to be honest :) 2011-06-27T09:03:20 sir_macelon: look at your bot features. Let's say the contest end up playing out on 1 width corridor labyrinth. How would that make your feature independent of maps 2011-06-27T09:03:41 UncleVasya: i'm yet to try to use official stuff. 2011-06-27T09:03:45 olexs: because some people wanted it. 2011-06-27T09:04:02 stocha: you need to get your strategy working for that, but in a general sense 2011-06-27T09:04:05 UncleVasya: i only upload directy to the beta server. or use my local mocked engine for quick testing. 2011-06-27T09:04:06 *** Schadd has joined #aichallenge 2011-06-27T09:04:25 sir_macelon: lots of people seems to say that. I'm certainly not one of them. 2011-06-27T09:05:01 stocha: so you like to hardcode stuff here and there, ha? 2011-06-27T09:06:05 olexs: It was near 1-1.5 weeks ago.Then I had my exams. Then my friend made a bot that beats me and I needed to do something with it. 2011-06-27T09:07:30 stocha: So you are not interested in my utility. It works only with tools.zip. It's a GUI for that and also provide some statistic after playing multiple maps. 2011-06-27T09:08:09 sir_macelon: there was no working official stuff when i started. so i went into the habit of using my own thing. And now i'm too lazy to change :p 2011-06-27T09:08:39 UncleVasya: i'll most probably one of your customer yes :) 2011-06-27T09:09:00 UncleVasya: although at this point, i'm kind of waiting for it to be 100% stable and mature :pp 2011-06-27T09:09:13 (and then i don't have very big testing needs at the moment) 2011-06-27T09:09:29 olexs: Currently I'm working on my bot but if you have some troubles or a little-and-easy-to-implement suggestions I'll do it. 2011-06-27T09:09:33 UncleVasya: the real problem with local testing, is that you need a computer. 2011-06-27T09:10:09 stocha: you just need to get your lesson, as I did :) 2011-06-27T09:10:15 olexs: It was the first application that is useful for me :) 2011-06-27T09:10:55 sir_macelon: the problem is. I already had them. And big times. I'm not just a unit-test type of guy. (although i might do one or tow, like pend a 2 hours for a 2 week project :) ) 2011-06-27T09:11:44 I'm just not a unit-test type of guy. If i spend two hours on unit-tests for a two week project, it's already awsome testing for me :) 2011-06-27T09:12:20 (although i do believe in higher level testing. So i quick made a framework for this , to start working on a bot) 2011-06-27T09:12:52 but without a free computer, i'm stuck with not much high level testing. It's cpu hungry really. 2011-06-27T09:13:35 lasty, i run it for one minute against one of my local bot, on my framework for one or two minute. Then i upload on the beta. And hope i'll get interesting feed back. 2011-06-27T09:14:04 (wich sadly take like a day. Which i'm not patient enougth to wait for) 2011-06-27T09:14:41 i want a computer langage that write the tests for you :) 2011-06-27T09:16:32 UncleVasya: have you changed the loop that checked whether a game was finished and used 100% cpu? :) 2011-06-27T09:17:51 olexs: I am a little lazy person so I need a someone who punishs me to make something. 2011-06-27T09:18:03 hehe 2011-06-27T09:22:56 sir_macelon: ah, i sundenly understand what you were saying. I don't like coding ... but obviously you need features. And features are always "hard coded". In the sense that either you code and they are there, or you don't make them. 2011-06-27T09:23:02 olexs: my roadmap now is: 1) update one existing feature in the bot 2) add new feature - simple battle resolution 3) improve AntsTesting. 2011-06-27T09:23:16 Question: I am trying to run play_one_game.sh of the tools package under linux, I have python 2.4.3 installed, and it gives me a syntax error when trying to run it. Do I need a newer python version? 2011-06-27T09:23:26 sir_macelon: for example, you hard coded a fighting solution. Where i didn't (yet). 2011-06-27T09:23:34 olexs: I think I need 3-5 days for positions 1) and 2) . 2011-06-27T09:23:50 UncleVasya: sounds reasonable 2011-06-27T09:23:53 sir_macelon: but there will be map, into which my not fighting will be as powerfull as your fighting (and maybe i'll be faster or some other stuff) 2011-06-27T09:23:55 Schadd: yes, 2.7 2011-06-27T09:24:09 thanks 2011-06-27T09:24:24 *** Schadd has quit IRC (Quit: Page closed) 2011-06-27T09:24:25 am i alone that aichallengebeta.hypertriangle.com is veery slow 2011-06-27T09:24:39 Rabidus: it's painfully hardly working. That's it. 2011-06-27T09:24:40 Schadd: but no higher then 2.7 3.xx would not work. 2011-06-27T09:24:44 stocha: with hard coding I mean that you are relying on some specific parameters like attack radius, or map placement 2011-06-27T09:24:47 ok 2011-06-27T09:24:51 fast guy... 2011-06-27T09:25:09 sir_macelon: no, but my features do better with some food spawn speed, some map topology etc. 2011-06-27T09:25:10 *** eashoka has quit IRC (Quit: Page closed) 2011-06-27T09:25:17 stocha: like when my ants are here and his ants are here then make this super move! 2011-06-27T09:25:29 sir_macelon: so you probably need different of feature in your bot, for different set of feature in the maps. 2011-06-27T09:25:46 *** foRei has joined #aichallenge 2011-06-27T09:26:09 sir_macelon: i could do it i supose. It may not be my way of tackling things. (i don't know either, as i never tryed to write ai yet ) 2011-06-27T09:26:47 sir_macelon: of course, if find a simple and efficient ways, to always win whatever the condition i'll go that route :) 2011-06-27T09:27:11 sir_macelon: if i do need to hard code rules for winning. Then i might do it (or not). 2011-06-27T09:27:22 stocha: I would rather go for a general strategy that would combine all those situations 2011-06-27T09:27:41 sir_macelon: i do not believe there exist one for the ant game. 2011-06-27T09:27:52 it will always depend at what map are thrown at you. 2011-06-27T09:28:11 My bots are hard coded on the assumptions that maps wont get bigger than 256x256 2011-06-27T09:28:16 if they did, my bot would break. 2011-06-27T09:28:21 so that's hard coded. 2011-06-27T09:28:43 right, fixed the main bug in my bot and re-uploaded... more serious work coming later, but this should already improve at least late-game performance dramatically 2011-06-27T09:28:49 stocha: well, my bot is relying on single general strategy 2011-06-27T09:28:52 it's an implementation choice really. But it also become a feature. (or limitation) 2011-06-27T09:29:02 or rather, return it to what it was with old viewradius <.< >.> 2011-06-27T09:29:13 althouh i could remake my existing bot to overcome this limitation i guess. 2011-06-27T09:29:24 sir_macelon: what if map as 8000 ants ? will you handle that ? 2011-06-27T09:29:50 let's say a line of 4000 of your ants, clash with a line of 4000 opponents ants :p 2011-06-27T09:30:07 stocha: if I am ever to have 8000 ants, then my strategy is surely sucking 2011-06-27T09:30:24 stocha: let's get back to reality :) 2011-06-27T09:30:44 sir_macelon: yeah. People always react that way. I guess i didn't make my point :p 2011-06-27T09:31:05 the 1width labyrinth example was good though. 2011-06-27T09:31:24 it's also about not implementation hard an never used stuff 2011-06-27T09:31:33 I think even if you have 150 ants it means that 100 of them doing nothing :) 2011-06-27T09:31:36 your fighting would be pointless in 1 width corridor i'm quite sure. 2011-06-27T09:32:08 UncleVasya: it's a multiplayer game. So it's complicated really. 2011-06-27T09:32:29 Then you could make the two bot start with 4000 found around, very close, and the opponent quite far away. 2011-06-27T09:32:35 that's a valid ant game. 2011-06-27T09:32:43 you have to handle the big clash then. 2011-06-27T09:32:57 and hopefully have a stronger bot than the opponent with those settings. 2011-06-27T09:33:08 currently the rules are stating you start with one ant, I believe 2011-06-27T09:33:28 sir_macelon: yeah, but visible food make is so, you start with more really :) 2011-06-27T09:33:42 (although you might have to pick them, which is not always trivial) 2011-06-27T09:34:05 That's one thing : you can make arbitrarily maps, where picking food becomes a crucial skill 2011-06-27T09:34:23 most people won't go into the trouble of making a perfect food picking engine. If it's needed in most map 2011-06-27T09:34:44 that's why food spawning has been limited 2011-06-27T09:34:53 for example if never than one food is visible at one time, it's a void feature to pick them in the most optimized fashion when there are 10. 2011-06-27T09:35:29 (same principle as 1 width corridor, it limits so well the fighting pattern, that most real fighting engine become pointless) 2011-06-27T09:35:39 (i suppose) 2011-06-27T09:36:13 http://ants.zeroviz.us/EhO58/ 2011-06-27T09:36:15 getting better 2011-06-27T09:36:23 sir_macelon: much, depends on map features. That's the point :) 2011-06-27T09:36:59 sir_macelon: with luck, we'll soon see if the addition of a few labyrinth change the ranking (and yes it probably will) 2011-06-27T09:37:09 ranking is map dependent. 2011-06-27T09:38:30 stocha: I don't have anything against new maps 2011-06-27T09:39:07 sir_macelon: i simply says that good bot features, depend on the type of map you'll encounter. And some feature good for one, might harm with another 2011-06-27T09:39:08 antimatroid: great! when it will be available on beta? 2011-06-27T09:39:17 i want to widen the corridors first 2011-06-27T09:39:18 and because if limited sight .. you may not choose the right one. 2011-06-27T09:39:23 i think i'm almost ready to do that though 2011-06-27T09:39:37 i need to work out how to make it more connected though 2011-06-27T09:39:48 there's too many choke points where bots will come across each other 2011-06-27T09:40:02 antimatroid: why not put this one also. Although it probably won't make it to live. Let's try it and see what happens ? 2011-06-27T09:40:24 when i do it with blocks you will be be able to set the block size to 1x1 to get this :) 2011-06-27T09:40:48 why are there rooms then ? 2011-06-27T09:41:16 I've saw a "world" map some time ago played on beta, so why not throw some mazes in the meantime? 2011-06-27T09:41:42 sir_macelon: can you point a game with world map ? :) 2011-06-27T09:41:47 sir_macelon: i'm still building the generator 2011-06-27T09:41:57 also, the engine can't do symmetric spawning for anything but tile maps atm 2011-06-27T09:42:33 just do assymetric spawning then on this map. 2011-06-27T09:44:37 the engine isn't set up to handle bot either 2011-06-27T09:44:44 we'd need to do asymmetric spawning for everything 2011-06-27T09:44:49 that* either 2011-06-27T09:45:02 antimatroid: Haven't you thought about changing nick to the Daedalus? :D 2011-06-27T09:45:19 UncleVasya: why ? 2011-06-27T09:45:23 :s 2011-06-27T09:45:41 oh. a maze is a dedal ? 2011-06-27T09:45:45 or daedal 2011-06-27T09:46:50 in french dedal (from daedalus) means labyrinth 2011-06-27T09:48:17 and labyrinth means maze 2011-06-27T09:48:34 ah. yes :) 2011-06-27T09:48:42 stocha: Daedalus is the creater of Minotaur's Labirynth. 2011-06-27T09:48:53 UncleVasya: yeah i had a look at wikipedia :) 2011-06-27T09:49:46 http://xkcd.com/903/ 2011-06-27T09:49:50 mleise: Can we ask people now about idea we talked eaerlier? 2011-06-27T09:50:52 mleise: "Can you ask" is more fair because it will be painful for me to explain. :) 2011-06-27T09:51:19 http://ants.zeroviz.us/4sSfg/ 8 player madness :) 2011-06-27T09:51:34 stocha: http://aichallengebeta.hypertriangle.com/visualizer.php?game=5400 :) 2011-06-27T09:51:38 UncleVasya: But I am not the one who wants that feature :) 2011-06-27T09:51:53 sir_macelon: loool :) 2011-06-27T09:52:13 but you're the one who know what I want and knows the language. 2011-06-27T09:52:13 there is a tunel between america and asia 2011-06-27T09:52:46 sir_macelon: how old is it ? 2011-06-27T09:53:53 not a very thrilling game. but it's good :) 2011-06-27T09:54:19 stocha: this one is from 29-May-2011 15:12 2011-06-27T09:55:15 Ok, so here is UncleVasya's idea as I understand it: 2011-06-27T09:56:28 When we get our bot's replays as a news feed you would not see who won, to make it more interesting. The visualizer would not show the final score or ranks of the players. 2011-06-27T09:57:06 mleise: it should only be an option then. 2011-06-27T09:57:17 mleise: because some people will ant to see it. 2011-06-27T09:57:22 want 2011-06-27T09:57:25 most probably. 2011-06-27T09:58:11 stocha: this feature must be added as a mode: 2011-06-27T09:58:29 stocha: http://aichallengebeta.hypertriangle.com/visualizer.php?game=40970&user=26 - normal replay 2011-06-27T09:59:00 http://aichallengebeta.hypertriangle.com/visualizer.php?game=40970&user=26&mode=no_info - if you want to share a cool replay with friends and keep the intrigue. 2011-06-27T09:59:03 i do like it the way it is though. 2011-06-27T09:59:47 arguably i don't want to keep the intrigue :) 2011-06-27T09:59:52 And in the news feed you get a 2 links: normal and without info. 2011-06-27T10:00:03 You choose the one by yourself. 2011-06-27T10:00:12 ok 2011-06-27T10:00:23 UncleVasya: i don't understand where is the hiding in your no_info link 2011-06-27T10:00:51 stocha: obviously the feature isn't implemented :p 2011-06-27T10:00:54 stocha: it is not implemented yet, just an idea. 2011-06-27T10:01:02 ah okay :) 2011-06-27T10:01:11 it means work though. 2011-06-27T10:01:23 for a feature, maybe not a lot of people will use 2011-06-27T10:01:34 but that people will still have to deal with. Even if they don't use it. 2011-06-27T10:01:46 The idea is that if no_info is on then you will not see a bots places and graphic until replay ends. 2011-06-27T10:01:57 UncleVasya: so let's find more support before submiting it i think :p 2011-06-27T10:02:21 i do not support it by the way :p 2011-06-27T10:03:11 mleise: I accept that it isn't so cool as I thought it is. :) Never mind. 2011-06-27T10:03:41 stocha: why people should deal with it if they don't use it? 2011-06-27T10:04:06 i though everybody would have choice of choosing the link they want 2011-06-27T10:04:24 so they have to deal with that choice, without a way to say they just don't need it. 2011-06-27T10:04:47 (maybe i didn't understood though) 2011-06-27T10:07:10 stocha: yes, everyone would have two links. one that gives away the result and one that hides it till the end 2011-06-27T10:07:41 mleise: that only make sense of a lot of people use both. otherwise only having one is better. 2011-06-27T10:09:56 stocha: it's like &debug=true Until you need it you don't even know it is exists. 2011-06-27T10:12:56 UncleVasya: then it's okay :) 2011-06-27T10:13:08 *** stocha has quit IRC (Quit: Page closed) 2011-06-27T10:27:16 *** olexs has quit IRC (Quit: Leaving.) 2011-06-27T10:30:48 *** gobang has quit IRC (Ping timeout: 255 seconds) 2011-06-27T10:44:14 *** StijnD has joined #aichallenge 2011-06-27T10:58:55 *** Kingpin13 has joined #aichallenge 2011-06-27T11:02:11 *** UncleVasya has quit IRC (Ping timeout: 260 seconds) 2011-06-27T11:06:13 *** sir_macelon has quit IRC (Quit: Page closed) 2011-06-27T11:23:50 *** mr_borod has joined #aichallenge 2011-06-27T11:24:01 hello. I've got a problem: I've downloaded the tools for ants for windows 86, installed active python (first google link), copied the bot executable to the submission/tests tools folder, changed the .cmd file with a full path to exec. the problem is that I receive the "SandBox error: Failed to start ./XXXX.exe" :( any ideas? (tried to check out the forum, but it seems to be 404) 2011-06-27T11:25:21 yes, Windows 98 does not support '/' as the directory separator yet. You need Windows 2000/XP or later 2011-06-27T11:25:50 mleise, I mean XP x86, not 98 :) 2011-06-27T11:26:09 ah sorry :p 2011-06-27T11:37:20 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has joined #aichallenge 2011-06-27T11:37:26 ok.. windows bot executable binary has to be placed to the tools root folder including all necessary dll etc 2011-06-27T11:42:31 mleise: how did you turn that 86 into 98 2011-06-27T11:42:37 your display is upside down? 2011-06-27T11:44:31 Rabidus: I have little problems readinf text upsiade-down. Maybe I turned it around in my head. Also the acctual image from the eye to the brain IS turned 180°. 2011-06-27T11:44:58 yeah i know, very interesting that you didn't even ask that 86, just assumed it as 98 :p 2011-06-27T11:45:02 or the simple explanation: My eyes are bad. 2011-06-27T11:58:59 *** GeorgeSebastian has quit IRC (Quit: Leaving) 2011-06-27T12:09:58 http://ants.zeroviz.us/ZEEop/ 2011-06-27T12:09:59 getting there 2011-06-27T12:11:12 any idea when the official start will be? 2011-06-27T12:12:56 *** amstan has joined #aichallenge 2011-06-27T12:12:56 *** ChanServ sets mode: +o amstan 2011-06-27T12:18:19 amstan: http://ants.zeroviz.us/ZEEop/ :P 2011-06-27T12:18:21 i'm getting there 2011-06-27T12:18:43 once i've finished cleaning up the maze stuff i'll randomly remove water from the edge of land 2011-06-27T12:18:45 to make it more cavey 2011-06-27T12:19:42 *** olexs has joined #aichallenge 2011-06-27T12:24:40 *** UncleVasya has joined #aichallenge 2011-06-27T12:40:31 *** smiley1983 has joined #aichallenge 2011-06-27T12:41:03 smiley1983: http://ants.zeroviz.us/DLBCq/ :P 2011-06-27T12:41:28 *** bhasker has joined #aichallenge 2011-06-27T12:43:28 antimatroid: nice map :) 2011-06-27T12:43:56 can it make maps with other symmetries as well? 2011-06-27T12:44:05 yep 2011-06-27T12:44:19 i can do all of my symmetries 2011-06-27T12:44:42 including the tile/tesselation symmetry 2011-06-27T12:45:01 that's great :) is it in Python? 2011-06-27T12:45:10 i'm going to try randomly removing water on the edge of land and seeing how that looks 2011-06-27T12:45:11 yep 2011-06-27T12:45:27 i have a grid.py and symmetric_mapgen.py 2011-06-27T12:45:45 *** gobang has joined #aichallenge 2011-06-27T12:45:51 *** nux67 has joined #aichallenge 2011-06-27T12:47:47 I think a combination of random walks and removal of random "shallows" like you describe can make good maps 2011-06-27T12:48:00 *** mr_borod has quit IRC (Ping timeout: 252 seconds) 2011-06-27T12:48:18 I also kind of like the idea of using macro-scale mazes as the basis for further modification 2011-06-27T12:52:04 *** smiley1983 has quit IRC (Quit: leaving) 2011-06-27T13:21:43 *** Naktibalda has quit IRC (Quit: ChatZilla 0.9.87 [Firefox 4.0.1/20110413222027]) 2011-06-27T13:35:57 http://ants.zeroviz.us/QtNDj/ 2011-06-27T13:36:20 bhasker: what do you think? :P 2011-06-27T13:36:38 haven't been following the discussion 2011-06-27T13:37:34 looks nice, though i guess its mirrorred 2011-06-27T13:37:36 i mean of the link 2011-06-27T13:37:45 so top and bottom are same, and left right seem to be the same 2011-06-27T13:38:02 i have 3 types of 4 player rotational symmetry 2011-06-27T13:38:08 5 types for 2 players and 1 for 8 2011-06-27T13:38:20 then my tile/tesselation symmetry for any number of players as well 2011-06-27T13:38:26 i can do those maze maps for all types of symmetry 2011-06-27T13:38:45 ah k 2011-06-27T13:41:42 *** filter_ has joined #aichallenge 2011-06-27T13:44:07 *** filter has quit IRC (Ping timeout: 250 seconds) 2011-06-27T13:44:45 *** StijnD has quit IRC (Ping timeout: 260 seconds) 2011-06-27T13:48:22 *** StijnD has joined #aichallenge 2011-06-27T13:51:24 *** okayzed is now known as okay 2011-06-27T14:08:52 *** gobang has quit IRC (Read error: Connection reset by peer) 2011-06-27T14:12:52 *** gobang has joined #aichallenge 2011-06-27T14:19:32 *** okay is now known as okayzed 2011-06-27T14:26:40 *** mleise has quit IRC (Ping timeout: 252 seconds) 2011-06-27T14:54:31 *** Redgis has joined #aichallenge 2011-06-27T15:02:48 *** okayzed is now known as okay 2011-06-27T15:08:31 *** bhasker_ has joined #aichallenge 2011-06-27T15:09:22 *** bhasker has quit IRC (Ping timeout: 240 seconds) 2011-06-27T15:09:59 *** stocha has joined #aichallenge 2011-06-27T15:10:15 _flag: congratuation. Right now you are 1st on the ranking. 2011-06-27T15:12:29 *** stocha has quit IRC (Client Quit) 2011-06-27T15:14:27 @later tell stocha: you have 6 accounts on the beta server? is that really necessary? 2011-06-27T15:14:27 antimatroid: Job's done. 2011-06-27T15:17:17 <_flag> stocha: Thanks, we'll see how long it lasts 2011-06-27T15:18:55 <_flag> Trueskill isn't terribly stable so everything keeps fluctuating all the time 2011-06-27T15:19:23 antimatroid: are the maps on the server must be free already of positions where ants can hide and no one can kill them? 2011-06-27T15:20:09 *** gobang has quit IRC (Ping timeout: 255 seconds) 2011-06-27T15:20:26 UncleVasya: i don't want to remove the possibility of positions that allow it, just the possibility of players being able to block themselves into a region 2011-06-27T15:22:16 ok, I've go it. So we can laugh now of this funny situation: 2011-06-27T15:23:23 http://aichallengebeta.hypertriangle.com/visualizer.php?game=41381&user=26&turn=454&row=15&col=2 2011-06-27T15:23:33 So many lives... :D 2011-06-27T15:23:46 *lifes was taken away 2011-06-27T15:24:15 These 2 ants must be graduated with Ordens of Bravery. 2011-06-27T15:25:36 graduated -> rewarded 2011-06-27T15:27:50 *** gobang has joined #aichallenge 2011-06-27T15:31:26 contestbot: later tell mcleopold http://aichallengebeta.hypertriangle.com/ranking_json.php is really really slow, is that all the users? 2011-06-27T15:31:26 amstan: Ready to serve, my lord. 2011-06-27T15:31:47 looks like it, 124 2011-06-27T15:32:22 contestbot: rankings 2011-06-27T15:32:23 amstan: Top 10 players: bocsimacko(3765), _iouri_(3565), Slin-.-(3524), _Astek_(3501), jimrogerz(3500), Accoun(3498), george(3494), GreenTea(3489), asavis(3480), bix0r4ever(3476) 2011-06-27T15:33:12 :) 2011-06-27T15:33:20 whoo bocksimacko is in the game ;) 2011-06-27T15:33:40 he won the pw contest 2011-06-27T15:33:47 it's the old rankings.. 2011-06-27T15:33:55 *** Naktibalda has joined #aichallenge 2011-06-27T15:36:31 memories are made of this.. 2011-06-27T15:38:57 still, something's wrong with my profile page, the 2 lines at the top, rank & skill, and the one which should tell about when the next game will occur, never got updated for like 48 hrs 2011-06-27T15:39:36 *** bhasker has joined #aichallenge 2011-06-27T15:40:39 *** bhasker_ has quit IRC (Ping timeout: 252 seconds) 2011-06-27T15:41:22 i love you guys 2011-06-27T15:42:00 for what? 2011-06-27T15:42:14 well.. why not? 2011-06-27T15:43:15 Is your name Willson? 2011-06-27T15:43:15 contestbot: load aichallenge 2011-06-27T15:43:15 amstan: OK 2011-06-27T15:43:18 contestbot: rankings 2011-06-27T15:43:19 amstan: An error has occurred and has been logged. Please contact this bot's administrator for more information. 2011-06-27T15:43:24 no you 2011-06-27T15:44:54 Rabidus: Gregory House to James Willson: "You love everyone. It is a pathology." :) 2011-06-27T15:47:21 contestbot: rankings 2011-06-27T15:47:22 amstan: Top 10 players: FlagCapper(92.0), sir_macelon(89.5), Sto03RepliCrush(84.9), OlexandrT(82.2), davidjliu(81.0), stocha(80.3), stoha02(78.9), antimatroid(77.8), Zaphtest02(77.4), Zaphus(76.1) 2011-06-27T15:48:57 it should count to 10 properly, that's only 9 2011-06-27T15:49:20 gobang: i count 10 2011-06-27T15:49:51 oh, looked at the ranking page instead 2011-06-27T15:50:10 lol 2011-06-27T15:51:16 there's a ghost in teh top ten 2011-06-27T15:51:55 *** Accoun has quit IRC () 2011-06-27T15:52:12 i'm not really sure if i can get it out: http://aichallengebeta.hypertriangle.com/ranking_json.php?page=1 2011-06-27T15:52:30 if you can find a field that tells if it's a ghost or not 2011-06-27T15:55:02 contestbot: unload aichallenge 2011-06-27T15:55:02 amstan: OK 2011-06-27T15:55:05 contestbot: load aichallenge 2011-06-27T15:55:05 amstan: I come to serve. 2011-06-27T15:55:09 contestbot: rankings 2011-06-27T15:55:20 amstan: Error: There was a problem accessing the interface to ai-contest.com 2011-06-27T15:55:26 of course.. 2011-06-27T15:55:34 why do i thing it will ever work the first try? 2011-06-27T15:55:47 *** george1914 has joined #aichallenge 2011-06-27T15:55:48 that's almost hal speaking there 2011-06-27T15:57:10 contestbot: rankings 2011-06-27T15:57:19 amstan: Top 10 players: FlagCapper(92.0), sir_macelon(89.5), Sto03RepliCrush(84.9), OlexandrT(82.2), davidjliu(81.8), stocha(80.3), antimatroid(78.7), stoha02(78.1), Zaphtest02(77.3), Cellular2(75.6) 2011-06-27T15:57:25 so the error was that it timed out 2011-06-27T15:57:57 why is he still there? 2011-06-27T15:58:25 *** contestbot has joined #aichallenge 2011-06-27T15:58:43 contestbot: rankings 2011-06-27T15:58:48 amstan: Top 10 players: FlagCapper(92.0), sir_macelon(89.5), Sto03RepliCrush(84.9), OlexandrT(82.2), davidjliu(81.8), antimatroid(78.7), stoha02(78.1), Zaphtest02(77.3), Cellular2(75.6), zeLark(75.5) 2011-06-27T15:58:55 victory 2011-06-27T16:00:19 ;) i admire yo 2011-06-27T16:00:33 ? 2011-06-27T16:00:48 *** gobang has quit IRC (Read error: Connection reset by peer) 2011-06-27T16:01:22 *** gobang has joined #aichallenge 2011-06-27T16:04:42 *** Accoun has joined #aichallenge 2011-06-27T16:14:41 *** bhasker_ has joined #aichallenge 2011-06-27T16:14:47 *** bhasker has quit IRC (Read error: Operation timed out) 2011-06-27T16:22:13 Accoun: Are you going to take 1st place this time? 2011-06-27T16:26:51 *** McLeopold has joined #aichallenge 2011-06-27T16:27:21 amstan: ranking.php needs to be rewritten, it's been on the todo list for awhile 2011-06-27T16:27:43 McLeopold: also: http://aichallengebeta.hypertriangle.com/rankings.php?page=3 2011-06-27T16:27:55 then goto page 2, and you'll notice there's only 2 pages 2011-06-27T16:28:02 I half wrote the memcache stuff. It's still in half debug mode. It's clearing and generating the entire list each request. 2011-06-27T17:04:15 *** gobang has quit IRC (Read error: Connection reset by peer) 2011-06-27T17:06:05 *** sYnfo has quit IRC (Quit: Page closed) 2011-06-27T17:08:32 *** bhasker_ has quit IRC (Ping timeout: 246 seconds) 2011-06-27T17:18:15 *** amstan has quit IRC (Ping timeout: 260 seconds) 2011-06-27T17:26:26 *** |UncleVasya| <|UncleVasya|!kvirc@46.133.186.68> has joined #aichallenge 2011-06-27T17:27:23 *** StijnD has quit IRC (Ping timeout: 240 seconds) 2011-06-27T17:29:31 *** UncleVasya has quit IRC (Ping timeout: 260 seconds) 2011-06-27T17:45:18 *** Palmik has quit IRC (Read error: Connection reset by peer) 2011-06-27T17:54:16 *** bhasker has joined #aichallenge 2011-06-27T17:58:24 *** sigh has joined #aichallenge 2011-06-27T17:58:30 *** Naktibalda has quit IRC (Quit: ChatZilla 0.9.87 [Firefox 5.0/20110622232440]) 2011-06-27T17:58:56 *** nux67 has quit IRC (Ping timeout: 252 seconds) 2011-06-27T18:02:57 *** olexs1 has joined #aichallenge 2011-06-27T18:03:36 *** amstan has joined #aichallenge 2011-06-27T18:03:36 *** ChanServ sets mode: +o amstan 2011-06-27T18:06:12 *** olexs has quit IRC (Ping timeout: 276 seconds) 2011-06-27T18:06:54 *** mleise has joined #aichallenge 2011-06-27T18:07:45 *** ltriant has joined #aichallenge 2011-06-27T18:15:20 *** sigh has quit IRC (Remote host closed the connection) 2011-06-27T18:47:03 *** Redgis has quit IRC (Quit: ... mains libres) 2011-06-27T18:48:54 *** |UncleVasya| <|UncleVasya|!kvirc@46.133.186.68> has quit IRC () 2011-06-27T18:56:00 *** smippy has joined #aichallenge 2011-06-27T18:56:00 *** smippy has joined #aichallenge 2011-06-27T18:58:00 *** smellyhippy has quit IRC (Ping timeout: 276 seconds) 2011-06-27T19:07:36 amstan: ! 2011-06-27T19:07:43 I remember everything for I am legion 2011-06-27T19:19:55 *** nann has joined #aichallenge 2011-06-27T19:22:30 *** Apophis has quit IRC (Ping timeout: 252 seconds) 2011-06-27T19:22:30 *** Apophis_ has quit IRC (Ping 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#aichallenge 2011-06-27T20:13:46 *** jbroman has joined #aichallenge 2011-06-27T20:13:46 *** pgpaskar_ has joined #aichallenge 2011-06-27T20:13:46 *** BtbN has joined #aichallenge 2011-06-27T20:13:47 *** a1k0n_ has joined #aichallenge 2011-06-27T20:13:47 *** ChanServ has joined #aichallenge 2011-06-27T20:13:47 *** Sunhay has joined #aichallenge 2011-06-27T20:13:47 *** sixthgear has joined #aichallenge 2011-06-27T20:13:47 *** Zepp has joined #aichallenge 2011-06-27T20:13:47 *** JamesMG has joined #aichallenge 2011-06-27T20:13:47 *** sendak.freenode.net sets mode: +oo amstan ChanServ 2011-06-27T20:13:54 @later tell antimatroid I don't need you to put an orientation in the map file anymore 2011-06-27T20:13:54 McLeopold: Ready to serve. 2011-06-27T20:14:26 @later tell carolp I took your advice on the orientation stuff 2011-06-27T20:14:26 McLeopold: As you wish. 2011-06-27T20:14:34 @roulette 2011-06-27T20:14:34 McLeopold: *click* 2011-06-27T20:14:43 @roulette 2011-06-27T20:14:43 McLeopold: *click* 2011-06-27T20:14:46 @roulette 2011-06-27T20:14:46 McLeopold: *click* 2011-06-27T20:14:49 @roulette 2011-06-27T20:14:49 McLeopold: *click* 2011-06-27T20:14:51 @roulette 2011-06-27T20:14:51 McLeopold: *click* 2011-06-27T20:14:53 @roulette 2011-06-27T20:14:53 *BANG* Hey, who put a blank in here?! 2011-06-27T20:14:54 * contestbot reloads and spins the chambers. 2011-06-27T20:15:25 amstan: contestbot needs some more power 2011-06-27T20:16:01 *** McLeopold has quit IRC (Read error: Connection reset by peer) 2011-06-27T20:16:29 <_flag> contestbot: rankings 2011-06-27T20:16:33 _flag: Top 10 players: FlagCapper(97.1), sir_macelon(89.8), Sto03RepliCrush(85.8), davidjliu(82.8), OlexandrT(79.8), stoha02(79.1), Zaphtest02(78.8), antimatroid(78.5), Cellular2(77.8), Zaphus(77.2) 2011-06-27T20:31:36 *** KP13 has joined #aichallenge 2011-06-27T20:33:48 *** Kingpin13 has quit IRC (Ping timeout: 255 seconds) 2011-06-27T20:36:58 *** okay is now known as okayzed 2011-06-27T20:38:23 *** amstan has quit IRC (Ping timeout: 250 seconds) 2011-06-27T20:38:48 *** KP13 is now known as Kingpin13 2011-06-27T21:08:55 *** Cyndre_ has joined #aichallenge 2011-06-27T21:11:15 *** bhasker has quit IRC (Ping timeout: 276 seconds) 2011-06-27T21:13:21 *** Cyndre has quit IRC (Ping timeout: 264 seconds) 2011-06-27T21:22:53 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has quit IRC (Quit: Lost terminal) 2011-06-27T21:25:04 *** amstan has joined #aichallenge 2011-06-27T21:25:04 *** ChanServ sets mode: +o amstan 2011-06-27T22:01:06 *** mleise has quit IRC (Ping timeout: 255 seconds) 2011-06-27T22:38:12 *** antimatroid has joined #aichallenge 2011-06-27T22:52:35 *** davidjliu has joined #aichallenge 2011-06-27T22:53:03 I couldn't help but notice that my bot has played 1337 games. lol... 2011-06-27T22:55:19 davidjliu: :) 2011-06-27T22:55:32 an example of why my bot should eventually learn pathfinding: http://aichallengebeta.hypertriangle.com/visualizer.php?game=39283&user=110 2011-06-27T22:55:38 about that. heh 2011-06-27T22:57:26 davidjliu: http://ants.zeroviz.us/mcihi/ or that :P 2011-06-27T22:57:34 i have a new map generator that does more mazey maps 2011-06-27T22:57:45 haha... yeah 2011-06-27T22:57:45 nice 2011-06-27T22:58:47 is that map made by map generation with 3*3 corridors and then with holes cut out of some of the walls? 2011-06-27T22:58:50 er, 3*3 cells 2011-06-27T22:59:11 yeah 2011-06-27T22:59:39 i do a maze with a 3x3 block in one players basis squraes, sometimes cutting holes in the edge of the basis 2011-06-27T22:59:54 remove a few extra walls in the maze, then randomly remove some water from the edges of land 2011-06-27T23:00:07 then make the map symmetric 2011-06-27T23:01:07 I'm impressed with the symmetry 2011-06-27T23:01:20 which part? 2011-06-27T23:01:40 i have those tesellation symmetries, then 5 types of 2 player rotational symmetry, 3 types of 4 player rotational symmetry and 1 type for 8 players 2011-06-27T23:02:26 tessellation symmetry just seems more surprising that it's symmetric when you look at it 2011-06-27T23:02:40 yeah 2011-06-27T23:02:59 i was surprised when i worked out the conditions for that that i could do like 5/7 etc. player symmetry 2011-06-27T23:03:56 yeah... it's pretty cool looking 2011-06-27T23:04:56 i'm tempted to scrap my random walk generator 2011-06-27T23:04:58 these maps are much nicer 2011-06-27T23:05:01 and they can be more open 2011-06-27T23:06:27 My personal issue is that all of the random walk maps pretty much seem to be the same 2011-06-27T23:08:27 yep 2011-06-27T23:08:33 the map gen is pretty sucky 2011-06-27T23:10:28 i'm still ironing stuff out, but this is what my map gen spits out.. http://pastebin.com/HpB6gee9 2011-06-27T23:15:52 nice. I like the one with the big divide in the middle. It's interesting 2011-06-27T23:16:48 If you're having maps that are primarily block-like, you might think of having walls of thickness two to add a little more space, maybe 2011-06-27T23:17:47 yeah i thought about that, makes it harder to do though 2011-06-27T23:18:14 also the rotation seems to screw up the walls/land in places 2011-06-27T23:18:57 i don't think that's bad, except in the cases where it makes regions that can't be reached for a 3x3 block walking around 2011-06-27T23:18:57 currently you mean? 2011-06-27T23:19:01 yeah 2011-06-27T23:19:22 as in it's asymmetrical or it looks different? 2011-06-27T23:19:28 I assume looks different 2011-06-27T23:19:30 than expected 2011-06-27T23:25:38 *** okayzed is now known as okay 2011-06-27T23:43:25 *** davidjliu has quit IRC (Quit: Page closed)