2011-06-28T00:01:20 *** okay is now known as okayzed 2011-06-28T00:13:24 *** janzert has quit IRC (Ping timeout: 255 seconds) 2011-06-28T00:15:07 *** Zaphus has joined #aichallenge 2011-06-28T00:17:18 *** Zaphus has quit IRC (Client Quit) 2011-06-28T00:25:53 *** ltriant has quit IRC (Ping timeout: 250 seconds) 2011-06-28T00:27:25 *** filter has joined #aichallenge 2011-06-28T00:27:51 *** filter_ has quit IRC (Ping timeout: 244 seconds) 2011-06-28T00:28:21 *** janzert has joined #aichallenge 2011-06-28T00:34:22 *** janzert has quit IRC (Read error: Connection reset by peer) 2011-06-28T00:38:03 *** ltriant has joined #aichallenge 2011-06-28T00:38:23 *** janzert has joined #aichallenge 2011-06-28T00:39:06 janzert: http://ants.zeroviz.us/EToM2/ :) 2011-06-28T00:49:51 looks good 2011-06-28T00:49:55 what about a mirror one? 2011-06-28T00:59:11 *** Kingpin13 has quit IRC (Quit: this used to be the life, but I don't need another one) 2011-06-28T00:59:20 *** McLeopold has joined #aichallenge 2011-06-28T01:11:57 amstan: how many players? 2011-06-28T01:12:02 McLeopold: why don't you need the directions anymore? 2011-06-28T01:12:06 4 2011-06-28T01:12:49 antimatroid: I can detect all symmetries automatically now 2011-06-28T01:13:42 you can make maps with more than 1 valid symmetry as well 2011-06-28T01:14:16 amstan: http://ants.zeroviz.us/LiFHn/ http://ants.zeroviz.us/K7xie/ http://ants.zeroviz.us/Iwb88/ 2011-06-28T01:14:22 one of each kind of rotational symmetry 2011-06-28T01:14:50 antimatroid: only the last one does rotational 2011-06-28T01:15:12 i include a diagonal flip/transpose as a rotation of a grid 2011-06-28T01:15:26 including a horizontal/vertical flip 2011-06-28T01:15:36 then my other maps i call tile/tessellation 2011-06-28T01:15:50 sorry, i'm terrible at picking names non-mathematicians will understand :P 2011-06-28T01:16:04 McLeopold: soo... when can the maps go up on the server? :P 2011-06-28T01:16:18 i'm just saying, you're only doing rotational on the last one, the first 2 are mirrors 2011-06-28T01:17:06 that's still a rotation :P 2011-06-28T01:17:22 if you consider the z axis, sure.. 2011-06-28T01:17:46 that's how people do symmetries of polygons etc :P 2011-06-28T01:18:30 *** okayzed is now known as okay 2011-06-28T01:19:26 antimatroid: make sure you include command line switches for all the variables of map generation 2011-06-28T01:19:55 McLeopold: how do i do that? :P 2011-06-28T01:20:03 import argparse 2011-06-28T01:20:11 i've set it up so there are constructer functions 2011-06-28T01:20:16 so it shouldn't be too hard 2011-06-28T01:20:27 antimatroid: see the worker script 2011-06-28T01:20:28 no, that works nicely with switches 2011-06-28T01:24:07 here's a bunch of maps i generated without throwing any out, do either of you have any complaints/suggestions as to the design of them...? 2011-06-28T01:24:13 http://pastebin.com/snhq0aAq 2011-06-28T02:37:01 *** okay is now known as okayzed 2011-06-28T02:42:30 McLeopold: how far do i go to checking the validity of parameters? 2011-06-28T02:42:57 like do i make sure rows/cols are positive on top of making sure say for tile maps the parameters will work? 2011-06-28T02:47:24 *** V3rG1L has joined #aichallenge 2011-06-28T02:52:02 *** V3rG1L has left #aichallenge 2011-06-28T02:52:39 antimatroid: The server will want a list of parameters and the ranges it is allowed to choose. Integers are best. 2011-06-28T02:53:03 *** gobang has joined #aichallenge 2011-06-28T02:53:18 the feasible parameters changes depending on your type of symmetry 2011-06-28T02:53:29 hmm... 2011-06-28T02:53:32 like you can only do 2,4,8 player maps for rotationally symmetric maps 2011-06-28T02:54:22 and if i'm doing a block map, the dimensions need to be divisible by like 2*block_size 2011-06-28T02:54:24 I would consider them different map generators then. 1 parameter will be 'type' 2011-06-28T02:54:33 the rest of the parameter list comes from that 2011-06-28T02:55:25 can't the engine just call the generator for a random map? 2011-06-28T02:55:33 then deal with the proportions of what types in the map generator 2011-06-28T02:55:36 i would have thought that'd be easier 2011-06-28T02:56:04 I want the server to control types generated 2011-06-28T02:56:21 And to calculate how spread out the parameters will be 2011-06-28T02:56:49 it's going to need to know all the requirements for what is needed for symmetries to work 2011-06-28T02:56:50 then different map generators don't need their own logic for spreading out the parameters. 2011-06-28T02:57:43 Is a list of parameter names and a numeric range for each not good enough? 2011-06-28T02:57:44 like if you ask for a rotationally symmetric map with a block size of 4 and 10 columns, it's not going to look nice 2011-06-28T02:58:25 what if i make the min and max levels of these things input parameters? 2011-06-28T02:58:41 Yes, that's what a range is 2011-06-28T02:58:42 i have those as fixed parameters atm 2011-06-28T02:58:52 i'll do that 2011-06-28T02:58:55 ok 2011-06-28T02:59:28 so, there should be a list of types, and each type has it's own list of parameters, and each parameter has an acceptable range of values 2011-06-28T02:59:45 yeah, i think i'm good now 2011-06-28T02:59:46 The "range" can be a list, maybe, like for rot sym, [2, 4, 8] 2011-06-28T03:00:24 so, tuples for actual ranges, lists for specific values 2011-06-28T03:00:39 I'll want a get_types function I can call 2011-06-28T03:01:42 *** ltriant has quit IRC (Quit: Computer has gone to sleep) 2011-06-28T03:04:24 *** gobang has quit IRC (Ping timeout: 255 seconds) 2011-06-28T03:04:39 antimatroid: return something like this {'rotational': {'players': [2,4,8], 'block_size': (2,5)}, 'transposition': {'players': (2,10), 'rows': (20,100)} } 2011-06-28T03:05:59 yep sure 2011-06-28T03:06:24 antimatroid: do you know what sigh did when 2 bots can get to a space at the same time, for food spawning? 2011-06-28T03:06:51 McLeopold: i can guess 2011-06-28T03:07:18 ok 2011-06-28T03:07:33 i find a basis, which can be larger than total_land/no_players, because of first access squares, but each square in the basis can't "get to another basis element" by going between the symmetric locations 2011-06-28T03:08:24 some of the basis elements will have less than n symmetric locations associated, just take the set that doesn't double elements 2011-06-28T03:08:27 then spawn food on that set 2011-06-28T03:08:30 does that make sense? 2011-06-28T03:08:45 uh, so don't spawn in the middle? 2011-06-28T03:08:51 no you can 2011-06-28T03:08:59 just spawn 1 food item there, rather than n items 2011-06-28T03:09:17 same as if you have 4 players, you can spawn on the diagonals, just don't spawn twice on the same location that turn 2011-06-28T03:09:20 so, a set can be smaller than the number of players 2011-06-28T03:09:24 yes 2011-06-28T03:09:34 the set of squares symmetrically equivalent to a basis element 2011-06-28T03:09:37 what if I just queued up 2 foods? 2011-06-28T03:09:48 and no two basis elements are in the same set of squares that are equivalent to each toehr 2011-06-28T03:10:10 McLeopold: you could do that, but if one bot gets there then they get an advantage? 2011-06-28T03:10:18 yeah, they woould 2011-06-28T03:10:18 and the food spawn info is going from starting locations... 2011-06-28T03:10:24 i would spawn just 1 2011-06-28T03:10:32 but, spawning less messes with the spawn rate 2011-06-28T03:10:37 yeah 2011-06-28T03:10:44 can you just queue up locations 2011-06-28T03:10:54 I have to make sure I have enough middle spawns to equal the number of players 2011-06-28T03:11:23 i would have a queue of symmetric sets to spawn on 2011-06-28T03:11:23 It's like a partial set, I have to have enough to make a full set 2011-06-28T03:11:46 and while the fronts size + spawned food <= amount_to_spawn, spawn from the front? 2011-06-28T03:12:14 not perfect, but still symmetric? 2011-06-28T03:12:24 the spawn rate wouldn't be perfectly constant, but close enough 2011-06-28T03:12:27 I'm saving left over food to spawn, I think I could just play with the rates 2011-06-28T03:12:53 *** gobang has joined #aichallenge 2011-06-28T03:13:18 if you have spawn_rate = 5 food per turn or whatever, then you have amount_to_spawn = turn*spawn_rate, and then keep amount_spawned and a queue of to spawn sets 2011-06-28T03:13:52 so, I have "total food to spawn", right now I'm doing a mod, but instead I could just pull the next set, which is a variable size, and only spawn if it is not more than leftover food. 2011-06-28T03:14:27 I think we are saying the same thing... 2011-06-28T03:15:15 okay, variable sized spawn sets it is, which will be very close to calculating mod, just slightly off if a middle set gets chosen. 2011-06-28T03:15:29 i don't think blockable regions exist with my maps either 2011-06-28T03:15:40 they'd be quite rare if they did 2011-06-28T03:15:53 they are looking nice 2011-06-28T03:16:10 when I finish the better food spawn code, we can put them on the server 2011-06-28T03:16:20 yep 2011-06-28T03:16:23 i'm doing a rewrite now 2011-06-28T03:16:25 cleaning it all up 2011-06-28T03:16:32 i'm going to scrap the random walk stuff 2011-06-28T03:16:40 I'm glad I did symmetry detection, much better than in the map 2011-06-28T03:16:51 this is way faster than the symmetric walk stuff too 2011-06-28T03:17:01 did you see the 1000x1000 map? :P 2011-06-28T03:17:04 Don't scrap random walk, it's still good 2011-06-28T03:17:06 no 2011-06-28T03:17:15 http://ants.zeroviz.us/vhf1b/ 2011-06-28T03:17:34 that took a few seconds 2011-06-28T03:17:48 whoa, it crashed chrome :p 2011-06-28T03:17:57 i have it loaded in chrome :P 2011-06-28T03:18:08 i can only see one player in normal view 2011-06-28T03:18:19 pink is near the bottom right if you zoom in, i don't know where the third player is 2011-06-28T03:19:01 I just found him :) 2011-06-28T03:19:10 Let's make that the final map :) 2011-06-28T03:19:12 it's off the left 2011-06-28T03:19:14 aha 2011-06-28T03:19:43 i'm looking forward to crazy maps tcp 2011-06-28T03:19:55 Hopefully we won't need it. 2011-06-28T03:19:59 single width mazes, ridiculously large maps etc. 2011-06-28T03:21:57 aichallenge: McLeopold epsilon * rd119816 / ants/ants.py : added map symmetry detection - http://bit.ly/mCxPUi 2011-06-28T03:21:57 aichallenge: McLeopold epsilon * r62c8f3f / (3 files): added symmetry test maps - http://bit.ly/ln7eHe 2011-06-28T03:21:58 aichallenge: McLeopold epsilon * r568a216 / (5 files in 5 dirs): Merge branch 'epsilon' of github.com:aichallenge/aichallenge into epsilon - http://bit.ly/ixs2qA 2011-06-28T03:22:06 antimatroid: pull that update to test your map symmetries 2011-06-28T03:22:28 later :P 2011-06-28T03:22:29 type "ants.py mapfile.map" 2011-06-28T03:22:32 i'm rewriting now 2011-06-28T03:24:15 another problem is it stalling 2011-06-28T03:24:27 :( 2011-06-28T03:24:31 if min_starting_distance is too high, it can't pick starting locations for players 2011-06-28T03:24:35 like an infinite loop? 2011-06-28T03:24:36 it's fine if the parameters are alright 2011-06-28T03:24:48 but if you mess up the parameters, it's just going to loop trying to find starting locations 2011-06-28T03:24:51 yeah 2011-06-28T03:25:08 give it a max tries and raise an error if reached 2011-06-28T03:25:11 i can make it quit out probably, but you wont get a map back 2011-06-28T03:25:23 I'll write the map generator stuff to retry on failure 2011-06-28T03:25:45 As long as you give me parameters that will usually produce a map, it's okay 2011-06-28T03:26:03 :P 2011-06-28T03:26:03 I had to tweak min_distance a lot on my cell mazes 2011-06-28T03:26:03 how do you want errors done? 2011-06-28T03:26:08 is there a file i can look at? :P 2011-06-28T03:26:41 no output would be fine 2011-06-28T03:26:58 I'll just run the map through the symmetric detection to look for failure. 2011-06-28T03:27:08 easy 2011-06-28T03:27:41 or, you could restart the map generation yourself, either way 2011-06-28T03:28:13 can i assume [min,max] players will always include 2, 4 or 8 in its range? 2011-06-28T03:28:22 no 2011-06-28T03:28:28 you give me a range, or a list 2011-06-28T03:28:54 actually, nevermind 2011-06-28T03:28:55 so, you will *know* what values I may select 2011-06-28T03:30:08 @later tell amstan ai-contest.com is down again 2011-06-28T03:30:08 McLeopold: Ready to serve. 2011-06-28T03:30:45 weird, now it's back 2011-06-28T03:31:19 *** aerique has joined #aichallenge 2011-06-28T03:43:40 McLeopold: i can't take the type or rotational symmetry from you without the exact number of players.. 2011-06-28T03:43:44 of* 2011-06-28T03:50:28 make a matrix of acceptable type and player_count combos 2011-06-28T03:52:57 there is 1-5 for 2 players, 1-3 for 4 players and 1 for 8 players 2011-06-28T03:55:19 McLeopold: how about if no_players is fixed, but you give me a range for dimensions? 2011-06-28T04:00:51 antimatroid: what ever you think is best, I just want a list of parameters and acceptable values 2011-06-28T04:03:21 *** amstan has quit IRC (Ping timeout: 255 seconds) 2011-06-28T04:08:58 *** stocha has joined #aichallenge 2011-06-28T04:11:49 *** Palmik has joined #aichallenge 2011-06-28T04:11:52 @later tell antimatroid: yes i have 6. Three are anchors (StoSnake it's a snake bleh, Sto_greed_002 - the one i gave on the forum, sto_random - weak reference bot). The other three, i use to see how different strategy ranks. 2011-06-28T04:11:52 stocha: I come to serve. 2011-06-28T04:13:53 @later tell antimatroid: so i really have three account (with only one, there would be stosnake by the way). Why three ? Because ranking takes ages to reach. Sto003 may become a sort of anchor also. (it's very different from my other bots, but i don't want to work any more on this style of bot) 2011-06-28T04:13:53 stocha: I think that worked... 2011-06-28T04:15:21 @later tell antimatroid: what would be could would to be able to use the beta to actually really test my bots. But because of the slow delay before having a trustworthy rank, i would need probably a few dozen account to do that (not that i can't test at home, because i have no free processor time available) 2011-06-28T04:15:21 stocha: Yes master! 2011-06-28T04:29:45 nice top level game this one : http://aichallengebeta.hypertriangle.com/visualizer.php?game=42561&user=7 2011-06-28T04:30:00 at least i have the impression i understand what's going on a bit :) 2011-06-28T04:31:13 *** smippy is now known as smellyhippy 2011-06-28T04:36:13 *** gobang has quit IRC (Read error: Connection reset by peer) 2011-06-28T04:36:34 *** gobang has joined #aichallenge 2011-06-28T04:36:46 *** onensora has joined #aichallenge 2011-06-28T04:48:59 *** Naktibalda has joined #aichallenge 2011-06-28T05:10:52 2011-06-28T05:14:15 2011-06-28T05:15:07 2011-06-28T05:15:10 , 2011-06-28T05:15:12 ? 2011-06-28T05:19:28 *** stocha has quit IRC (Ping timeout: 252 seconds) 2011-06-28T05:19:45 *** sYnfo has joined #aichallenge 2011-06-28T06:03:03 *** stocha has joined #aichallenge 2011-06-28T06:03:07 http://aichallengebeta.hypertriangle.com/visualizer.php?game=42641&user=21 2011-06-28T06:03:20 bots are weak, but the game is worth looking at once, i feel :) 2011-06-28T06:03:35 (greentea playing, and other similar bots) 2011-06-28T06:07:52 *** stocha has quit IRC (Client Quit) 2011-06-28T06:16:02 *** sigh has joined #aichallenge 2011-06-28T07:02:50 *** olexs has joined #aichallenge 2011-06-28T07:19:09 *** mleise has joined #aichallenge 2011-06-28T07:21:06 *** boegel has joined #aichallenge 2011-06-28T07:50:21 *** Accoun has quit IRC (Read error: Connection reset by peer) 2011-06-28T07:50:45 *** noid16388 has joined #aichallenge 2011-06-28T07:53:11 *** smiley1993 has joined #aichallenge 2011-06-28T07:55:25 contestbot: tcp 2011-06-28T07:55:26 smiley1993: You have no gotten any error messages recently, so here's a random one just to let you know that we care. 2011-06-28T07:57:06 *** stocha has joined #aichallenge 2011-06-28T07:57:44 davidd: davidjliu bot was expelled from the top 10 by some new maps. It shows how much the ranking depends on maps. 2011-06-28T08:00:54 *** stocha has quit IRC (Client Quit) 2011-06-28T08:20:20 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has joined #aichallenge 2011-06-28T08:26:27 *** smiley1993 has quit IRC (Quit: leaving) 2011-06-28T08:26:27 *** noid16388 has quit IRC (Read error: Connection reset by peer) 2011-06-28T08:26:44 *** noid16388 has joined #aichallenge 2011-06-28T08:27:58 *** smiley1983 has joined #aichallenge 2011-06-28T08:38:21 *** onensora has quit IRC () 2011-06-28T08:38:38 *** onensora has joined #aichallenge 2011-06-28T08:46:35 *** Zaphus has joined #aichallenge 2011-06-28T08:51:20 how would i express 'attackradius2' in a bitboard world ? 2011-06-28T08:58:05 *** Zaphus has quit IRC (Quit: Page closed) 2011-06-28T09:04:14 McLeopold: you up? 2011-06-28T09:04:55 @topic 2011-06-28T09:04:55 antimatroid: 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) 2011-06-28T09:24:06 *** eashoka has joined #aichallenge 2011-06-28T09:27:17 hi All! 2011-06-28T09:29:29 Got to bother you with a question. sorry if this one is already discussed many times. Why do we have to explicitly call "destinations.add(location)" if we are not moving an Ant (location)? all the sample code has it. can anybody please explain why it's needed ? 2011-06-28T09:34:13 if we are already checking for destination.isOccuied() before an issueOrder, then why do we need to explicitly keep track of where idle ants are ? 2011-06-28T09:34:49 even if an ant doesn't move, it'll be at some square next turn, so it's a destination in a way 2011-06-28T09:35:13 the python function unnocupied just compare the type value of the square 2011-06-28T09:35:41 it would be enougth to check 2011-06-28T09:36:55 how would i express 'attackradius2' in a bitboard world ? 2011-06-28T09:37:02 *** gobang has quit IRC (Read error: Connection reset by peer) 2011-06-28T09:37:03 checking both occupied square and destination prevent us from colliding ants (moving or not) 2011-06-28T09:42:36 tx . what I meant was : 2011-06-28T09:44:04 the current tiles of the ants are already marked isn't it. (with the Ilk type) so, if we are not moving the ant, why do we need to specifically remember it's location ? 2011-06-28T09:44:47 the reason is, I'm getting a nasty error 'duplicate order' wonder thether this has something to do with it.... 2011-06-28T10:10:54 *** olexs has quit IRC (Quit: Leaving.) 2011-06-28T10:11:45 *** stocha has joined #aichallenge 2011-06-28T10:13:32 *** olexs has joined #aichallenge 2011-06-28T10:15:16 @later tell McLeopold: a larger view radius may actually hurt bots with better path finding 2011-06-28T10:15:16 antimatroid: Ready to serve. 2011-06-28T10:15:32 @later tell McLeopold: at least those who make use of information outside of view 2011-06-28T10:15:32 antimatroid: As you wish. 2011-06-28T10:16:38 eashoka: you're welcome to write your bot however you like :) 2011-06-28T10:16:45 the starter bots are just a place to get started 2011-06-28T10:17:26 @later tell gobang what do you mean by bitboard world ? How is attackradius2 a problem in there ? 2011-06-28T10:17:26 stocha: Ready to serve. 2011-06-28T10:17:35 stocha; second that :) 2011-06-28T10:17:51 i think my map code is finished 2011-06-28T10:17:58 i'ma put it on github soon 2011-06-28T10:18:54 antimatroid: good :) I'm worrying about how much it will impact current game feeling. But you don't progress without some big revolution. I think the maze map, will make the game quite different. Even if it is only one map over ten. 2011-06-28T10:19:22 stocha: i'm kind of planning to make this the map gen 2011-06-28T10:19:33 antimatroid: that would be very bad choice indeed. 2011-06-28T10:19:36 http://codepad.org/MoaTzzro 2011-06-28T10:19:40 in my opinion :) 2011-06-28T10:19:44 that's the map gen atm, with a sample map at the bottom 2011-06-28T10:19:52 Map generator choice, is really the main rule choice for the contest. 2011-06-28T10:20:04 maz maps are a very particular thing. They lack diversity. 2011-06-28T10:20:32 stocha: i can tweak the parameters to open the maps up more 2011-06-28T10:20:59 you'll notice they aren't "perfect mazes" 2011-06-28T10:21:05 in that there are many paths between some places 2011-06-28T10:21:08 antimatroid: let's try to put a few in there. But i doubt people will support the supression of the random walk. Which quite a good game . 2011-06-28T10:21:21 random walk is a crap strategy 2011-06-28T10:21:29 antimatroid: it's your generator, so feel free to make it great :) 2011-06-28T10:21:35 *** olexs has quit IRC (Quit: Leaving.) 2011-06-28T10:21:58 antimatroid: the resulting maps are good. So if you find a better way to have the same set of map, feel free to do it. 2011-06-28T10:22:53 What i'm sure of, is that the 100% random walk map, and the 100% maze map are different kind of ant games. 2011-06-28T10:23:11 Winning bot will be different. Efficient features, and best strategy will differ much. 2011-06-28T10:23:36 So chosing only one, is really imposing the major rule choice. 2011-06-28T10:23:52 But you can mix them (which arguably will make the game even more complicated) 2011-06-28T10:24:21 then you'll have to choose the ratio. But i think it's less a game breaker than having 0% of some map types. 2011-06-28T10:24:52 i think the idea of random walk maps can be better achieved with opening up the maze maps 2011-06-28T10:24:56 and they look better 2011-06-28T10:25:00 antimatroid: put a few labyrinth on the test server (while the old maps in there remains of course) 2011-06-28T10:25:02 and see how people react. 2011-06-28T10:25:12 i can't just do it myself 2011-06-28T10:25:18 and we need to update the food spawn code 2011-06-28T10:25:23 once it's ready we'll add a bunch 2011-06-28T10:25:25 ah. have the proper person do that then. 2011-06-28T10:25:44 when do you think it will be ready ? 2011-06-28T10:26:10 it will be very intersting to observer how people react during the first two week of maze adding :) 2011-06-28T10:26:21 initially they will be happy. 2011-06-28T10:26:36 then some will realize that their bot isn't doing what they though it was doing :p 2011-06-28T10:26:44 it will be the interesting point. 2011-06-28T10:27:22 That is a major rule change in fact. 2011-06-28T10:27:26 stocha: http://ants.zeroviz.us/UnQuI/ 2011-06-28T10:27:53 it looks very nice. 2011-06-28T10:28:05 it is however very corridor oriented maps. 2011-06-28T10:28:11 can you do very open ones ? 2011-06-28T10:29:02 if the contest was using this map generator only, i guess i will have a very big advantage all of a sudden :) 2011-06-28T10:29:12 because the corridor map are those i like the best. 2011-06-28T10:29:26 But ... a lot of people want to have open maps also. I'm quite sure of that. 2011-06-28T10:29:39 with just a few lakes 2011-06-28T10:30:14 stocha: http://ants.zeroviz.us/kLWoS/ 2011-06-28T10:30:17 Random walk is very good at diversity. That's why i think it will be nice to still use it. Whatever the percentage. So people don't take too much for granted. 2011-06-28T10:30:20 you end up with something like that 2011-06-28T10:30:41 antimatroid: it's interesting. But certainly not a very open map :) 2011-06-28T10:30:51 you should maybe kill some water plans. 2011-06-28T10:31:13 i could "bomb" patches of the map 2011-06-28T10:31:18 but still, it will be different from the random walk generator. Which are good and flexible (but won't generate good maze of course :) ) 2011-06-28T10:31:30 antimatroid: yeah. But i think the maze map is really good as it is 2011-06-28T10:31:33 like, after making the maze, bomb circles in places 2011-06-28T10:31:36 it does it's job very well 2011-06-28T10:31:42 i think the maze mapgen is the way to go though 2011-06-28T10:31:46 then open maps up from this 2011-06-28T10:31:48 (although you need to add open rooms also etc) 2011-06-28T10:31:52 it's way faster and more reliable too 2011-06-28T10:32:29 antimatroid: the random walk generator is very flexible, and good for diversity. I think it's a very important feature. The mazes will add greatly to those properties 2011-06-28T10:32:52 because i think good reliably corridor maps are a very usefull addition 2011-06-28T10:32:55 *** UncleVasya has joined #aichallenge 2011-06-28T10:33:09 stocha; i will have another go at making a random walk one with my new generator at some point 2011-06-28T10:33:11 antimatroid: assume it will be 50 of each. 2011-06-28T10:33:59 antimatroid: if you come up with a yet more diverse and flexible way than the current one, feel free to go there :) Let's keep the old one in the meantime, and mix it with those corridors 2011-06-28T10:34:10 there will probably will be many ways of using your current maze generator. 2011-06-28T10:34:20 and then there might be other ways to generate mazes. 2011-06-28T10:34:34 (which maybe you will want to dig in through, who knows) 2011-06-28T10:34:57 i'm not sure i really understand your algorithm :) 2011-06-28T10:35:10 *** Kingpin13 has joined #aichallenge 2011-06-28T10:35:33 (why is there a grid of lake in the most open maps, that puzzles me :p ) 2011-06-28T10:36:20 antimatroid: i think i would have done it this way. Buid 3x3 cells separated by full (1width) lines of water. 2011-06-28T10:37:11 antimatroid: then apply the wall painter algorithm. Whenever there is a wall you let the 1width water line be. Where there is not, you remplace it by 1x3 segment of emptyness. 2011-06-28T10:37:32 (it would be clearer with a picture maybe :p ) 2011-06-28T10:38:09 the idea is to apply the algorithm wich revolve about empty cells having four wall. While a cell share all of it's wall with the 4 neighbors. 2011-06-28T10:38:26 so walls are 1x3 water. and empty cells are 3x3 emptyness. 2011-06-28T10:39:33 obviously, you can make the wall width a parameter. 1x3 walls are hard to carve :) 2011-06-28T10:40:16 stocha: look at the wikipedia page for maze generation 2011-06-28T10:40:24 i'm doing the recursive back track algo from there 2011-06-28T10:40:52 you do use cells and walls right. 2011-06-28T10:42:16 antimatroid: the walls and cells concept are independant of wich algorithm you use :) 2011-06-28T10:42:38 antimatroid: i simply says : you can have wall width a parameter. It seems you always your 3 for wall width. 2011-06-28T10:43:05 stocha: i will experiment with other maze generation algos 2011-06-28T10:43:25 it should be a matter of replacing the backtrack function in the python thing i linked 2011-06-28T10:43:36 antimatroid: make sure there is one that definetly run well with the contest first though :) 2011-06-28T10:44:07 *** sigh_ has joined #aichallenge 2011-06-28T10:44:46 antimatroid: i think that maybe 1 or 3 very different generator will be enougth for the contest. So we may already have two. The random walk one (or a futur declinaison) and now your maze one (or a futur evolution) 2011-06-28T10:44:57 so we may add one very different thing. And we are done :) 2011-06-28T10:45:19 Though i have no idea what the third way could be. 2011-06-28T10:46:02 *** sigh__ has joined #aichallenge 2011-06-28T10:47:00 *** sigh has quit IRC (Ping timeout: 276 seconds) 2011-06-28T10:47:24 Adding 3rd dimension is the next thing 2011-06-28T10:47:27 :) 2011-06-28T10:47:52 UncleVasya: maybe you could generator some 3d form, and slice it for the map ? 2011-06-28T10:48:34 Slice map generator. Still you would have to generated a good 3d form. Which i don't want to being to think about 2011-06-28T10:48:39 *** sigh_ has quit IRC (Ping timeout: 246 seconds) 2011-06-28T10:48:45 UncleVasya: i would love to do n-dimensional tron :) 2011-06-28T10:49:01 sigh__: I haz new maps :) 2011-06-28T10:49:32 stocha: sorry, can't understand your sentence. 2011-06-28T10:50:37 http://aichallengebeta.hypertriangle.com/visualizer.php?game=43198&user=107 Two bots managed to have the same score (for the last rank) 2011-06-28T10:51:07 antimatroid: What do you think about PW with map bounds like in ants? I mean when you fly out of top boundary you come to the down. 2011-06-28T10:52:31 UncleVasya: I say. Generate a 3d form, with two substance (let's call them gold and iron). Then you slice the 3d form. When you encounter gold, you do a water cell. And when you encounter iron, you do a ground cell. But you would have to have a very special 3d form for it to generate maps. It's most probably not an interesting idea. 2011-06-28T10:52:35 *** sigh__ has quit IRC (Remote host closed the connection) 2011-06-28T10:54:03 *** slkjcna has quit IRC (Ping timeout: 240 seconds) 2011-06-28T10:54:21 antimatroid: As ships can move only through planets I think it it isn't a very big change in the gameplay. Am I wrong? 2011-06-28T10:54:53 *** slkjcna has joined #aichallenge 2011-06-28T10:54:56 UncleVasya: hyper torus? 2011-06-28T10:55:00 stocha: I am totally uncompetent person to discuss this stuff :) 2011-06-28T10:55:17 UncleVasya: so do i in fact 2011-06-28T10:56:38 when we remake tron 2011-06-28T10:56:41 *** carlop has joined #aichallenge 2011-06-28T10:56:43 that will need to be on a torus imo 2011-06-28T10:56:56 carlop: http://codepad.org/MoaTzzro this is my current map code 2011-06-28T10:56:57 torus are nice 2011-06-28T10:57:01 with a map generated at the bottom 2011-06-28T10:57:06 stocha: the ants maps are a torus :) 2011-06-28T10:57:31 antimatroid: so do most civilization maps so i heard 2011-06-28T10:57:56 carlop: you now have command line options for requesting map types, like "python mapgen.py --symmetry rotational --no_players 4" 2011-06-28T10:58:43 is this map 3x3 compliant ? http://aichallengebeta.hypertriangle.com/visualizer.php?game=43155&user=107 2011-06-28T10:58:48 hi... i've done some experimenting with generation symmetry, this is my grid.py (that work with your pattern generator): http://codepad.org/93JJ1KuF 2011-06-28T10:58:55 antimatroid: yeah, torus (thanks, now I know a new word). 2011-06-28T10:59:12 UncleVasya: do you get how the maps are a torus? 2011-06-28T10:59:20 *** olexs has joined #aichallenge 2011-06-28T10:59:30 currently generate 10 type of symmetry for 8 player map 2011-06-28T10:59:31 Hi, 2011-06-28T10:59:59 it's REALLY slow if you tell it to generate a tile symmetric map with a specified number of players 2011-06-28T11:00:04 i dunno how to fix that 2011-06-28T11:00:09 it's just hard to do that 2011-06-28T11:00:20 how slow ? 2011-06-28T11:00:52 antimatroid: the most important part of my code is the list of symmetry at row 32 2011-06-28T11:00:57 not that slow, i will just tell you i failed if it can't find valid parameters within a few seconds 2011-06-28T11:01:09 antimatroid: you said ants maps are a toruses so I think torus means "go one direction and you'll come to your starter position from the other side". 2011-06-28T11:01:12 UncleVasya: are you an experimented functional developer ? 2011-06-28T11:01:33 Anyway, I go to wiki to read about this wotd more. 2011-06-28T11:02:37 UncleVasya: think of a garden hose, if fold the top and bottom over the back onto each other, you get a cylinder/hose, then if you wrap the hose around into a donut shape (joining the sides) then you get a torus 2011-06-28T11:03:06 stocha: My bot is the "Hello world" for me in the functional world. I've never read functional code before Smiley's satarter pack. 2011-06-28T11:03:26 UncleVasya: you have pretty good ranking. 2011-06-28T11:03:39 He is expirienced fun-guy and he loves it. 2011-06-28T11:03:51 antimatroid: this is an example of 8player symmetry not previously generated: http://ants.zeroviz.us/vhax8/, and this is a list of antpast link for other symmety I can generate: http://pastebin.com/Eq1u00fS 2011-06-28T11:03:56 stocha: I have no life :) 2011-06-28T11:04:35 So if we compare my time invested to the bot and with others... 2011-06-28T11:04:40 carlop: that looks nice :) 2011-06-28T11:04:51 UncleVasya: is that synonym for divorced ? 2011-06-28T11:05:38 UncleVasya: you don't know for sure how much time others have put into this. 2011-06-28T11:06:12 there is the time you use for typing. And then all the unsubstantial time your use while you are doing (or supposed to) other stuff. And sleeping etc. 2011-06-28T11:06:28 Although to learn a new language, you sort of need a lot of what i call "typing time" :) 2011-06-28T11:07:26 ok, your compliment about rankings accepted :) 2011-06-28T11:08:15 UncleVasya: i think if you go for Bot Shown Strength / time invested i'd have a chance at the lowest ratio (i guess other will want to try their luck also though :p ) 2011-06-28T11:08:53 While i suppose that davidjiu would do poorly there :p With the first version which had a solid 3rd for weeks :p 2011-06-28T11:10:31 antimatroid: So what can you say about playing PW on torus. More interesting, less interesting or the same? 2011-06-28T11:10:47 UncleVasya: in this game, my bot beated yours :p http://aichallengebeta.hypertriangle.com/visualizer.php?game=43240&user=107 2011-06-28T11:11:47 I know so many games when your guys offending me. I'm going to call my dad! :D 2011-06-28T11:13:29 *where 2011-06-28T11:13:50 UncleVasya: it might make things more complicated 2011-06-28T11:14:02 i imagine my strategy would be the same with an updated distance metric 2011-06-28T11:14:10 not that i was ever really that happy with my strategy 2011-06-28T11:14:13 antimatroid: generate_basis_information basically understand if symmetry use a triangular / rectangular or square basic tile ? 2011-06-28T11:14:15 UncleVasya: yeah, but i had great hope at what stocha is curently Running becoming a Reference bot. And reaching 3rd rank until someone start to want to play with flag and sir_macelon(which i'm not very confidence now but well) 2011-06-28T11:14:49 carlop: it generates a basis for the set of all squares under symmetry 2011-06-28T11:15:23 *** stocha has quit IRC (Quit: Page closed) 2011-06-28T11:15:55 good idea.. 2011-06-28T11:17:24 carlop: get the latest pull of ants.py to test your symmetry 2011-06-28T11:17:40 McLeopold: I think i'm mostly done 2011-06-28T11:17:49 i haven't done the dictionary function thing yet though 2011-06-28T11:18:05 cool 2011-06-28T11:18:24 carlop: run "ants.py mapfilename.map" to make sure I can detect your map symmetry 2011-06-28T11:19:00 McLeopold: it's one of the two player symmetries with the map rotated around 90 degrees each turn 2011-06-28T11:22:09 @learn paste as http://ants.zeroviz.us/ 2011-06-28T11:22:09 McLeopold: As you wish. 2011-06-28T11:23:03 McLeopold: it doesn't love being told how many players you want a tile symmetric grid to be 2011-06-28T11:23:58 http://pastebin.com/P3K2ytB6 i have that to select the dimensions 2011-06-28T11:24:14 it works LOTS faster if you just ask for a grid without specified players 2011-06-28T11:25:43 *** eashoka has quit IRC (Quit: Page closed) 2011-06-28T11:25:52 i can maybe speed it up a bit by splitting up where it checks stuff, but it's messy and still going to hate you for it :P 2011-06-28T11:25:59 the parameters I'm allowed to select from are up to you 2011-06-28T11:26:20 do you know where the tcp server is? 2011-06-28T11:26:30 it's not 2011-06-28T11:26:37 ok 2011-06-28T11:26:39 bbl 2011-06-28T11:26:42 *** McLeopold has left #aichallenge 2011-06-28T11:27:44 hmm, is TCP-server already "is"? 2011-06-28T11:28:27 *** boegel has quit IRC (Ping timeout: 250 seconds) 2011-06-28T11:28:41 *** aerique has quit IRC (Quit: ...) 2011-06-28T11:30:27 @later tell McLeopold that his symmetry detection code work in all my map 2011-06-28T11:30:27 carlop: Ready to serve. 2011-06-28T11:32:11 I saw this picture: http://upload.wikimedia.org/wikipedia/commons/1/17/Torus.png In Russian it is named "bublick". 2011-06-28T11:33:41 UncleVasya: There was a TCP server. I remember some test games that were played on it. 2011-06-28T11:35:27 * UncleVasya is wondered how could he miss it. 2011-06-28T11:35:52 http://ants.zeroviz.us/oLmFK/ FFFFFFFFFFf 2011-06-28T11:39:34 just beautiful, haha. 2011-06-28T11:40:30 antimatroid: aside from that bit in the centre, it looks like it could be the basis for a nice map variety 2011-06-28T11:41:00 smiley1983: yeah, but that disconnected region isn't meant to be there 2011-06-28T11:41:38 *** stocha has joined #aichallenge 2011-06-28T11:41:40 :) at some point I ended up writing a function which found disconnected areas and filled them with water 2011-06-28T11:41:52 i would prefer not to have to do that :P 2011-06-28T11:42:07 particularly as i would need to do it with a 2x2 block 2011-06-28T11:42:13 3x3* 2011-06-28T11:42:15 I then fixed the bug causing them, but it was nice to have the code there as a failsafe 2011-06-28T11:42:22 it seems my stocha bot will finally reach 3rd. It's good news because my code is really messy now. While the current Stocha is about as simple as the old ref bot i posted month back on the forum :) 2011-06-28T11:42:28 And i need a break. 2011-06-28T11:42:43 It's very hard to take the time to really clean up the code. 2011-06-28T11:42:59 I just don't find it fun any more. Unless i rewrite in another langage. 2011-06-28T11:43:34 But my C version didn't work out too well ... i'm afraid there were uninitialised pointers and that kind of stuff. How do one detect that ? 2011-06-28T11:44:19 i'm impressed with those guys that write c bot if only for that. It's so nasty to write in a variable, only to find out (or never to find out) your wrote somewhere else; 2011-06-28T11:45:26 antimatroid: you are currently working on your code ? if not, i can add my symmetry generation code and give it back to you 2011-06-28T11:45:48 i'm just trying to work out what caused that map i just pasted 2011-06-28T11:45:53 otherwise i'm going to sleep soon 2011-06-28T11:46:19 stocha: I know zeLark (he writes in C). Do you have a questions for him? 2011-06-28T11:47:07 ok, when you stop coding, if you want to past here your code i can add xxx_symmetric_grid to your code, so there is a third method (a part of tile and rotationally) 2011-06-28T11:47:07 I think i now have 60% of my code, i have no use for. And 20% to 80% is heavilly redundant. But then all my old bots my rely on any piece of it. And i don't want to rewrite them. But i still want to be able to tests the new bot against them. 2011-06-28T11:47:10 http://ants.zeroviz.us/baCNi/ i finally managed to make another 2011-06-28T11:47:23 But i'd like my new bot to use some brand new stuff. Cleaner stuff. 2011-06-28T11:47:53 antiamatroid: great maze generator.... 2011-06-28T11:48:01 UncleVasya: yeah. How do you avoid to write where you don't expect too ? How do you detect initialized pointer into an allocated structure field ? 2011-06-28T11:48:40 antimatroid: i like the big highways :p 2011-06-28T11:49:14 Anyone has the map of an old symetric medieval town, and willing to put it on the beta server :p 2011-06-28T11:49:33 UncleVasya: uninitialized pointers. 2011-06-28T11:50:30 UncleVasya: also, in my self testing my bot was working okay. But when i used the communication wrapper for the official engine, it seems it didn't get water right. (mmm, it's hard to help me there i guess :) ) 2011-06-28T11:50:38 antimatroid: i think you can leave unconnected component (as the central island in your last pasted map), the only think that is needed is that all player are connected 2011-06-28T11:51:12 Do you think it's better to win the contests with a java bot, or with a C bot. All other things being equal ? 2011-06-28T11:53:24 If I were putting my name on it, I'd prefer C :) 2011-06-28T11:53:33 smiley1983: why ? 2011-06-28T11:53:53 for employers? 2011-06-28T11:54:08 C would be good for me. Because i have no proof i can do that well (which maybe i just can't to be fair :p ) 2011-06-28T11:54:12 personal dislike of Java, mostly (not a good reason but true) 2011-06-28T11:54:32 smiley1983: so you don't want your name to be associed with java ? 2011-06-28T11:54:42 UncleVasya: do employers really need good C programers ? 2011-06-28T11:54:59 UncleVasya: i was under the impression that java was everywhere those last .. 15 years :) 2011-06-28T11:55:05 I also suspect that I would perform better with Java because I would be learning the language in either case, and I'm not accustomed to manual memory management 2011-06-28T11:55:45 I don't know/ As I will study 3-4 years more, I don't think about employers :) 2011-06-28T11:55:45 I'm sure I will write something in Java one day, it's not like I hate the language, but I have a liking for the idea of C which I don't have for Java 2011-06-28T11:56:19 stocha: I've copied questions. He needs to go now somewhere and will look on it later. 2011-06-28T11:56:25 If i do it in c, i'm about 95% certain i'll will be plagued with a nasty out buffer write. So i don't even want to really try. Although if it was not for this particular problem, i'd go for it most probably. 2011-06-28T11:56:58 UncleVasya: okay, i have time :) I'm pretty sure there exists a way to solve those issues. C is very impractical otherwise :) 2011-06-28T11:57:28 UncleVasya: you should. Although for telling what will be in 3-4 years, might be missleading. 2011-06-28T11:58:25 smiley1983: what programming language are skilled at ? 2011-06-28T11:58:27 *** boegel has joined #aichallenge 2011-06-28T11:58:48 I didn't realize it. But the current leading bot is (one of a few) pure C bots :p 2011-06-28T11:58:53 so maybe i should ask flag. 2011-06-28T11:59:15 *** gobang has joined #aichallenge 2011-06-28T11:59:15 _flag: how do you cope with out of buffer write ? I seems to always be broken by those when i try to do C ... :'( 2011-06-28T11:59:15 *** gobang has quit IRC (Read error: Connection reset by peer) 2011-06-28T11:59:24 *** McLeopold has joined #aichallenge 2011-06-28T12:00:59 stocha: OCaml. :) I'm passingly familiar with Python, wrote some stuff in C years ago, but do most programming now in OCaml 2011-06-28T12:01:25 smiley1983: do you earn a lot of money out of it ? 2011-06-28T12:01:33 Most interested in learning Lisp and Haskell next, but Java might get in the way first 2011-06-28T12:01:46 stocha: no, none at all, but then I'm not looking for programming work 2011-06-28T12:02:02 smiley1983: what do you do for a living then ? 2011-06-28T12:02:21 stack shelves in the supermarket :) 2011-06-28T12:03:07 smiley1983: doesn't sound very intellectual put in this way 2011-06-28T12:03:30 *** gobang has joined #aichallenge 2011-06-28T12:03:48 stocha: zeLark doesn't know English enough to understand the questions. I don't know C enough to translate them correctly. We decided to solve this problem with InsaneMalkavian who writes in C++ and understands English. It should be very funny to compare our answers with flag's ones :D 2011-06-28T12:04:03 *** gobang has quit IRC (Read error: Connection reset by peer) 2011-06-28T12:04:13 UncleVasya: okay :) 2011-06-28T12:04:25 *** gobang has joined #aichallenge 2011-06-28T12:04:34 *** nux67 has joined #aichallenge 2011-06-28T12:04:53 stocha: no, it isn't meant to. I see it as getting paid to get some exercise; most academics would sorely envy my schedule, and I have no responsibilities outside of the few hours per week of paid exercise. 2011-06-28T12:05:31 *** okayzed is now known as okay 2011-06-28T12:05:44 smiley1983: is it enougth to pay the internet bill and have a nice computer/ warm place to sleep, food. And maybe childrens ? 2011-06-28T12:06:20 no children, but all the rest. Since I don't want children and doubt I ever will, I'm happy with that 2011-06-28T12:06:33 if so, i guess it's worth it. You'll outlive all of those people spending their days on a chair. 2011-06-28T12:06:43 smiley1983: oh. I wanted children so much 2011-06-28T12:07:05 i'm unsure about children 2011-06-28T12:07:09 I'm sure people who have children feel more fulfilled 2011-06-28T12:07:11 stocha: You've came to the world of no-lifers :D 2011-06-28T12:07:12 i think that a lof of guys don't see any urgency or need with having chidren 2011-06-28T12:07:13 if i do i'd like to adopt 2011-06-28T12:07:14 but I'm also sure they're not for me 2011-06-28T12:07:40 UncleVasya: i was that. But one who craved for children. For some reason. 2011-06-28T12:08:04 stocha: What's their name? 2011-06-28T12:08:13 antimatroid: i wanted my own. With the hope of transmiting my broken genes and such 2011-06-28T12:08:20 UncleVasya: Maya si Lara. 2011-06-28T12:08:34 stocha: i take issue with the global human population 2011-06-28T12:08:36 the mother is called Anna also. 2011-06-28T12:08:38 i don't feel like contributing to it 2011-06-28T12:08:45 so you might find a pattern in there :) 2011-06-28T12:08:54 *** gobang has quit IRC (Ping timeout: 255 seconds) 2011-06-28T12:09:00 i don't hold anything against people who have kids though, well unless you choose to have heaps :) 2011-06-28T12:09:09 wow, it's very pleasantly to pronounce and to hear! 2011-06-28T12:09:36 antimatroid: i don't want my children to really have my genes; Most of which would be a burden i'm pretty sure :) I just want to think they have. And then that they do everything twice as well as me. (which for a lot of task, is not too much to ask for) 2011-06-28T12:09:42 I mean Maya si Lara. 2011-06-28T12:09:59 the si stand for "and" 2011-06-28T12:10:03 i like to think the way i brought a child up would be more important than genes 2011-06-28T12:10:06 so it's May and Lara. 2011-06-28T12:10:10 but both play a role inevitably 2011-06-28T12:10:13 ah, ok 2011-06-28T12:10:48 antimatroid: yeah. And then you don't spend that much time with them. So it depend a lot on who they meet. 2011-06-28T12:10:51 *** boegel has quit IRC (Quit: *poof!*) 2011-06-28T12:11:18 So genes, and cultural and neighboorhood. That's it. I don't know if parents do play a role :) 2011-06-28T12:11:50 So you give them so genes, so at least they now someone to blame for if things don't go as expected. 2011-06-28T12:12:22 hey it's a lot like the ant game. 2011-06-28T12:12:54 neighboorhood being other bots. And cultural the map they sees :p 2011-06-28T12:13:40 My child are home. I'll most probably take a walk with them. 2011-06-28T12:13:51 i have had too much of ant and computer for now :p 2011-06-28T12:15:19 i hope in a few days of running games, my stocha bot will be third. If nothing new happens (like a new maze map, or some new very strong bots :p ) 2011-06-28T12:15:40 *** stocha has quit IRC (Quit: Page closed) 2011-06-28T12:18:17 *** stocha has joined #aichallenge 2011-06-28T12:18:35 @later tell janzert : why not to give 2 points for each ant kill ? 2011-06-28T12:18:35 stocha: Ready to serve, my lord. 2011-06-28T12:18:42 *** stocha has quit IRC (Client Quit) 2011-06-28T12:22:15 stocha: why give 2 points for each ant kill? 2011-06-28T12:24:19 *** mcstar has joined #aichallenge 2011-06-28T12:28:15 *** mleise has quit IRC (Ping timeout: 255 seconds) 2011-06-28T12:40:52 *** okay is now known as okayzed 2011-06-28T12:42:41 *** amstan has joined #aichallenge 2011-06-28T12:42:41 *** ChanServ sets mode: +o amstan 2011-06-28T12:44:37 *** noid16388 is now known as Accoun 2011-06-28T12:48:58 *** Rabidus has quit IRC (Read error: Operation timed out) 2011-06-28T12:50:49 *** bhasker has joined #aichallenge 2011-06-28T13:04:46 *** amstan_ has joined #aichallenge 2011-06-28T13:04:46 *** ChanServ sets mode: +o amstan_ 2011-06-28T13:06:03 *** amstan has quit IRC (Ping timeout: 255 seconds) 2011-06-28T13:07:25 *** gobang has joined #aichallenge 2011-06-28T13:07:51 *** UncleVasya has quit IRC (Ping timeout: 260 seconds) 2011-06-28T13:13:41 *** davidd has quit IRC (Ping timeout: 260 seconds) 2011-06-28T13:14:26 *** davidd has joined #aichallenge 2011-06-28T13:18:48 *** Rabidus has joined #aichallenge 2011-06-28T13:30:07 antimatroid: i've merged my code at your code, two possible result: http://ants.zeroviz.us/ze4FA/ (2 player roto-traslational) http://ants.zeroviz.us/OanOg/ (8 player) 2011-06-28T13:32:52 *** bhasker has quit IRC (Ping timeout: 258 seconds) 2011-06-28T13:34:36 *** bhasker has joined #aichallenge 2011-06-28T13:37:10 *** davidd has quit IRC (Read error: Connection reset by peer) 2011-06-28T13:37:37 *** davidd has joined #aichallenge 2011-06-28T13:39:51 antimatroid: maybe some check for connectivity are needed, cause the 8player above is disconnected, but a part form this everything seem work, this is your code with my "general_symmetry_grid" added: http://codepad.org/FZQkvg81 2011-06-28T13:40:32 till now i've added all 2player symmetry and most of 8 player symmetry, i'm going to other type later in this week 2011-06-28T13:41:59 *** smiley1983 has quit IRC (Quit: leaving) 2011-06-28T13:42:51 *** davidd has quit IRC (Ping timeout: 260 seconds) 2011-06-28T13:43:27 *** okayzed is now known as okay 2011-06-28T13:44:50 antimatroid, McLeopold: this is the main part of the code: http://codepad.org/O6f7A0mM, a table of all the possible symmetry, with a list for every region of a base point and a base orientation, later i populate this table with 4/6/10 symmetry and tile symmetry for odd no_player 2011-06-28T13:47:50 carlop: I don't need the orientation lines anymore, if that makes a difference 2011-06-28T13:50:07 McLeopold: i've read, i tested all my map type, and work with your symmetry detector, so we can keep thing simple (and we have an external check that map are simmetry) 2011-06-28T13:50:17 cool 2011-06-28T13:50:46 *** bhasker has quit IRC (Quit: bhasker) 2011-06-28T13:51:30 carlop: i'm climbing into bed, but couldn't they be added in like it's already been done? 2011-06-28T13:51:34 it's rather messy otherwise :P 2011-06-28T13:51:47 also, i think i've fixed the problem which was causing disconnected regions 2011-06-28T13:52:26 antimatroid: have you pushed your code to github? 2011-06-28T13:52:32 no, i can 2011-06-28T13:52:39 give me a minute 2011-06-28T13:55:15 I propose that should be only a general_symmetry_grid function, my function actually can generate all possible rotational type, all possible tile type, and more symmetry that are not pure-rotational or pure-tessellation 2011-06-28T13:56:08 there we go 2011-06-28T13:56:19 aichallenge: Nick Ham epsilon * r3af8fc3 / ants/mapgen/mapgen.py : added new map generator - http://bit.ly/l2lvvS 2011-06-28T13:57:56 carlop: sorry, that's slightly different to before, but it's mostly the same, you should be able to copy and paste 2011-06-28T13:58:18 yes, no problem 2011-06-28T14:04:40 McLeopold: so is your new food code working? or still draft? 2011-06-28T14:09:09 antimatroid: finished :) 2011-06-28T14:16:41 *** dddddddd has joined #aichallenge 2011-06-28T14:17:16 *** Naktibalda has quit IRC (Quit: ChatZilla 0.9.87 [Firefox 5.0/20110615151330]) 2011-06-28T14:17:41 *** bhasker has joined #aichallenge 2011-06-28T14:18:52 *** UncleVasya has joined #aichallenge 2011-06-28T14:21:30 *** okay is now known as okayzed 2011-06-28T14:27:21 antimatroid: this is my code: https://github.com/aichallenge/aichallenge/pull/203, never used github, i have only read-only access at your code, so i've done a pull request (maybe is the wrong thing....) 2011-06-28T14:28:36 now i have to go, i'm back later, bye 2011-06-28T14:28:42 *** carlop has quit IRC (Quit: ChatZilla 0.9.87 [Firefox 3.6.12/20101027124959]) 2011-06-28T14:33:15 *** okayzed is now known as okay 2011-06-28T14:47:50 @ranking 2011-06-28T14:48:35 contestbot: rankings 2011-06-28T14:48:40 Rabidus: Top 10 players: FlagCapper(97.8), sir_macelon(94.7), Sto03RepliCrush(85.9), stocha(81.9), OlexandrT(81.1), Zaphtest02(80.9), davidjliu(79.6), stoha02(77.8), antimatroid(77.4), BaronTrozo(77.2) 2011-06-28T14:48:46 ah, thanks 2011-06-28T14:48:50 np 2011-06-28T14:49:04 @rankings 2011-06-28T14:49:05 gobang: next time don't put a space in front 2011-06-28T14:49:12 :o 2011-06-28T14:49:12 Rabidus: Top 10 players: FlagCapper(97.8), sir_macelon(94.7), Sto03RepliCrush(85.9), stocha(81.9), OlexandrT(81.1), Zaphtest02(80.9), davidjliu(79.6), stoha02(77.8), antimatroid(77.4), BaronTrozo(77.2) 2011-06-28T14:49:22 or 's' in the end 2011-06-28T14:49:43 @getalias ranking 2011-06-28T14:49:44 amstan_: I have no idea what you mean. 2011-06-28T14:49:50 ok, whatever 2011-06-28T14:49:51 *smile* 2011-06-28T14:49:53 it's an alias i think 2011-06-28T14:50:00 ok 2011-06-28T14:50:31 that's why i said 'or' :) 2011-06-28T14:52:52 *** gobang has quit IRC (Read error: Connection reset by peer) 2011-06-28T14:53:26 *** gobang has joined #aichallenge 2011-06-28T14:57:40 thanks, amstan_, that remark fixed a long chased bug in my homegrown irc-client ;) 2011-06-28T14:58:04 *** astevenson has quit IRC (Ping timeout: 252 seconds) 2011-06-28T14:58:31 gobang: yes, everything you were saying had a space at the beggining 2011-06-28T14:59:05 *** olexs has left #aichallenge 2011-06-28T14:59:46 *** bhasker has quit IRC (Quit: bhasker) 2011-06-28T15:00:40 wpw 2011-06-28T15:00:43 *wow 2011-06-28T15:00:47 i didn't even realize that 2011-06-28T15:04:26 i guess, python programmers get very sensitive to 'one-off' indenting 2011-06-28T15:04:50 *** bhasker has joined #aichallenge 2011-06-28T15:16:35 nope, i use tabs 2011-06-28T15:18:14 *** sYnfo has quit IRC (Ping timeout: 252 seconds) 2011-06-28T15:19:53 *** Rabidus has quit IRC (Ping timeout: 246 seconds) 2011-06-28T15:22:04 *** Rabidus has joined #aichallenge 2011-06-28T15:22:32 computers doesn't like fuses 2011-06-28T15:22:34 @seen lavalamp 2011-06-28T15:22:34 gobang: lavalamp was last seen in #aichallenge 13 weeks, 6 days, 21 hours, 35 minutes, and 15 seconds ago: ok I'll ask him at some point 2011-06-28T15:57:11 *** Accoun has quit IRC () 2011-06-28T16:05:33 *** UncleVasya has quit IRC () 2011-06-28T16:10:15 well, that explyins a lot about the sad state of the go-package. my proposal here: apply test_bot to the starter-packages regularely,remove the whole pacckage, if that failed 2011-06-28T16:13:14 *** Accoun has joined #aichallenge 2011-06-28T16:21:20 *** Rabidus has quit IRC (Ping timeout: 252 seconds) 2011-06-28T16:25:51 gobang: you want to look over this: https://github.com/aichallenge/aichallenge/issues/136 2011-06-28T16:35:38 *** mleise has joined #aichallenge 2011-06-28T16:36:11 *** bhasker has quit IRC (Quit: bhasker) 2011-06-28T16:37:20 yeah, just gonna add my complaints there .. 2011-06-28T16:37:56 gobang: if there are specific problems with the go starter please file a new issue 2011-06-28T16:38:28 k. 2011-06-28T16:38:32 they're much more likely to get lost if added onto a generic starter bot issue 2011-06-28T16:39:24 contestbot: later tell stocha you're really talking to the wrong guy about maps and point system ;) try McLeopold or antimatroid 2011-06-28T16:39:24 janzert: I think that worked... 2011-06-28T16:40:17 *** bhasker has joined #aichallenge 2011-06-28T16:41:49 It is interesting to see that the 3 best bots in this game: http://aichallengebeta.hypertriangle.com/visualizer.php?game=43284 were the ones that went for the cluster of food instead of the first food item in the list. 2011-06-28T16:49:46 *** stocha has joined #aichallenge 2011-06-28T16:52:50 *** george1914 has quit IRC (Ping timeout: 252 seconds) 2011-06-28T16:54:43 it's seems that in the 29 games current stocha version played, none was against FlagCapper. i wonder why. Is the probably very low that .4 will meet .1 ? 2011-06-28T16:56:01 *** stocha has quit IRC (Quit: Page closed) 2011-06-28T16:58:42 *** gobang has quit IRC (Ping timeout: 255 seconds) 2011-06-28T17:01:46 @later tell stocha: what about this game? http://aichallengebeta.hypertriangle.com/visualizer.php?game=43795 2011-06-28T17:01:46 mleise: Job's done. 2011-06-28T17:03:11 mleise: that includes *3* of his other accounts, but not the stocha account I think? 2011-06-28T17:03:54 janzert: right :) 2011-06-28T17:12:31 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has quit IRC (Read error: Connection reset by peer) 2011-06-28T17:16:47 anyone want to talk about symmetry? 2011-06-28T17:18:03 *** mleise has quit IRC (Quit: Leaving.) 2011-06-28T17:47:50 *** nux67 has quit IRC (Ping timeout: 252 seconds) 2011-06-28T18:01:09 *** ltriant has joined #aichallenge 2011-06-28T18:09:56 *** bhasker_ has joined #aichallenge 2011-06-28T18:10:57 *** bhasker has quit IRC (Ping timeout: 276 seconds) 2011-06-28T18:13:47 *** Palmik has quit IRC (Remote host closed the connection) 2011-06-28T18:14:23 *** carlop has joined #aichallenge 2011-06-28T18:14:27 *** okay is now known as okayzed 2011-06-28T18:15:10 McLeopold: still looking for a symmetry discussion ? 2011-06-28T18:17:04 *** kash has joined #aichallenge 2011-06-28T18:17:13 hello? 2011-06-28T18:19:14 carlop: yes 2011-06-28T18:19:29 carlop: is this symmetric? 2011-06-28T18:19:48 y 2011-06-28T18:19:48 my current method (which has not been pushed to github) says no 2011-06-28T18:19:54 *** okayzed is now known as okay 2011-06-28T18:20:07 this = ? 2011-06-28T18:20:21 http://ants.zeroviz.us/LWIWA/ 2011-06-28T18:20:26 forgot the link :) 2011-06-28T18:21:15 I can't place 1 food item for each player symmetrically. Either I need 2 per player, or 2 total with overlaps 2011-06-28T18:22:17 you can 2011-06-28T18:22:26 there are case where one can't place N unit food/turn for N team 2011-06-28T18:22:43 diagonally in front of an ant? 2011-06-28T18:23:06 I think that when generation food one should choose what cell should have food, then give each cell at most a food a time 2011-06-28T18:24:01 *** sigh has joined #aichallenge 2011-06-28T18:24:05 think a 7x7 map, with 180 rotation symmetry in the center 2011-06-28T18:24:17 and player located in 0,0 and 6,6 2011-06-28T18:24:33 carlop: I already got that solved with variable length food sets 2011-06-28T18:25:01 but in that case, the offset for 2 players point to the same square 2011-06-28T18:25:31 It's the case where I have to double food to place symmetrically that is hard. I don't think it is worth it 2011-06-28T18:27:16 in this case food in (1,3) (1,4) (3,6) and (4,6) is symmetric 2011-06-28T18:28:41 are those 8 or 4 players? 2011-06-28T18:28:44 or some of them replaced with the central symmetric one 2011-06-28T18:28:58 i think 4 player x 2 ant 2011-06-28T18:29:17 just beacuse they always start with 1 ant per player right? 2011-06-28T18:29:33 the possible problem is food in (2,2)*2 times and (2,5)*2 times 2011-06-28T18:29:35 btw theres no point in putting food right next to an ant 2011-06-28T18:29:46 in this case you should put only 2 piece of food 2011-06-28T18:30:22 you can put 4 in the center 2011-06-28T18:31:35 McLeopold: previously i've wrote a wrong example, the right one is a square with diagonal mirror, all the cell on the mirror axis, with two team 2011-06-28T18:32:31 *** sigh has quit IRC (Remote host closed the connection) 2011-06-28T18:32:35 in this case there are turn where you can put only 1 piece of food, cause the symmetry says put double food in one location, and i think this gave too much advantage at the player that control that cell in that moment 2011-06-28T18:33:07 symilary here, you want to put 4 food, but 2 location are double, so you put only 2 food this turn 2011-06-28T18:35:01 what if I want to place food at 2,4? what are the 3 other symmetric positions? 2011-06-28T18:36:38 @later tell mleise when the visualizer displays a map, can it also display the food? 2011-06-28T18:36:38 McLeopold: Ready to serve, my lord. 2011-06-28T18:38:46 (2,4) (2,3) (3,2) (3,5) 2011-06-28T18:39:03 this should be a symmetric group of tile 2011-06-28T18:40:11 mmmmh 2011-06-28T18:40:14 maybe not 2011-06-28T18:40:26 (2,4) (5,4) (4,2) (3,2) 2011-06-28T18:42:42 McLeopold, you are right, the set of symmetric tile can be composed by 8 cell 2011-06-28T18:42:55 so sometimes you have to put a lot of food 2011-06-28T18:43:17 cause a set of symmetric tile should be symmetric 2011-06-28T18:44:24 right, I have to double the food amount 2011-06-28T18:44:25 the main problem here is that you cant choose 4 starting position and 4 orientation such that there is a symmetry both vertical mirror, orizontal mirror and diagonal mirror 2011-06-28T18:44:42 so, given a square, I may need a second square for the same player 2011-06-28T18:44:50 this is basically a 8 player map, so up to 8 food/turn should be placed 2011-06-28T18:44:53 i know what i proposed doesnt seem symmetric, but it has 1 food tile diagonally away from every kind of ant 2011-06-28T18:44:55 yes 2011-06-28T18:45:19 mcstar: what did you propose? 2011-06-28T18:45:30 (2,4) (5,4) (4,2) (3,2) 2011-06-28T18:45:43 yes, but a symmetric set of cell should be seen at the same way by all player 2011-06-28T18:45:46 *** kash has quit IRC (Ping timeout: 252 seconds) 2011-06-28T18:46:26 here the nearest food is 1 square away for each team 2011-06-28T18:46:34 mcstar: it definatly is not symmetric, although it seems fair, it is not 2011-06-28T18:46:38 look closer, it very fair 2011-06-28T18:47:06 the food is for the same distance for all kind of ants 2011-06-28T18:48:07 but for 2 players, food is separated, and for 2 it is next to other food 2011-06-28T18:48:10 so, in fact another kind of symmetry can be proposed: the comulative distance for all food must be the same for all players 2011-06-28T18:48:29 that's not symmetry, that's just a food spawning method 2011-06-28T18:48:50 it is a symmetry of the game, just not geometric symetry 2011-06-28T18:49:10 2 players are drawn into conflict while 2 players are separated from conflict, it really isn't fair even though everyone has the same distances to food 2011-06-28T18:50:31 yes, I think too there is no symmetry for 4 team 2011-06-28T18:50:47 well, as i see it, it is unfeasible to think this over for every kind of situation 2011-06-28T18:51:23 but there are a lot of map that can guarantee the "right" symmetry 2011-06-28T18:51:35 did you get complaints recently about food spawning fairness? 2011-06-28T18:55:52 i'm not sure of what is your point.... 2011-06-28T18:56:52 i think that food spawning/map generation is fair, but i don't think that we can make it less fair without any advantage 2011-06-28T18:56:59 mine? my point is only that i thought map generating/food spawning was already done 2011-06-28T18:57:18 no, it's not done 2011-06-28T18:57:29 There's an issue on github, which is what I'm working on 2011-06-28T18:58:49 carlopi's issue? 2011-06-28T19:01:32 i think that possibly some map can have asymmetric map/spawning, cause i see a potential exploitable thing in revealing to the player that the map should always be symmetrical (cause one can understand the type of symmetry and then know land/water of unexplored land) 2011-06-28T19:01:46 but this is another think 2011-06-28T19:02:17 currently i'm building symmetry generator, can be useful have more symmetry than the currently used 2011-06-28T19:03:02 *** foRei has quit IRC (Read error: Operation timed out) 2011-06-28T19:06:12 *** Kingpin13 has quit IRC (Quit: this used to be the life, but I don't need another one) 2011-06-28T19:06:34 *** foRei has joined #aichallenge 2011-06-28T19:20:43 *** okay is now known as okayzed 2011-06-28T19:21:19 good nite 2011-06-28T19:21:22 *** mcstar has quit IRC (Quit: WeeChat 0.3.5) 2011-06-28T19:24:19 *** okayzed is now known as okay 2011-06-28T19:30:36 aichallenge: McLeopold epsilon * r6a234a0 / (46 files in 5 dirs): updates to symmetric spawning, creation of octagonal maps - http://bit.ly/iWuEV5 2011-06-28T19:30:36 aichallenge: McLeopold epsilon * r9d48ead / ants/mapgen/mapgen.py : Merge branch 'epsilon' of github.com:aichallenge/aichallenge into epsilon - http://bit.ly/iDw69v 2011-06-28T19:33:15 @later tell janzert can you refresh the workers? 2011-06-28T19:33:15 McLeopold: Yes master! 2011-06-28T19:33:37 amstan_: or if you have access, can you update the workers 2011-06-28T19:43:00 should be on their way up shortly 2011-06-28T19:47:13 cool 2011-06-28T19:47:20 I'll activate the new maps then 2011-06-28T19:54:12 *** antimatroid has quit IRC (Read error: Connection reset by peer) 2011-06-28T19:54:31 *** antimatroid has joined #aichallenge 2011-06-28T19:58:49 *** antimatroid has quit IRC (Client Quit) 2011-06-28T19:59:18 *** antimatroid has joined #aichallenge 2011-06-28T20:26:40 *** davidjliu has joined #aichallenge 2011-06-28T20:30:29 *** McLeopold has quit IRC (Read error: Connection reset by peer) 2011-06-28T20:31:26 *** foRei has quit IRC (Read error: Connection reset by peer) 2011-06-28T20:45:32 *** filter_ has joined #aichallenge 2011-06-28T20:45:58 *** filter has quit IRC (Ping timeout: 240 seconds) 2011-06-28T20:58:18 *** bhasker_ has quit IRC (Ping timeout: 258 seconds) 2011-06-28T21:07:59 *** davidjliu has quit IRC (Quit: Page closed) 2011-06-28T21:11:42 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has joined #aichallenge 2011-06-28T21:12:43 <_flag> This game is kind of silly: http://aichallengebeta.hypertriangle.com/visualizer.php?game=44113&user=7 2011-06-28T21:13:48 <_flag> The gaps between sections are too small, any bot with battle resolution can just block them 2011-06-28T21:14:39 <_flag> I basically ended up losing with almost 10x as many ants because I was stuck in a corner the entire game :( 2011-06-28T21:15:44 <_flag> antimatroid: I'd like to bring your attention to my whining 2011-06-28T21:54:15 *** contestbot has joined #aichallenge 2011-06-28T21:55:03 *** carlop has left #aichallenge 2011-06-28T21:55:42 @later tell McLeopold: what did you do to the map generator? there are single width corridors joining large sections up? 2011-06-28T21:55:42 antimatroid: Ready to serve, my lord. 2011-06-28T21:56:13 does anyone know what mcleopold did? 2011-06-28T21:58:44 bah, the new maps are the worst! 2011-06-28T21:59:45 it looks like he made some changes to that java based generator for some reason, are the new maps he added generated by that possibly? 2011-06-28T22:02:55 *** okay is now known as okayzed 2011-06-28T22:03:21 janzert: i think they are 2011-06-28T22:03:24 the maps are pretty awful though 2011-06-28T22:03:44 _flag: in that game you linked me, right near the end, a bunch of your ants collide with each other, you might want to fix that :P 2011-06-28T22:03:47 ugh... getting linux on flash disks without a file system is not fun 2011-06-28T22:04:14 *** pvarga has joined #aichallenge 2011-06-28T22:08:10 *** pvarga has quit IRC (Client Quit) 2011-06-28T22:14:26 <_flag> antimatroid: I already did, but thanks anyway (It was a timeout type issue) 2011-06-28T22:21:44 does anyone here have experience with embeded linux on arm? 2011-06-28T22:21:49 redboot bootloader? 2011-06-28T22:37:42 *** jmreardon has quit IRC (Quit: jmreardon) 2011-06-28T22:58:27 *** McLeopold has joined #aichallenge 2011-06-28T22:59:02 janzert: the worker are returning error messages "list index out of range", can you get me a traceback? 2011-06-28T22:59:21 I think it may be maps with an incorrect player count, but want to make sure. 2011-06-28T22:59:42 antimatroid: I just fixed up the java octogenerator for a quick test 2011-06-28T23:00:20 antimatroid: also, the game where you beat flag because he is stuck is now my favorite. It's the best example of blocking we have. 2011-06-28T23:03:43 McLeopold: sure, but it's a crap map :P 2011-06-28T23:04:35 McLeopold: are we ready for maze maps if i chuck some on github? 2011-06-28T23:04:47 not yet 2011-06-28T23:04:56 the map selection sucks right now 2011-06-28T23:05:15 I think we should save your maps for launch :) 2011-06-28T23:05:45 The maps are that crappy, just a few blocking issues is it. 2011-06-28T23:06:22 did you get my comment about the vision radius too? 2011-06-28T23:06:22 It's funny to watch bots sit on the line thinking they may be able to cross someday ;) 2011-06-28T23:06:32 yeah, I'm not sure I'm convinced 2011-06-28T23:06:56 I was thinking the ability to see more food would give an advantage to the smarter bots over pathfinding stuff 2011-06-28T23:07:13 <_flag> Is Trueskill deliberately trying to stop me from reaching 100 or is that just because macelon is falling (or something else)? 2011-06-28T23:07:20 the bots who make use of information outside of view will not shine through as apparently because other bots will continue seeing an item while they track to it 2011-06-28T23:07:30 any path finding bot is going to walk all over some kind of random strategy bot anyway 2011-06-28T23:07:54 i think that will be especially apparent when trying to hunt down the last few enemy ants 2011-06-28T23:07:56 okay, I really don't care 2011-06-28T23:08:05 view radius 9? 2011-06-28T23:08:13 i don't care that much, it was just a thought when i was making the maze maps :P 2011-06-28T23:08:51 viewradius = 1000? 2011-06-28T23:09:24 it's 77 now? 2011-06-28T23:09:30 y 2011-06-28T23:09:40 I'll go back to 55 2011-06-28T23:09:40 i don't really have any preference as to what it is, i was just noting the observation :P 2011-06-28T23:16:50 McLeopold: the traceback should be in the log or? 2011-06-28T23:17:07 the worker doesn't seemed to have crashed at all 2011-06-28T23:19:35 and I can't find "list index" in the logs 2011-06-28T23:24:15 *** thagomizr has joined #aichallenge 2011-06-28T23:30:40 *** contestbot_ has joined #aichallenge 2011-06-28T23:32:47 *** contestbot has quit IRC (Ping timeout: 258 seconds) 2011-06-28T23:33:00 *** amstan has quit IRC (Ping timeout: 260 seconds) 2011-06-28T23:33:15 *** contestbot_ is now known as contestbot 2011-06-28T23:56:36 *** davidjliu has joined #aichallenge