2011-07-01T00:08:35 bhasker: you about? 2011-07-01T01:24:02 here now 2011-07-01T01:24:05 for a short while 2011-07-01T01:27:02 bhasker: can i has invite? :) 2011-07-01T01:27:18 on its way 2011-07-01T01:27:46 need your email id fifrst though 2011-07-01T01:30:25 *** antimatroid has quit IRC (Quit: Leaving.) 2011-07-01T01:30:35 *** antimatroid has joined #aichallenge 2011-07-01T01:31:31 bhasker: net died, did you get my pm? 2011-07-01T01:32:03 yup 2011-07-01T01:33:58 sent check your mail 2011-07-01T01:35:43 nothing yet :\ 2011-07-01T01:36:14 got it 2011-07-01T01:36:21 gmail sent it to spam :P 2011-07-01T02:01:03 :) 2011-07-01T02:05:12 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has joined #aichallenge 2011-07-01T02:39:53 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has quit IRC (Quit: Lost terminal) 2011-07-01T03:07:02 *** Palmik has joined #aichallenge 2011-07-01T03:10:11 *** okayzed is now known as okay 2011-07-01T03:17:55 *** locutus2 has joined #aichallenge 2011-07-01T03:21:45 *** aerique has joined #aichallenge 2011-07-01T03:36:39 *** gobang has joined #aichallenge 2011-07-01T03:47:42 *** sYnfo has joined #aichallenge 2011-07-01T03:52:03 bhasker: how do i invite people myself? :P 2011-07-01T03:52:11 do i just add them and they get emailed an invite? 2011-07-01T03:52:18 normally yes 2011-07-01T03:52:25 but google has blocked that route for now due to too muc demand 2011-07-01T03:52:29 but they didn't close all the loops 2011-07-01T03:52:38 so the way is a bit convuluted 2011-07-01T03:52:43 *** okay is now known as okayzed 2011-07-01T03:52:48 you create a circle, add the person you want to invite to that circle 2011-07-01T03:53:00 then share a post with that circle and make sure you click "Share via email" 2011-07-01T03:53:11 ah okay 2011-07-01T03:53:16 cheers 2011-07-01T03:53:20 the person will get an email with your post alongwith a button "Click here Learn more about google+" 2011-07-01T03:53:38 if he follows the button it directly takes the person to a page to create his profile and get into google+ 2011-07-01T03:53:51 currently that is the only way to get in as far as i know 2011-07-01T03:54:10 so once you are done sending that, remove him from the circle and add him to the one you want him in 2011-07-01T03:54:14 rinse repeat:) 2011-07-01T03:54:25 just add everyone you want to invite in one shot to a circle 2011-07-01T03:54:28 and send one message 2011-07-01T03:54:35 via email 2011-07-01T03:55:22 yep cool 2011-07-01T03:55:28 i'm just doing it for my brother 2011-07-01T03:55:47 it will get him brownie points at work being on top of that stuff 2011-07-01T03:59:00 haha:) 2011-07-01T03:59:04 i wonder how much facebook are pooping themsevles atm 2011-07-01T03:59:11 quite a lot i imagine 2011-07-01T03:59:18 though a few things that are missing yet 2011-07-01T03:59:23 no app platform for + yet 2011-07-01T03:59:33 but otoh, 2011-07-01T03:59:41 huddle+ hangouts are awesome 2011-07-01T03:59:52 10 way video conferencing 2011-07-01T04:00:01 and group messaging which is easy to do 2011-07-01T04:00:14 oh and the privacy settings are much more easier to manage 2011-07-01T04:01:36 yep 2011-07-01T04:01:53 if the market tips towards google+ facebook will go the way of myspace 2011-07-01T04:02:05 *** Naktibalda has joined #aichallenge 2011-07-01T04:02:09 yup lets see 2011-07-01T04:02:16 would be an interesting thing to watch 2011-07-01T04:02:33 i would much prefer google than facebook :) 2011-07-01T04:02:37 *** Mathnerd314 has quit IRC (Ping timeout: 240 seconds) 2011-07-01T04:02:55 i am neutral! 2011-07-01T04:03:00 i would prefer Y! :p 2011-07-01T04:03:10 but then we don't have a competing social product! 2011-07-01T04:03:12 :-\ 2011-07-01T04:03:37 facebook is getting slower and slower every day anyway 2011-07-01T04:03:44 takes liek forever to retrieve messages 2011-07-01T04:04:54 i don't like the choices facebook make as a company 2011-07-01T04:05:09 google is the one company who repeatedly surprise me with doing good things 2011-07-01T04:05:14 although it is often in their interest to do so 2011-07-01T04:05:25 not to say i agree with everything they do :P 2011-07-01T04:07:02 heh 2011-07-01T04:24:18 *** stocha has joined #aichallenge 2011-07-01T04:27:34 hi guys. A question for you. How much move evaluation per second can your thing do ? (like evaluating dead ants for a given position of ennemy and friendly ants) ?? 2011-07-01T04:28:23 *** locutus2 has quit IRC (Read error: Connection reset by peer) 2011-07-01T04:28:32 *** locutus2 has joined #aichallenge 2011-07-01T04:33:04 *** locutus2 has quit IRC (Ping timeout: 252 seconds) 2011-07-01T04:35:26 *** sir_macelon has joined #aichallenge 2011-07-01T04:35:29 hi 2011-07-01T04:35:40 *** amstan has quit IRC (Ping timeout: 260 seconds) 2011-07-01T04:38:54 aichallenge: aerique epsilon * r815f754 / sql/1_data.sql : Correct spelling of some countries and organizations. - http://bit.ly/ihWTmJ 2011-07-01T05:07:25 sir_macelon: hi. A question for you. How much move evaluation per second can your thing do ? (like evaluating dead ants for a given position of ennemy and friendly ants) ?? 2011-07-01T05:15:49 *** Kingpin13 has joined #aichallenge 2011-07-01T05:23:00 *** stocha has quit IRC (Quit: Page closed) 2011-07-01T05:25:30 i don't think people in the US understand what a tip is :\ 2011-07-01T05:25:45 what they do is not tipping, that's arbitrarily setting your own price 2011-07-01T05:28:10 *** UncleVasya has joined #aichallenge 2011-07-01T05:32:37 *** |UncleVasya| <|UncleVasya|!kvirc@46.133.172.45> has joined #aichallenge 2011-07-01T05:33:01 *** UncleVasya has quit IRC (Ping timeout: 260 seconds) 2011-07-01T05:40:50 aichallenge: aerique epsilon * rb3774a7 / ants/dist/tools/Makefile : Use sed to remove "dist/" and "dist\" from paths. - http://bit.ly/jM27ZH 2011-07-01T05:53:27 *** smiley1983 has joined #aichallenge 2011-07-01T05:53:43 contestbot: later tell stocha I haven't measured that really, but I don't think it should be an issue for me. Currently my bot is timing out when it doesn't finish off the opponents as it doesn't want to lose its own ants and is holding its position, growing in ant count unnecessarily. It's a next thing on my to-do list currently. 2011-07-01T05:53:43 sir_macelon: As you wish. 2011-07-01T05:58:27 *** boegel has joined #aichallenge 2011-07-01T06:06:17 *** UncleVasya has joined #aichallenge 2011-07-01T06:08:01 *** |UncleVasya| <|UncleVasya|!kvirc@46.133.172.45> has quit IRC (Ping timeout: 260 seconds) 2011-07-01T06:11:03 mmmm butter chicken was a good choice 2011-07-01T06:11:09 antimatroid: I found that in 2009 in Ukraine was a contest like this one. The game was Bomberman (didn't you played it on NES?). Here is the video: http://www.youtube.com/watch?v=GKiFb9l6tlU&feature=player_embedded 2011-07-01T06:11:29 UncleVasya: i'm shaped :( 2011-07-01T06:11:37 What do you think about this game? Is it seems interesting for you? 2011-07-01T06:11:53 i can barely load an image, let alone a video :) 2011-07-01T06:11:57 i vaguely remember bomberman 2011-07-01T06:12:04 antimatroid: shaped means you are in Army now? 2011-07-01T06:12:13 there was an ants like contest a few years ago too 2011-07-01T06:12:19 shaped means i have dial up speeds 2011-07-01T06:12:42 cause i went over my monthly quota (20gb/month, fml, 1500kbit connection too) 2011-07-01T06:13:14 oh, ok. It's not so awful as army :) 2011-07-01T06:13:20 bah fuck it, it's 5 bucks, i'ma fix it 2011-07-01T06:13:34 I have dial-up all the time, so you are not alone with it. 2011-07-01T06:13:44 do you get the awesome noise? 2011-07-01T06:14:18 no 2011-07-01T06:15:17 my dial-up isn't really dial-up. It's a gprs via mobile phone as a modem with ugly speed and quota 20mb/day. 2011-07-01T06:15:30 brb 2011-07-01T06:17:37 *** antimatroid1 has joined #aichallenge 2011-07-01T06:19:36 *** antimatroid has quit IRC (Ping timeout: 240 seconds) 2011-07-01T06:20:03 i have no idea what's going on in that video aha 2011-07-01T06:25:53 *** foRei has joined #aichallenge 2011-07-01T06:26:35 *** mleise has joined #aichallenge 2011-07-01T06:28:37 The fire from a bomb explosion is spreading in four directions until it meets an obstacle. 2011-07-01T06:29:09 someone needs to make a world map map 2011-07-01T06:29:16 *** |UncleVasya| <|UncleVasya|!kvirc@178-133-25-254.dialup.umc.net.ua> has joined #aichallenge 2011-07-01T06:29:18 where the countries are water 2011-07-01T06:29:22 an inverse world map if you will 2011-07-01T06:30:20 <|UncleVasya|> Obstacle can be breakable or not. If it is breakable than obstacle dissapears. 2011-07-01T06:30:35 <|UncleVasya|> The idea is to bomb up your oponents. 2011-07-01T06:31:40 <|UncleVasya|> In the end as game was long enough the map become filled with unbreakable obstacles to close the end of the game. 2011-07-01T06:33:06 *** UncleVasya has quit IRC (Ping timeout: 260 seconds) 2011-07-01T06:35:01 that looks like great idea for a contest! Thanks UncleVasya for posting this 2011-07-01T06:35:17 reminds me of a Dyna Blaster game 2011-07-01T06:35:23 have you ever played it? 2011-07-01T06:36:50 <|UncleVasya|> No, this competition was in 2009 and I found it only yesterday. 2011-07-01T06:36:55 *** locutus2 has joined #aichallenge 2011-07-01T06:37:31 <|UncleVasya|> I played bombermen on NES in my childhood. 2011-07-01T06:43:01 i was asking whether have you ever played Dyna Blaster game, do you know it? 2011-07-01T06:46:07 4 players using 1 keyboard? 2011-07-01T06:47:49 <|UncleVasya|> No, I don't. 2011-07-01T07:01:22 *** |UncleVasya| is now known as UncleVasya 2011-07-01T07:03:19 Oh, Dyna, yes :D 2011-07-01T07:03:50 Dyna, Tyrian, Jazz Jackrabbit, the games of my childhood. 2011-07-01T07:12:56 *** carlop has joined #aichallenge 2011-07-01T07:33:12 *** Dlayne has joined #aichallenge 2011-07-01T08:02:37 *** sYnfo has quit IRC (Quit: Page closed) 2011-07-01T08:06:45 *** onensora has joined #aichallenge 2011-07-01T08:13:00 *** tnbd has joined #aichallenge 2011-07-01T08:18:59 mmm a little bit windy on top of a ~50m bridge at night 2011-07-01T08:19:15 i might be overstating the height, not really sure 2011-07-01T08:19:36 60.5 according to wiki 2011-07-01T08:34:43 [13:12:35] there was an ants like contest a few years ago too <--- yep, I found it: http://www.ant-wars.net/ 2011-07-01T08:38:46 *** mleise has quit IRC (Quit: Leaving.) 2011-07-01T08:39:58 *** locutus2 has quit IRC (Ping timeout: 240 seconds) 2011-07-01T08:40:24 and it seems the website had a very nice option called scrimmage match, where you can have a custom match: http://www.ant-wars.net/species.php 2011-07-01T08:40:40 wouldn't that be nice to have with our contest? 2011-07-01T08:40:43 *** mleise has joined #aichallenge 2011-07-01T08:42:03 sir_macelon: like pick who you play against? 2011-07-01T08:42:18 we considered it for tcp, but it's tricky to make sure people don't get left hanging too much 2011-07-01T08:43:55 yes, but it wouldn't affect rankings at all 2011-07-01T08:44:26 but then, it would use some of the server cpu time 2011-07-01T08:44:53 i can't imagine tcp is that expensive server wise 2011-07-01T08:44:59 not compared to actually running bots 2011-07-01T08:46:14 there you could also pick the map on which the match was played 2011-07-01T08:47:58 *** mcstar has joined #aichallenge 2011-07-01T08:52:42 mcstar: what was your addition bug? 2011-07-01T08:52:56 hey 2011-07-01T08:53:02 hey :P 2011-07-01T08:53:13 did you see those videos? 2011-07-01T08:53:23 no, i was shaped, but i'm not now 2011-07-01T08:53:25 link? 2011-07-01T08:53:35 a moment 2011-07-01T08:53:47 in the meantime explain me what does "shaped" mean 2011-07-01T08:54:16 *** UncleVasya has quit IRC (Ping timeout: 260 seconds) 2011-07-01T08:54:55 https://github.com/liquid-phynix/cl-ants-engine/blob/master/astar_1.mpeg?raw=true 2011-07-01T08:54:59 https://github.com/liquid-phynix/cl-ants-engine/blob/master/astar_2.mpeg?raw=true 2011-07-01T08:55:08 it just means my internet speed is reduced 2011-07-01T08:55:16 due to downloading more than my monthly limit 2011-07-01T08:55:25 actually, it turned out that the first one is correct 2011-07-01T08:55:42 oh 2011-07-01T08:55:48 downlaod them with right-click 2011-07-01T08:55:56 save as.. 2011-07-01T08:56:51 i was surprised by the amount of nodes it scanned, i looked at the code, and when it selects a new node from the open set it chooses one of the nodes with min(g+h) 2011-07-01T08:57:02 and i thought wth, why not just min(h)? 2011-07-01T08:57:15 and it became much much faster 2011-07-01T08:57:34 but i soon realized that it wont find the optimal path 2011-07-01T08:57:46 but comes close to it in most situations 2011-07-01T08:57:58 but i prepared a test case when it performed pretty poorly 2011-07-01T08:58:19 but in the ants game i will probably use only min(h) 2011-07-01T08:58:30 what was the test case? 2011-07-01T08:58:39 ill render it, wait 2011-07-01T08:58:41 i'm surprised it makes a difference? 2011-07-01T08:58:49 it does, a huge one 2011-07-01T08:59:16 ill just have to fire up my environment it will take some time 2011-07-01T09:00:18 Is anyone creating a clojure starter pack? 2011-07-01T09:00:59 mcstar: have you tried minimising f then h? 2011-07-01T09:01:08 so min h if min f is a draw? 2011-07-01T09:02:05 i havent 2011-07-01T09:02:10 but sounds good 2011-07-01T09:02:46 the selection among the minimas are uncontrolled 2011-07-01T09:02:56 is 2011-07-01T09:05:24 mcstar: i still haven't been able to work out the comment on wikipedia saying that if the heuristic function isn't monotone then you can't use the open/closed set version 2011-07-01T09:05:41 i would have expected that to be the slower one that could be used with monotone fucntions? :\ 2011-07-01T09:08:21 *** olexs has joined #aichallenge 2011-07-01T09:12:33 i dont see this right now, but if that criterium doesnt hold, the alg. may miss the target 2011-07-01T09:13:59 *** olexs has left #aichallenge 2011-07-01T09:14:26 https://github.com/liquid-phynix/cl-ants-engine/raw/master/non-optimal.mpeg 2011-07-01T09:14:36 this is the erroneous one 2011-07-01T09:14:45 try using wget 2011-07-01T09:17:24 *** onensora has quit IRC (Ping timeout: 276 seconds) 2011-07-01T09:21:37 mcstar: i'd be curious to see a video of, min f, min h, and min f then min h on the same map... 2011-07-01T09:21:53 possibly even throw bfs in? 2011-07-01T09:22:05 hehe 2011-07-01T09:22:06 no 2011-07-01T09:22:07 and weighted a* 2011-07-01T09:22:18 i wont do that sorry 2011-07-01T09:22:23 i mean bfs 2011-07-01T09:22:32 weighted a* is a possibility 2011-07-01T09:22:53 but first ill rewrite it, i dont need to use hashtables 2011-07-01T09:24:57 antimatroid1: so do you have a solution to the multiple-source multiple-target problem? 2011-07-01T09:25:09 mcstar: i can do it with a* 2011-07-01T09:25:27 the heuristic function isn't really that cheap if you have LOTS of targets though.. 2011-07-01T09:25:33 but your in a good position, because you recalculate everything on every turn 2011-07-01T09:26:01 i want a solution which gives whole paths without ants stepping on each other 2011-07-01T09:26:17 at any point in the path? 2011-07-01T09:26:18 or this turn? 2011-07-01T09:26:22 you can do both 2011-07-01T09:26:22 any point 2011-07-01T09:26:33 i figured its a seriously hard problem 2011-07-01T09:26:56 just have a set > which indicate the turn a square is taken on 2011-07-01T09:27:14 then when you add a square to the search path, g(x) += however long it takes to iterate to a not taken turn for that square 2011-07-01T09:27:39 and you update the information for the set every time you select a path 2011-07-01T09:27:48 and allow the ants to stand still in their path generation if necessary 2011-07-01T09:28:12 thats cheating 2011-07-01T09:28:18 how? 2011-07-01T09:28:41 i guess this doesnt find the globsl minimum 2011-07-01T09:28:44 a 2011-07-01T09:28:57 but yeah, for practical purposes its good 2011-07-01T09:28:58 global minimum of what? 2011-07-01T09:29:26 the minimum possible lenght of the sum of all paths 2011-07-01T09:29:34 if you want the actual optimum way to collect multiple targets with spawning ants even without enemies, you will need to search the entire tree i think 2011-07-01T09:29:48 but, i should say time, if you let them take a nap 2011-07-01T09:30:11 but i think it would work reasonably wel 2011-07-01T09:30:17 i agree 2011-07-01T09:30:25 i can think of a way to store paths too i think 2011-07-01T09:30:48 well, that's trivial, but then to only reuse them when they're still optimal without recalculating that path 2011-07-01T09:32:25 start with all ants as sources, but take the food you're expecting to collect out of the target set, collect uncollected food, even with ants expected to move, then process the old paths for ants that are still able to move, then collect the food that was expected to be collected but the ant found a different closer food squrae 2011-07-01T09:32:52 (also if you're going to collect a food square with an ant expected to collect, make sure the new food item is closer than the old one) 2011-07-01T09:34:39 hell, this always confuses me 2011-07-01T09:34:57 we think different things when we sa "store paths" 2011-07-01T09:35:03 y 2011-07-01T09:35:12 i think of a queue of moves 2011-07-01T09:35:35 where a move has a start location, end location and direction 2011-07-01T09:35:41 i think if a path, from A to B and cache the path for all time, no recalculation on a turn-by-turn basis 2011-07-01T09:36:01 if->of 2011-07-01T09:36:56 but you only do this, because you cant permanently assign pahts to ants, right? 2011-07-01T09:37:41 hmmm maybe this is the solution: i dont need to store ants permanently 2011-07-01T09:37:55 my abstarction will be based on paths 2011-07-01T09:38:59 you see what i mean? i will make paths permanent, and the ant which happen to be on a path, simply follows that path 2011-07-01T09:39:44 lets call this covariant formalism 2011-07-01T09:41:43 mleise: Is it an idea to add buttons for stepping through a move AND attack phase at once to the visualizer? I don't always need the extra visual info and get tired of clicking twice :-) 2011-07-01T09:42:09 aerique: use the left and right arrows on your keyboard 2011-07-01T09:42:33 mleise: thanks! 2011-07-01T09:45:06 funny snake got killed in the end :) http://aichallengebeta.hypertriangle.com/visualizer.php?game=49208 2011-07-01T09:46:46 *** carlop_ has joined #aichallenge 2011-07-01T09:48:39 are you a mongoose? 2011-07-01T09:48:41 *** carlop has quit IRC (Ping timeout: 240 seconds) 2011-07-01T09:48:44 *** carlop_ is now known as carlop 2011-07-01T09:50:22 sir_macelon: nice replay :p 2011-07-01T09:52:56 mleise: you need to be very careful when approaching a snake, not to got bitten :) 2011-07-01T10:00:51 *** onensora has joined #aichallenge 2011-07-01T10:04:47 *** Mathnerd314 has joined #aichallenge 2011-07-01T10:21:08 *** aerique has quit IRC (Quit: ...) 2011-07-01T10:23:23 *** UncleVasya has joined #aichallenge 2011-07-01T10:29:56 *** UncleVasya has quit IRC (Ping timeout: 260 seconds) 2011-07-01T10:32:20 *** Mathnerd314 has quit IRC (Ping timeout: 240 seconds) 2011-07-01T10:35:09 i'm seriously starting to think that scoring system is not favouring fights at all, see game: http://aichallengebeta.hypertriangle.com/visualizer.php?game=49258 2011-07-01T10:36:33 during all game I'm chasing his ants and killing them off, he only runs away trying to collect food luckily spawned, and yet the score is more or less even 2011-07-01T10:37:00 favouring the runaway tactics 2011-07-01T10:37:27 shouldn't the scoring system encourage to engage into battles to win the game? 2011-07-01T10:37:46 i.e. 2 points instead of 1 for killing an ant 2011-07-01T10:39:31 sir_macelon: you are tracking food that is out of sight, very nice :) 2011-07-01T10:40:54 mleise: had to do it after the 'r' part was removed, i thought every body has done that, it's not that hard :) 2011-07-01T10:42:22 mleise: by the way are there any other stats available than just ant count and score? i.e. killed enemy ants? 2011-07-01T10:42:39 unfortunatly no 2011-07-01T10:42:55 *** jmreardon has joined #aichallenge 2011-07-01T10:43:01 or maybe they are in the replay but i don't visualize them 2011-07-01T10:43:34 i.e. a single value at the end of the game 2011-07-01T10:50:22 i believe these kind of stats would help to see if scroing is fair for fighting bots 2011-07-01T11:00:29 oh i need to write more unit tests :-/ 2011-07-01T11:01:55 sir_macelon: You were losing the game by numbers. I think the other bot won fair by collecting more food. :) 2011-07-01T11:04:45 mleise: if you take a look at the first 300 turns, you'll notice I have killed many of his ants, while he was avoiding the fight and focus only on food collection, should the scoring encourage such behaviour? 2011-07-01T11:05:16 mleise: and the score during those first 300 turns, was almost identical 2011-07-01T11:05:49 mleise: which doesn't sound fair for me, taking into account the strategy used by both bots 2011-07-01T11:06:36 Hmm, I don't have a strong opinion on that. Maybe antimatroid1 or antimatroid-uni knows more about the intentions :) 2011-07-01T11:13:13 *** tnbd has quit IRC (Remote host closed the connection) 2011-07-01T11:22:40 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has joined #aichallenge 2011-07-01T11:22:58 *** olexs has joined #aichallenge 2011-07-01T11:31:07 *** sir_macelon has quit IRC (Quit: Page closed) 2011-07-01T11:32:45 *** boegel has quit IRC (Ping timeout: 260 seconds) 2011-07-01T11:35:28 *** McLeopold has joined #aichallenge 2011-07-01T11:41:16 antimatroid1: you around? 2011-07-01T11:47:51 bhasker: ? 2011-07-01T11:50:50 *** nux67 has joined #aichallenge 2011-07-01T12:14:39 *** Zannick has quit IRC (Ping timeout: 276 seconds) 2011-07-01T12:15:59 *** Zannick has joined #aichallenge 2011-07-01T12:21:23 *** Zannick has quit IRC (Ping timeout: 244 seconds) 2011-07-01T12:23:40 *** Zannick has joined #aichallenge 2011-07-01T12:31:24 *** onensora has quit IRC (Ping timeout: 255 seconds) 2011-07-01T12:35:03 *** Naktibalda has quit IRC (Quit: ChatZilla 0.9.87 [Firefox 5.0/20110615151330]) 2011-07-01T12:44:27 *** tnbd has joined #aichallenge 2011-07-01T12:49:30 here now 2011-07-01T12:50:41 hi 2011-07-01T12:51:01 bhasker: can you invite more to google+? 2011-07-01T12:51:05 yes 2011-07-01T12:52:10 if you need an invite drop me a note at hbhasker at yahoo dot com 2011-07-01T12:52:18 will send you one 2011-07-01T12:52:27 gotta run now, time to head to work 2011-07-01T12:52:28 l8rs 2011-07-01T12:55:57 *** bhasker has quit IRC (Quit: bhasker) 2011-07-01T13:01:34 *** smiley1983 has quit IRC (Ping timeout: 252 seconds) 2011-07-01T13:01:53 *** smiley1983 has joined #aichallenge 2011-07-01T13:03:17 *** eashoka has joined #aichallenge 2011-07-01T13:05:50 can any one show some light on this. I just updated a new version of my bot. in my profile page, it clearly says I have won the first game with 7 players but has given no ratings points for that. it shows just 0.0 for that game. should I log this as a defect in the system or am I missing something. you can view this wierd looking result at http://aichallengebeta.hypertriangle.com/profile.php?user=264 Tx in advance! 2011-07-01T13:07:32 eashoka: do you have a screen shot of the page? it has updated 2011-07-01T13:07:42 look at the result line for the first game for version 6. Is that normal .. has it happened to any of you as well ? 2011-07-01T13:08:03 oh 2011-07-01T13:08:04 ... 2011-07-01T13:08:41 it's still there. can u see it ? 2011-07-01T13:08:44 y 2011-07-01T13:12:08 eashoka: the database has nulls for that game, which means the trueskill code probably crashed 2011-07-01T13:12:38 we already have an open issue on that 2011-07-01T13:12:48 oh. ok, tx for info. :-) 2011-07-01T13:13:27 965 records are like that, meaning that many players didn't get credit for their games 2011-07-01T13:15:06 also, in yesterday when I updated, it greyed out my last position in the ranking list. however, instead of greying out the most recent ranking. it has greyed out the last ranking of a very old version. that issue is now fixed I think. 2011-07-01T13:16:10 eashoka: if you see an old submission ranked lower than your current, that is a problem 2011-07-01T13:16:22 u know, instead of greying out the last rating of version n-1, it has chosen to grey our version n-3 or something. just FYI 2011-07-01T13:16:45 yeah, that would be okay, as long as the old submission is ranked higher than the current 2011-07-01T13:17:06 nope it was ranked lower than my currrent at the time. 2011-07-01T13:17:28 do you remember the time you saw that? 2011-07-01T13:19:04 think 2011-06-29 03 am like 2011-07-01T13:20:21 eashoka: what's your timezone? or what was GMT at that time? 2011-07-01T13:21:12 actually it happened to a friend of mine. I saw it. we thought of reporting at the time but wasn't sure ... time zone is GMT +530 but the time I have given you is as the server reported it 2011-07-01T13:21:37 ok 2011-07-01T13:22:53 after a while, the server didn't displayed a greyed line at all (even though his latest bot was still so far down), then from next update onwards it all worked fine, so we thought the issue was now fixed. :-) 2011-07-01T13:23:04 no 2011-07-01T13:23:19 There are a few criteria for showing old submissions 2011-07-01T13:23:31 After 48 hours, it will never show 2011-07-01T13:23:51 but if an old submission has played a game in the last 48 hours, there still might be an issue 2011-07-01T13:23:55 ah no, it dissapeared just after few hours 2011-07-01T13:24:07 *** bhasker has joined #aichallenge 2011-07-01T13:24:12 The sigma of the current submission might have dropped enough 2011-07-01T13:24:58 since the line which got dissapeared was a wrong line (from a lower rank older version) anyway we thought it's acceptable at the time :-) 2011-07-01T13:25:20 ah is it ? 2011-07-01T13:29:57 sent mcleopold 2011-07-01T13:29:59 check your mail 2011-07-01T13:32:03 k 2011-07-01T13:33:54 bhasker: so, it says capacity full? 2011-07-01T13:34:28 when you click on the learn more? 2011-07-01T13:34:40 yea 2011-07-01T13:34:49 damn they probably fixed the loophole:( 2011-07-01T13:34:56 it was working till yesterday night 2011-07-01T13:35:02 and late in the morning today too i think 2011-07-01T13:35:58 hmm, is there a secret link somewhere? 2011-07-01T13:36:15 that button normally just takes you straight to a create profile page 2011-07-01T13:36:18 or at least used to 2011-07-01T13:38:07 :'( 2011-07-01T13:40:39 you missed the boat:-\ 2011-07-01T13:40:44 got antimatroid in 2011-07-01T13:40:56 but 2011-07-01T13:41:00 sigh should be able to get you in 2011-07-01T13:41:04 he works for google 2011-07-01T13:41:10 he should be able to squeeze an invite out or two 2011-07-01T13:49:12 *** astevenson has quit IRC (Ping timeout: 252 seconds) 2011-07-01T13:52:51 *** astevenson has joined #aichallenge 2011-07-01T13:54:34 McLeopold: nah nah, nah boogey! :P 2011-07-01T13:55:55 *** smiley1983 has quit IRC (Quit: leaving) 2011-07-01T13:57:51 antimatroid1: I will get you back. 2011-07-01T14:02:31 @later tell sir_macelon: yeah, originally we didn't have any spawn points for collecting food as we wanted to emphasise fighting, but then decided people should get spawn points too... 2011-07-01T14:02:31 antimatroid1: Job's done. 2011-07-01T14:02:41 McLeopold: did you see sir_macelon's comment about scoring? 2011-07-01T14:02:53 ie. about fighting not being encouraged enough with scoring? 2011-07-01T14:03:41 i would not be opposed to trying 2 points to be given out per dying ant to enemies in range if any exist 2011-07-01T14:04:20 *** bhasker has quit IRC (Ping timeout: 250 seconds) 2011-07-01T14:05:15 antimatroid1: yes 2011-07-01T14:05:27 *** tnbd has quit IRC (Quit: Leaving) 2011-07-01T14:05:44 I agree, fighting is more important 2011-07-01T14:05:52 *** Naktibalda has joined #aichallenge 2011-07-01T14:06:02 yeah, i still think it's worth giving people something for spawning though 2011-07-01T14:06:13 antimatroid1: a month ago we discussed and added scoring for spawns, so that there would be even climbing in the ranks 2011-07-01T14:06:42 before, fighting was the only thing to give you points 2011-07-01T14:06:55 yes 2011-07-01T14:07:05 that's why i'm saying i still like giving people something for spawning ants 2011-07-01T14:07:17 I think 1:2 ratio is good 2011-07-01T14:07:17 but is it too much relative to what fighting/killing enemies is worth? 2011-07-01T14:08:17 if the enemy blocks, and you have more territory, what should you do? 2011-07-01T14:08:37 sit a few ants at the blockade to make sure they don't come through 2011-07-01T14:08:37 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has quit IRC (Quit: Lost terminal) 2011-07-01T14:08:46 then out expand on spawn points in your larger territory 2011-07-01T14:08:58 i'm hoping with my maze maps, there shouldn't be any blockable regions 2011-07-01T14:09:04 only the option of having decent defense 2011-07-01T14:09:13 Did you see my code for testing unblockable? 2011-07-01T14:09:19 no? 2011-07-01T14:09:34 what does it do? my maps can't all be traversed by a 2x2 block 2011-07-01T14:09:48 https://github.com/aichallenge/aichallenge/blob/epsilon/ants/mapgen/map.py 2011-07-01T14:10:14 at the bottom, the allowable function 2011-07-01T14:10:17 or method 2011-07-01T14:10:37 I'm thinking that will be the official test of acceptable maps 2011-07-01T14:10:52 I still need to add average distance between ants 2011-07-01T14:11:00 McLeopold: you've seen some of my maze maps yeah? 2011-07-01T14:11:24 yes 2011-07-01T14:11:27 *** bhasker has joined #aichallenge 2011-07-01T14:11:42 i carve a 3x3 (or larger) block maze out, then from the walls of that I randomly strip water out so the walls aren't all smooth, but a 3x3 block can't reach into all the cut outs on the walls then 2011-07-01T14:11:47 is that going to still be valid? 2011-07-01T14:12:19 yes 2011-07-01T14:12:21 oh, i suspect yes? 2011-07-01T14:12:23 yep cool 2011-07-01T14:12:46 66 percent of the map must be "seen" by a 3x3 block traversing the map 2011-07-01T14:13:06 "# make sure the map has more columns than rows" :) i think my mapgen does this now 2011-07-01T14:13:06 so spots next to spots that can be traversed count 2011-07-01T14:13:15 i'll make sure of it later some time 2011-07-01T14:13:31 This is a class you can inherit from to make you map gen code smarter 2011-07-01T14:13:37 fill_small_areas is nice 2011-07-01T14:13:51 i would be inclined to make it that the 3x3 block can traverse 66% of the land squares 2011-07-01T14:13:53 not just see them 2011-07-01T14:14:40 or is that what you meant? 2011-07-01T14:14:46 it's close 2011-07-01T14:15:13 basically the "seen" stuff includes an outline around the traversable area 2011-07-01T14:15:29 the stuff that is 1 move away from unblockable sections 2011-07-01T14:15:35 ah yep, okay 2011-07-01T14:15:54 so it will see 100% of my maps as not blockable? 2011-07-01T14:16:01 probably 2011-07-01T14:16:08 that's cool 2011-07-01T14:16:22 i wasn't sure how to do mine with 100% check, but that'd do it 2011-07-01T14:16:46 also, the get_random_option can be used to standardize map options 2011-07-01T14:17:08 i need to work out with carlop what the hell he is doing at some point 2011-07-01T14:17:17 is he doing something? 2011-07-01T14:17:23 i think it's worth generalising my map stuff to what he was doing with symmetries 2011-07-01T14:17:48 It could go in the Map class if it can be reused 2011-07-01T14:18:14 I'm making a "tile" method right now 2011-07-01T14:18:14 it's for constructing symmetric grids and the function to get symmetric locations for a given one 2011-07-01T14:18:28 i think he's generalised it so it can all go in one place 2011-07-01T14:18:35 it looks a bit messy though 2011-07-01T14:18:36 I've got the get_symmetric stuff already written 2011-07-01T14:18:59 is it all in the one function? tile, rotational, etc.? 2011-07-01T14:19:06 carlop had more symmetries too 2011-07-01T14:19:18 by taking like 2 player rotational then rotating that around 4 times 2011-07-01T14:19:19 my get_symmetric can detect all symmetries 2011-07-01T14:19:53 the only hard part is shearing 2011-07-01T14:20:12 is that where they meet up in the middle? 2011-07-01T14:20:19 and more than one player shares the same symmetric square? 2011-07-01T14:20:27 i hate that spot of the map, it's a real pita 2011-07-01T14:20:31 no, that's where the tiles aren't meant to be in a grid, like your original maps 2011-07-01T14:20:46 so, the left edge doesn't match the right edge 2011-07-01T14:20:57 but it is meant to be shifted up or down 2011-07-01T14:21:24 oh, could you do it easier with the row and column translate information? 2011-07-01T14:21:30 you can work that out from the map information easily 2011-07-01T14:21:37 actually, i doubt it 2011-07-01T14:21:39 it depends on the map generation method 2011-07-01T14:21:45 for random walk, it's easy 2011-07-01T14:22:14 maybe a generic function that when you wrap left, right, top or bottom, it does the shift for you? 2011-07-01T14:23:00 like when you ask for the north location at the top of the map? 2011-07-01T14:23:18 right, you wrap, end up at the bottom, but it shifted you the c_trans amount 2011-07-01T14:23:23 yep 2011-07-01T14:23:25 hmmm 2011-07-01T14:24:36 tile symmetry isn't my favourite looking, but i still think it's by far the coolest symmetry method :P 2011-07-01T14:24:54 particularly as it can do any number of players 2011-07-01T14:26:23 yeah, that's a nice feature 2011-07-01T14:26:42 plus you don't have to worry about starting distances too much 2011-07-01T14:27:21 McLeopold: are you sure it doesn't already wrap nicely by way of having to tile? 2011-07-01T14:27:40 *** eashoka has quit IRC (Quit: Page closed) 2011-07-01T14:27:40 you lost me 2011-07-01T14:27:47 what doesn't tile? 2011-07-01T14:28:26 maybe i'm confused, when you go off the edge of a tile map, didn't you want to come back in on the sort of same place symmetrically? 2011-07-01T14:28:45 like if you had done the same move at a symmetrically equivalent location not on the border? 2011-07-01T14:28:52 you'd get the symmetrically equivalent locations back 2011-07-01T14:29:09 yeah, but it depends on if your tiles are meant to shift or not 2011-07-01T14:29:23 what do you mean by shift? 2011-07-01T14:29:23 shift may be 0 2011-07-01T14:29:32 I need to draw a picture... 2011-07-01T14:29:57 i think the shift is always 0 for tile maps though? 2011-07-01T14:30:38 http://www.scriblink.com/index.jsp?act=phome&roomid=7504&KEY=4F018452DB021183783BBF2C8EF3EFD6 2011-07-01T14:30:46 y 2011-07-01T14:31:00 bah, what plugin google chrome! 2011-07-01T14:31:11 telling me i am missing one isn't very helpful :( 2011-07-01T14:31:29 oh, java 2011-07-01T14:31:33 hmmm i would have thought that'd be installed 2011-07-01T14:33:31 can you see it yet? 2011-07-01T14:33:42 i'm downloading java 2011-07-01T14:34:06 your symmetric maps can be sliced either horizontally or vertically, which maze an long strip that is tiled, but shifted 2011-07-01T14:34:16 /maze/makes/ 2011-07-01T14:34:57 so, you only need to have either row_trans, or col_trans, but not both 2011-07-01T14:35:20 then, build one tile, the duplicate 2011-07-01T14:35:27 no mirroring allowed 2011-07-01T14:35:40 or at least not in that direction 2011-07-01T14:37:13 I suppose you could mirror once in the other direction 2011-07-01T14:37:29 but then you need to check starting distances again 2011-07-01T14:38:15 *** Sunhay has quit IRC (Quit: leaving) 2011-07-01T14:39:35 no mirroring is only fair for 2 players to 4 players 2011-07-01T14:39:45 antimatroid1: can you see it yet? 2011-07-01T14:40:01 nope, i'm trying to remember what the hell my root password is :S 2011-07-01T14:40:14 on ubuntu you don't have one 2011-07-01T14:40:15 it doesn't seem to be any of my usual passwords :\ 2011-07-01T14:40:18 ahhh 2011-07-01T14:40:38 "su" doesn't work without a password 2011-07-01T14:40:43 i still get authentication failure? 2011-07-01T14:40:44 sudo 2011-07-01T14:40:55 there we go 2011-07-01T14:41:39 geeze, I've really derailed this conversation 2011-07-01T14:41:46 antimatroid1: On Ubuntu, the default is a locked out root account, not a root account with a blank password. 2011-07-01T14:42:09 jbroman: i just realised that, i can't make /usr/java :( 2011-07-01T14:42:13 anyway, at some point, if we can get all map gens to inherit this class, it would be good 2011-07-01T14:42:16 *** UncleVasya has joined #aichallenge 2011-07-01T14:42:27 yeah, i shall try and do that at some point 2011-07-01T14:42:45 wait for me to finalize how I want the parameters to go, then just copy me 2011-07-01T14:43:03 jbroman: how do i get a proper root access command window up? 2011-07-01T14:43:11 or can't i logged in as a user? 2011-07-01T14:43:11 sudo su? 2011-07-01T14:43:13 antimatroid1: sudo -s 2011-07-01T14:43:15 or sudo -i 2011-07-01T14:43:17 or sudo su 2011-07-01T14:43:26 I usually do "-s". 2011-07-01T14:43:32 is there a difference? 2011-07-01T14:43:42 :) 2011-07-01T14:43:43 There are some differences, but they are minor for most purposes. 2011-07-01T14:43:57 (I think it may affect whether or not you get a login shell or something.) 2011-07-01T14:47:07 .. one last problem, how do i now move a file to this folder? it doesn't seem to even want to move it from the console i did sudo su in 2011-07-01T14:47:51 "mv" with proper permissions 2011-07-01T14:48:07 isn't there an apt-get for java? 2011-07-01T14:48:12 possibly 2011-07-01T14:48:14 i'll try that 2011-07-01T14:48:55 you're going to be so dissapointed when you finally see my picture 2011-07-01T14:49:15 damn how can I return a reference to an array element in D? 2011-07-01T14:49:37 mleise: is this for your grid? 2011-07-01T14:50:24 yeah i think 99% of my arrays map the game grid 2011-07-01T14:51:29 i'm still not over the fact that c++ stores vector of bools in a way that i can't return a reference to an element :( 2011-07-01T14:51:34 now i have an array with a struct and I don't always want to return copies 2011-07-01T14:51:51 antimatroid1: This is a template specialization to save memory 2011-07-01T14:52:00 *** SSNikolaevich has joined #aichallenge 2011-07-01T14:52:09 They store the 8 bools per byte 2011-07-01T14:52:18 it is inconvenient though, as you can't index say a matrix as m[location] 2011-07-01T14:52:26 it just doesn't work :( 2011-07-01T14:52:55 look, for that to work the booleans must at least be byte size, so why not use bytes in the first place? 2011-07-01T14:53:27 meh, i've just used m[location.row][location.col] for those now 2011-07-01T14:53:36 my complaints have no grounding in reason :P 2011-07-01T14:53:37 use a typedef and name it bytebool or something :p. Delphi had ByteBool, LongBool etc. 2011-07-01T14:53:42 just on what is/isn't convenient for me :) 2011-07-01T14:58:28 antimatroid1: hm is it possible to return a struct reference in c++ after all? 2011-07-01T14:58:53 you mean like matrix&? 2011-07-01T14:59:30 i don't know what i'm doing half the time, i just know the syntax to do it 2011-07-01T15:00:05 yes, like returning a pointer but without the pointer syntax :p 2011-07-01T15:00:14 yep 2011-07-01T15:00:32 the only time i find the need to use pointers in c++ is for game trees and parents 2011-07-01T15:00:36 even then i'm not sure i actually need to 2011-07-01T15:00:53 and for my bug thing in struct for all the game states in nodes 2011-07-01T15:01:18 /s/struct/state 2011-07-01T15:01:57 if you're not changing it, const struct &s is even faster 2011-07-01T15:02:37 and sort of forces you not to change it, which can be a good thing too 2011-07-01T15:17:04 *** SSNikolaevich has left #aichallenge 2011-07-01T15:24:20 aichallenge: McLeopold epsilon * r967a0b7 / (ants/mapgen/heightmap.py ants/mapgen/map.py): improvements to heightmap - http://bit.ly/iw6PCc 2011-07-01T15:24:20 aichallenge: McLeopold epsilon * r639dd1a / (ants/dist/tools/Makefile sql/1_data.sql): Merge branch 'epsilon' of github.com:aichallenge/aichallenge into epsilon - http://bit.ly/jPzFUt 2011-07-01T15:36:12 *** sergey_ has joined #aichallenge 2011-07-01T15:36:38 *** sergey_ is now known as SSNikolaevich 2011-07-01T15:41:30 *** onensora has joined #aichallenge 2011-07-01T15:43:29 aichallenge: McLeopold epsilon * rd34fe90 / ants/mapgen/heightmap.py : removed print statement - http://bit.ly/lSat6Q 2011-07-01T15:43:39 *** olexs has quit IRC (Quit: Leaving.) 2011-07-01T15:57:04 *** locutus2 has joined #aichallenge 2011-07-01T15:58:45 *** SSNikolaevich has quit IRC (Quit: Konversation terminated!) 2011-07-01T16:02:55 *** gobang has quit IRC (Read error: Connection reset by peer) 2011-07-01T16:03:19 *** Palmik has quit IRC (Remote host closed the connection) 2011-07-01T16:09:33 antimatroid1: If I wnat to calculate enemy attach radius as Cells_they_are_attacking_now + Cells_that_they_can_attack_on_the_next_turn 2011-07-01T16:09:39 *whant 2011-07-01T16:10:36 i need to get from the realr attackradius2 extended one that covers all these cells. 2011-07-01T16:11:22 Is sqr(sqrt(attackradius2) + 1) a correct formula? 2011-07-01T16:11:31 i dunnon about that 2011-07-01T16:11:52 i'd generate the attack2 set of locations and then any that you can move to from there 2011-07-01T16:12:05 you can use your start up time to generate the set of translation values for this set 2011-07-01T16:12:19 then just have a function to return a set of "attack" squares for you 2011-07-01T16:16:53 Something like All [3;3] attackers = [3;3] attackers + [2;3] attackers + [3;2] attackers + [3;4] attackers + [4;3] attackers ? 2011-07-01T16:18:26 i would have a function get_translate_loc(location, translate_amounts) 2011-07-01T16:19:02 then i would have a vector attack_translate_amounts, which would be like {[0,0], [0,1], [attack2+1, attack2] etc} 2011-07-01T16:19:31 Can't understand, sorry. It's not because of language :) 2011-07-01T16:19:42 then a function, get_attack_locs(location), which would get the translate locs using attack_translate_amounts (which i'd generate during turn 0) and return the vector of battle locations 2011-07-01T16:20:02 hang on, let me pseudo code on pastebin 2011-07-01T16:20:21 No, don't waste a time. 2011-07-01T16:20:43 With my current knowledge I'm not able to unerstand. 2011-07-01T16:21:43 With my current brain I came up with those 2 ideas. Second one is easy while first seems to be more elegant to me. 2011-07-01T16:22:43 So is it difficult to calculate extended attackradius2 from normal attackradius2? 2011-07-01T16:24:47 UncleVasya: http://pastebin.com/GzCmtyjC that's how i plan to do it 2011-07-01T16:25:22 what language are you using? 2011-07-01T16:25:32 OCaml 2011-07-01T16:25:44 depending on how it evaluates say -2%5, you may need to write a different mod function 2011-07-01T16:25:52 python is fine as is for example, c++ isn't 2011-07-01T16:26:00 *** Zannick has quit IRC (Ping timeout: 246 seconds) 2011-07-01T16:27:06 *** Zannick has joined #aichallenge 2011-07-01T16:28:14 With my current brain 2011-07-01T16:28:24 thats a classic 2011-07-01T16:28:50 mcstar: ? 2011-07-01T16:29:02 im quoting UncleVasya 2011-07-01T16:30:28 (yeah, sure honey, i just run down to the grocery, and since im there, ill probably pick up a new brain for you, what did you say, what is your favourite?) 2011-07-01T16:31:26 i thought god was asking about thick shakes when he asked about brain size and i asked for super thick :) 2011-07-01T16:32:06 means super creamy? 2011-07-01T16:32:34 i guess thats good choice for brains too 2011-07-01T16:32:44 its made of much fat as far as i know(brain) 2011-07-01T16:32:53 creamy? 2011-07-01T16:32:58 a thick shake doesn't have cream :\ 2011-07-01T16:33:07 then wtf does it have? 2011-07-01T16:33:27 essential ingredients of a thick shake: milo, milk, milo, ice cream and milo 2011-07-01T16:33:33 all blended of course 2011-07-01T16:33:39 i only had mcdonalds kind of shakes(yeah, thats not creamy, but there can be creamy shakes) 2011-07-01T16:33:59 did you mention milo? it needs milo too 2011-07-01T16:34:05 and some more milo right? 2011-07-01T16:34:17 i cannot understate how important milo is 2011-07-01T16:34:39 yeah, some countries wage war on milo 2011-07-01T16:35:21 i didnt understand UncleVasya's double squareroot 2011-07-01T16:35:56 is hea asking for a function to get all the squares within the attackrad + 1? 2011-07-01T16:36:31 i think he wants a "radius" that gives the squares within range of it to be the same set of squares that an enemy ant can battle in the next turn 2011-07-01T16:36:57 UnvleVasya: another problem is the fact that one of the enemy ants adjacent squares might be water, limiting where they can actually battle next turn 2011-07-01T16:37:42 I have few days left so my goal is just to implement something that looks like a battle :) 2011-07-01T16:37:45 ah, the union of all the basic set translated N,S,E,W? 2011-07-01T16:37:56 mcstar: yep 2011-07-01T16:38:19 i'd probably try to get the union of the set of adjacent land squares like that 2011-07-01T16:38:23 Staff like spectacle for coming into the battle was cuted. 2011-07-01T16:38:51 UncleVasya: just program up a little script which drives an inequality, get the unique elements(through a dictionary for example) and use those indices(save them in a function) 2011-07-01T16:39:45 It is a solution that I will implement if the first way is hard. 2011-07-01T16:40:07 We don't have 'r' lines any more, right? 2011-07-01T16:40:48 mleise: nope, but it's fairly easy to do yourself 2011-07-01T16:41:19 when you "clear" food information, make a copy of it first, then once you update vision information, iterate through the old food information and readd the food for a not currently visible square 2011-07-01T16:41:20 antimatroid1: it's ok, i was just wondering why i still have it in my parser and it is on the wiki page 2011-07-01T16:41:26 ah okay :) 2011-07-01T16:41:32 " a little script which drives an inequality, get the unique elements" - I have a very similar staff in another part of my bot so this time it is good to get something new, something more mathematician :) 2011-07-01T16:41:57 yes, it is better to create lists of added and removed food I guess 2011-07-01T16:42:24 i use sets for ants/food etc. 2011-07-01T16:42:34 mcstar: so the formula above is incorrect? 2011-07-01T16:42:36 so i can just remove stuff once i've used it and don't want to use it again 2011-07-01T16:42:54 derp, that might be causing my bot some huge problems 2011-07-01T16:42:58 http://pastebin.com/4dmdZtaG take a look at this, just to inspire you :) 2011-07-01T16:43:19 mcstar: wtf :| :P 2011-07-01T16:43:20 i generated the indices in mathematica, and a 2-liner parser code spit out lisp 2011-07-01T16:43:29 :) 2011-07-01T16:44:04 wtf, was what i wanted to say. that's something for a loop :) 2011-07-01T16:44:07 the longest function is to retrieve elements of the board in the original viewradius 2011-07-01T16:44:15 no 2011-07-01T16:44:21 no need for a loop :) 2011-07-01T16:45:09 i dont want to spin up a nested loop every time i want to retrieve those elements 2011-07-01T16:45:15 it isn't dynamic, a lot of code, ... generate that stuff in a loop and cache it :) 2011-07-01T16:45:35 its dynamic, i scripted it, copy + paste 2011-07-01T16:46:06 mleise: i assume you were referring to the bot input wiki page? 2011-07-01T16:46:07 so what if the map size is 165x165? 2011-07-01T16:46:11 *** Accoun has quit IRC () 2011-07-01T16:46:13 i just updated that, the specs page i had already done 2011-07-01T16:46:14 antimatroid1: yes 2011-07-01T16:46:41 My sister and I are stuck in the same spot in Myst V, funny. 2011-07-01T16:48:32 UncleVasya: you want an upper bound to the radius that you want to scan? 2011-07-01T16:48:40 wtf 2011-07-01T16:48:44 sorry lower bound 2011-07-01T16:48:44 mcstar: I don't know... It's totally not my way of coding :p I prefer to setup these values at runtime depending on the actual map size and view radius. 2011-07-01T16:49:05 mcstar: despite... I don't know exacly what this code is doing *g* 2011-07-01T16:49:13 *** Naktibalda has quit IRC (Quit: ChatZilla 0.9.87 [Firefox 5.0/20110622232440]) 2011-07-01T16:49:17 mleise: the map size doesnt matter 2011-07-01T16:49:25 the radius does unfortunately 2011-07-01T16:49:39 but i had the assumtion back then, that it wont change 2011-07-01T16:49:42 p 2011-07-01T16:50:01 i could write it with a macro, which expands to this code before runtime 2011-07-01T16:50:02 assumptions, pah! i made them in planet wars and failed ^^ 2011-07-01T16:50:25 lower bound, upper bound... ok, I'm going the second way :( 2011-07-01T16:50:29 but it was fun to write a little lisp code generator in mathematica 2011-07-01T16:50:29 mcstar: why do people make assumptions? :P 2011-07-01T16:50:47 they like women: we cant live with them we cant live without them 2011-07-01T16:50:52 we have gone out of our way to try and make sure people don't :P 2011-07-01T16:51:13 by change everything excpet the game title :D 2011-07-01T16:51:33 *** locutus2 has quit IRC (Ping timeout: 276 seconds) 2011-07-01T16:51:34 very little has changed 2011-07-01T16:51:42 ok ok, im joking 2011-07-01T16:51:57 antimatroid1: You converted me. I have everything dynamic now. The max map size of 256x256 is the only assumption I make, although I have a compiler switch in place to remove that limitation if necessary 2011-07-01T16:52:14 mleise: :) 2011-07-01T16:52:29 we should have added battle option as a bot parameter :P 2011-07-01T16:52:36 eek! 2011-07-01T16:52:50 antimatroid1: Look at the "Bones". Dr Brennan hates assumptions too. You'll like her :) 2011-07-01T16:53:06 is that the show? 2011-07-01T16:53:09 i haven't really seen it 2011-07-01T16:53:16 she looks hot though, so that's a plus :) 2011-07-01T16:53:19 Yep. 2011-07-01T16:53:24 mleise: why do you have un upper bound on the map size? 2011-07-01T16:53:38 mcstar: IRC tweeted that to me 2011-07-01T16:54:00 Very-very smart. She loves Logic and do not love emotions. 2011-07-01T16:54:03 * antimatroid1 really hopes google plus takes the market from facebook 2011-07-01T16:54:08 mcstar: It allows for one less pointer dereference when I use static arrays of 256x256 2011-07-01T16:54:43 mleise: sorry, there are too much things i dont understand from those 2 sentences 2011-07-01T16:55:08 why static array? pointer dereference? irc tweeted? still, why the static size? 2011-07-01T16:55:09 A dynamic array is a pointer to the dynamic memory block whereas a static array is like an integer, boolean or other 'immediate' variable 2011-07-01T16:55:57 dynamic vs static: dynamic can be anywhere, static is on the function's heap 2011-07-01T16:56:03 so a dynamic array is like memory spread out with references to all of it? whereas a normal variable will get a fixed size block? 2011-07-01T16:56:15 doesnt matter if we access them by poiinters or not 2011-07-01T16:56:20 * antimatroid1 doesn't even know what a heap is properly, goes to wikipedia 2011-07-01T16:56:50 a place in memory reserved for a functions local variables 2011-07-01T16:56:51 a function's heap? 2011-07-01T16:56:54 is that a stack? 2011-07-01T16:56:55 oh, okay 2011-07-01T16:57:28 i think stack has access rules 2011-07-01T16:57:39 not really, no 2011-07-01T16:57:48 stack corruption is common 2011-07-01T16:57:52 *** Accoun has joined #aichallenge 2011-07-01T16:58:24 At least on x86 when you have a typical function call it puts the return address on the stack + enough memory to hold the function local variables 2011-07-01T16:59:11 ok, i mean there are fifos lifos wtf-foos, which all have access rules, obviously as their names suggest, so in this sense a heap or stack has those rules too 2011-07-01T16:59:23 but it doesnt matter in the previous sense i was using it 2011-07-01T16:59:35 its just a place allocated for a function 2011-07-01T16:59:48 funciton call actually 2011-07-01T17:00:10 ok, so If I had a static array there in my function it would eat up stack space 2011-07-01T17:00:31 yes 2011-07-01T17:00:33 a dynamic array would only eat up space for a pointer to the real data on the heap 2011-07-01T17:00:41 yes 2011-07-01T17:00:49 as far as i know yes 2011-07-01T17:00:51 so a static array is faster :) 2011-07-01T17:00:56 why? 2011-07-01T17:01:08 not on today's processors 2011-07-01T17:01:15 because all it requires is stack pointer += array size 2011-07-01T17:01:22 so? 2011-07-01T17:01:35 im sorry you cant convince me with this :) 2011-07-01T17:01:53 i stopped counting registers in the middle of the 80's 2011-07-01T17:01:57 before i was born 2011-07-01T17:02:18 hmm lol, that's a funny way to look at it 2011-07-01T17:02:24 *** McLeopold has left #aichallenge 2011-07-01T17:02:38 mleise: really, it wont make a difference in speed, but in flexibility, it might 2011-07-01T17:02:48 for example i liked pointer arithmetic in c 2011-07-01T17:03:16 but fortunately im above that level of abstarction(or the lack of it) 2011-07-01T17:03:19 if you do that static and dynamic are pretty much the same 2011-07-01T17:03:49 i dont know D, but there must be a limit to heap size right? 2011-07-01T17:05:03 : sqrt(5) = 2.236068 2011-07-01T17:05:04 2011-07-01T17:05:04 : sqr((2.236068) + 1) = 10.472136) 2011-07-01T17:05:20 ? 2011-07-01T17:05:38 stack size is limited, but the heap can go anywhere 2011-07-01T17:06:04 the operating system sets up an initial stack size which may grow depending on the OS 2011-07-01T17:06:55 is it seems to be an ok extended radius2 that covers possible to attack cells too? 2011-07-01T17:06:57 my experience says in c a couple thousand long integer array cannot be statically allocated 2011-07-01T17:07:04 mcstar: I have all my large arrays in objects anyway so since these are generated in heap memory they never take up stack space 2011-07-01T17:07:47 I'm a typical object-oriented programmer :p 2011-07-01T17:08:37 I'm tyically an object! said the oriented programmer. 2011-07-01T17:08:50 hmm the wikipedia page on dynamic array turns me down on my static array approach 2011-07-01T17:09:06 im glad :) 2011-07-01T17:09:25 mcstar: you remind me of a java teacher who used to say "everything is an object" 2011-07-01T17:09:51 and then he often asked "what is an object" and the answer was not "everything" 2011-07-01T17:09:51 Objection! 2011-07-01T17:10:14 i never had the pleasure of being taught java 2011-07-01T17:10:41 at least you deem it a pleasure 2011-07-01T17:11:10 no, its like deceleration is acceleration too 2011-07-01T17:11:19 bad is - good 2011-07-01T17:11:53 ah i knew there was a catch 2011-07-01T17:12:03 i really dont know java, other than it runs in a jvm, and hyped, and has curly braces 2011-07-01T17:13:04 UncleVasya: sqrt(attackrad^2)+1 is your new radius 2011-07-01T17:13:25 this will cover all the translated positions 2011-07-01T17:13:52 your last equation above: you really lost me there again 2011-07-01T17:14:15 that equation doesnt make sense from a programmer's or mathematician's viewopoint either 2011-07-01T17:15:42 it's because my starter pack comparing squared distance to squared radius to determine is it a good cell: 2011-07-01T17:16:21 if distance2 cell ant <= attackradius2 then cell is in the attack radius. 2011-07-01T17:16:27 2.236068+1 is closer to 3.23 than to 10 2011-07-01T17:16:59 I tried to replace it with just if distance cell ant <= attackradiusthen... but it gave me a wrong answer. 2011-07-01T17:17:16 UncleVasya: your method (sqrt(5) +1)^2 can't work 2011-07-01T17:17:52 dont take the square root of them 2011-07-01T17:17:55 the first distance is euclidean, the second manatthan, and they can be added easily 2011-07-01T17:18:09 they will be converted to floating point, and that can be bad 2011-07-01T17:18:13 for inequalitites 2011-07-01T17:18:46 carlop: all the cells he wants will be bounded above by that radius 2011-07-01T17:18:53 so its alright 2011-07-01T17:19:15 UncleVasya: don't assume we wont change the attack radius :) 2011-07-01T17:19:30 besides, isn't it cooler if your bot works for any attack radius? 2011-07-01T17:19:39 mmmh, can be right, but i don't think that there is alway a euclidean radius that bound (euclidean radius + manhattan radius) 2011-07-01T17:19:45 (although i doubt it will change at this point) 2011-07-01T17:20:04 there is always one i can assure you 2011-07-01T17:20:11 take infinity for example 2011-07-01T17:20:20 it will bound any finite combination of the above 2011-07-01T17:20:33 antimatroid1: and because of that I do not ask about what is the extended radius2 for normal radius2 5. I ask how to get it with formula :) 2011-07-01T17:21:11 UncleVasya: i think that you can't do it generally, cause addition is not well defined 2011-07-01T17:21:47 antimatroid1: I have no hardcode in my code by the religion. I hadn't it in PW and didn't cared about maps generator changing :) 2011-07-01T17:22:16 UncleVasya: :) 2011-07-01T17:22:16 maybe for attack radius^2 = 5 and only 1 turn you can find and euclidean radius such that work 2011-07-01T17:22:22 antimatroid1: it isnt hard-coded btw, the engine sends those parameters... 2011-07-01T17:22:42 mcstar: yeah i know 2011-07-01T17:23:38 UncleVasya: how do you calculate distance? 2011-07-01T17:24:10 mcstar: what't the radius that work for attack_radius2 = 5 and 5 turn later ? 2011-07-01T17:24:34 i don't think exist... but maybe you can find it 2011-07-01T17:24:39 antimatroid1: [00:21:31] UncleVasya: i think that you can't do it generally, cause addition is not well defined <-- is it right? You are the biggest math boss here so the last word is yours. 2011-07-01T17:25:06 he means that you cant add euclidean and manhatten distance 2011-07-01T17:25:08 UncleVasya: also, square your distance metric :) 2011-07-01T17:25:17 and i agree with that 2011-07-01T17:25:30 but this is not were talking about 2011-07-01T17:26:01 carlop: he tries to access those cells that are in the attackradius of the basic area translated by the 4 directions n s e q 2011-07-01T17:26:02 w 2011-07-01T17:26:09 see? 2011-07-01T17:26:23 yes 2011-07-01T17:26:41 than, you dont have to add different distances or anything 2011-07-01T17:26:45 its all euclidean 2011-07-01T17:27:30 when we say : you can see within <=sqrt(5) we dont mean manhattan distance 2011-07-01T17:27:38 55 or whatever 2011-07-01T17:28:18 if you move NNNN you are at euclidean distance 4, if you move NNWW you are at euclidean distance 2.8 2011-07-01T17:28:25 1 dist euclidean == 1 dist manhatten 2011-07-01T17:28:43 but not for 2 2011-07-01T17:28:46 and thats ok 2011-07-01T17:28:53 if you always translate the euclidean distance by 1, you will get the surrounding squares 2011-07-01T17:29:12 well, the underlying bit, you know what i mean 2011-07-01T17:29:24 mcstar: distance2 my starter pack is row_distance^2 * col_distance^2 2011-07-01T17:29:43 *? 2011-07-01T17:29:58 i guess thats a typo 2011-07-01T17:30:01 maybe i've lost something reading fast, but i think that Uncle general question can't be answred checking an equivalent euclidean distance 2011-07-01T17:30:16 distance2 is squared distance. 2011-07-01T17:30:20 carlop: theres no general question 2011-07-01T17:30:30 we translate by 1 unit 2011-07-01T17:30:41 but after 1 distance he can think of 2 step 2011-07-01T17:31:43 UncleVasya: i get it, but you wanted to write + instead of * right? 2011-07-01T17:32:12 oh, yes. Exusse me 2011-07-01T17:32:21 *Excuse 2011-07-01T17:33:18 mcstar: attack radius 5, 1 step can't be ansewred too.... cell 2,2 (1 step from 2,1) have distance2 = 8 2011-07-01T17:33:37 and cell 4,0 (2 step from 2,0) have distance2 = 8 2011-07-01T17:34:13 so basically my advice is, that i think has many proponents, do not check floating point numbers in inequalities, and this is even more true if the difference matters between < ans <= 2011-07-01T17:34:50 (i mean dont not, when you have integers instead of them, but never do x==y for flaoting points) 2011-07-01T17:35:16 dont->do 2011-07-01T17:36:38 so there are cell at distance 8 both attacked and not attacked 1 turn from now 2011-07-01T17:37:36 i think the best way can be have a boolean[dr][dc] that you populate at the beginning that is true iff the cell can be attacked 1 turn from now 2011-07-01T17:38:11 and generation this table should not be a problem 2011-07-01T17:38:33 Thank you guys for help. 2011-07-01T17:40:01 wtf 2011-07-01T17:40:14 carlop: we dont talk about the same thing 2011-07-01T17:40:33 let me talk a bit 2011-07-01T17:40:56 x<=attackrad 2011-07-01T17:41:04 this gives a 2d pattern 2011-07-01T17:41:19 for example this for attackrad^2=5 2011-07-01T17:41:27 ... 2011-07-01T17:41:34 ..... 2011-07-01T17:41:38 ..... 2011-07-01T17:41:42 hell 2011-07-01T17:42:01 ... 2011-07-01T17:42:05 ..... 2011-07-01T17:42:06 ..... 2011-07-01T17:42:08 ..... 2011-07-01T17:42:10 ... 2011-07-01T17:42:13 yes 2011-07-01T17:42:15 this is it 2011-07-01T17:42:31 now, translate this pattern to N, S,E,W 2011-07-01T17:42:42 get the union of the patter formed 2011-07-01T17:42:47 which is: 2011-07-01T17:43:08 ... 2011-07-01T17:43:10 ..... 2011-07-01T17:43:13 ....... 2011-07-01T17:43:15 ....... 2011-07-01T17:43:17 ....... 2011-07-01T17:43:19 ..... 2011-07-01T17:43:21 ... 2011-07-01T17:43:39 and you exactly this pattern if you take x<=attackrad+1 2011-07-01T17:43:51 and you get> 2011-07-01T17:44:25 so (sqrt(5)+1)^2 is the new checkrad2 2011-07-01T17:46:36 im kind of hoping for a response... 2011-07-01T17:46:53 i'm here 2011-07-01T17:47:10 ok, seem that we are talking of the same thing 2011-07-01T17:47:20 say the enemy is at 0,0 2011-07-01T17:47:29 Who's painting better thay one is right :D 2011-07-01T17:47:40 *that 2011-07-01T17:51:56 I think that you need checkrad such that if a cell have euclidean distance less than certain number it can be attacked 2011-07-01T17:52:21 and if they have euclidean distance greater or equal can't be attacked 2011-07-01T17:52:40 if this assumption is right (that can be our difference) 2011-07-01T17:52:54 think an enemy in (0,0) 2011-07-01T17:53:46 distance2 (2,2) is 8, and can be attacked 2011-07-01T17:56:28 so sorry, my math should be checked 2011-07-01T17:56:42 1 1 1 2011-07-01T17:56:43 1 1 1 1 1 2011-07-01T17:56:43 1 1 1 1 1 1 1 2011-07-01T17:56:43 1 1 1 1 1 1 1 2011-07-01T17:56:43 1 1 1 1 1 1 1 2011-07-01T17:56:43 1 1 1 1 1 2011-07-01T17:56:44 1 1 1 2011-07-01T17:56:55 my apologies mcstar 2011-07-01T17:58:16 ok 2011-07-01T17:58:26 UncleVasya: is that a unicorn? 2011-07-01T17:58:49 for attack2=5 and 1 step checkrad2 = 11 can work for example 2011-07-01T17:58:56 of course 2011-07-01T17:59:02 10.742 too 2011-07-01T17:59:25 In the line 1 space are eaten. 2011-07-01T17:59:58 .472 sorry i said it from memory(which is not my strong point) 2011-07-01T18:01:26 *** olexs has joined #aichallenge 2011-07-01T18:04:20 my point is that is not the type of assumption that i raccomend, for example for attack_radius2=9 and 1 step there is no such distance 2011-07-01T18:04:32 mcstar: I wrote a little C++ program for you: http://codepad.org/NRCSL1Y7 2011-07-01T18:04:48 but my math for attack2 = 5 was wrong.... 2011-07-01T18:05:13 On my machine I see a clear factor 4 speed improvement using static arrays, but on the codepad server the two version seem the same 2011-07-01T18:05:58 carlop: again. i have to disagree 2011-07-01T18:06:17 pls, code it up, visualize it or whatever an you will see 2011-07-01T18:06:22 d 2011-07-01T18:06:48 mleise: ill take a look 2011-07-01T18:08:16 mcstar: if I'll round a value to the bigger integer it still will be correct? 2011-07-01T18:09:07 well, its better to oversetimate i guess 2011-07-01T18:09:43 you have to decide for yourself, depends on the situation 2011-07-01T18:12:04 mleise: can you initialize the arrays? at least the static one 2011-07-01T18:12:27 a good compiler can optimize that part(im not sure but i guess it can be done) 2011-07-01T18:12:42 i mean accessig elements that havent been iniitialized 2011-07-01T18:13:30 and you ++ elements that have no value? 2011-07-01T18:13:50 i mean static arrays default to 0 i guess, but dynamic arrays dont 2011-07-01T18:13:54 not-rounded float value is the value that gives me only suitable cells and no false alarms. If I round it I'll not only suitable cells but also some amount of false alarms (I will afraid cell that I no need to be afraid of)? Or even not-rounded value is not always correct? 2011-07-01T18:14:00 or maybe c++ memesets them ? 2011-07-01T18:14:24 ah, ok, you use malloc, so that part isnt initialized for sure 2011-07-01T18:14:45 ok I'll change the code 2011-07-01T18:15:45 UncleVasya: the easiest is to drop floating point number altogether 2011-07-01T18:15:56 dont take sqare roots 2011-07-01T18:16:03 u 2011-07-01T18:17:46 mleise: the total run time of a test is 200 ms? thats clearly too small 2011-07-01T18:17:54 make it a couple of seconds at least 2011-07-01T18:18:01 10? 2011-07-01T18:18:37 and dont access the same elements in the loop 2011-07-01T18:19:43 and the biggest problem: you get the indices to be accessed from another array 2011-07-01T18:19:53 :( 2011-07-01T18:20:13 a couple of seconds is bad for codepad's execute feature 2011-07-01T18:20:30 i dont care about codepad, use your own machine :) 2011-07-01T18:20:31 the idea comes through in a few milliseconds 2011-07-01T18:20:45 on my machine the factor is 4, on codepad it is 1 2011-07-01T18:21:12 so I'm unsure now what and why the dynamic array is slow on my machine but fast on codepads 2011-07-01T18:21:50 so, can you do what i asked? 2011-07-01T18:21:58 dont use random array accesses 2011-07-01T18:22:11 no, the random array is there to force the compiler to actually do something 2011-07-01T18:22:24 should I go through it in sequence? 2011-07-01T18:22:25 that doesnt matter, and u wont have to store the indices somewhere 2011-07-01T18:22:28 yes 2011-07-01T18:22:48 so... just a slim loop without 'expansion'? 2011-07-01T18:23:18 "expansion"? 2011-07-01T18:23:39 maybe ill rewrite it 2011-07-01T18:24:15 now theres a file named after you 2011-07-01T18:26:50 mcstar: http://codepad.org/4gyw1B2z 2011-07-01T18:27:06 now the static array is slower :-/ thx for that 2011-07-01T18:28:30 what's the speedup on your machine: 2011-07-01T18:28:32 ? 2011-07-01T18:28:40 (speeddown) 2011-07-01T18:29:51 ~0.898 2011-07-01T18:30:08 thats at least something 2011-07-01T18:30:39 an of course youre welcome :) 2011-07-01T18:30:43 hmm, I'm just more confused now 2011-07-01T18:30:58 (i tend to leave the d behind) 2011-07-01T18:31:40 those compilers can do crazy things 2011-07-01T18:31:57 i once saw a presentation on optimization in different compilers 2011-07-01T18:32:35 and they are pretty good, and i didnt understand most of it( i dont know assebmly) but i got the message: 2011-07-01T18:32:47 Premature optimization is the root of all evil. 2011-07-01T18:33:27 it usually means dont try to be smarter than the compiler 2011-07-01T18:34:09 (im not sure how much this relates to the current problem, but i felt like i needed to tell that) 2011-07-01T18:34:32 mcstar: I think I'll have to actually check my D code now to verify the different results on the real subject 2011-07-01T18:35:25 I have that compiler switch there so it should not take too long and after all I want to be right on this :p 2011-07-01T18:36:03 do you code in d regularly? or just for the contest? 2011-07-01T18:47:38 mcstar: I'd say I'm still trying it and I think it is an improvement over C++ syntax wise 2011-07-01T18:48:13 ~1.23 is the speedup I get in the real-world test case 2011-07-01T18:49:14 so in D static is 1.23 faster than dynamic 2011-07-01T18:54:27 yes, when reading the array 2011-07-01T18:54:31 *** UncleVasya has quit IRC (Ping timeout: 260 seconds) 2011-07-01T18:54:52 but when writing it is the same or maybe the static array is even a little slower. but that is noise in the statistic 2011-07-01T18:55:28 all in all, theres no big win using static arrays 2011-07-01T18:56:49 no big win, no. but a small one :) 2011-07-01T18:57:08 *** sigh has joined #aichallenge 2011-07-01T18:59:30 I'll do a benchmark round with static bot input before I upload to get a picture. I like premature optimization when I'm using a 'native' language. 2011-07-01T19:11:17 *** olexs has quit IRC (Quit: Leaving.) 2011-07-01T19:16:51 mcstar: you are right, sorry for before, usually i don't do stupid calculation, and i do it twice... now time to bed.. bye 2011-07-01T19:17:23 *** carlop has quit IRC (Quit: ChatZilla 0.9.87 [Firefox 5.0/20110615151330]) 2011-07-01T19:22:54 *** chras_ has joined #aichallenge 2011-07-01T19:25:07 nite all 2011-07-01T19:25:09 *** mcstar has quit IRC (Quit: WeeChat 0.3.5) 2011-07-01T19:27:20 Hey guys, dumb question - what is the outlook for contest start and end proper? 2011-07-01T19:31:14 *** McLeopold has joined #aichallenge 2011-07-01T19:31:38 apparently there is an advantage to finding the radial points of symmetry http://aichallengebeta.hypertriangle.com/visualizer.php?game=50422&user=7 2011-07-01T19:31:41 *** McLeopold has left #aichallenge 2011-07-01T19:36:00 *** onensora has quit IRC (Ping timeout: 276 seconds) 2011-07-01T19:36:33 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has joined #aichallenge 2011-07-01T19:36:41 *** onensora has joined #aichallenge 2011-07-01T19:48:41 *** jmreardon has quit IRC (Ping timeout: 240 seconds) 2011-07-01T19:51:01 *** nux67 has quit IRC (Quit: Page closed) 2011-07-01T19:55:25 *** okayzed is now known as okay 2011-07-01T19:55:41 *** Kingpin13 has quit IRC (Ping timeout: 240 seconds) 2011-07-01T19:57:32 *** okay is now known as okayzed 2011-07-01T20:05:11 *** bhasker has quit IRC (Quit: bhasker) 2011-07-01T20:05:26 *** Zannick has quit IRC (Ping timeout: 252 seconds) 2011-07-01T20:06:18 *** jmreardon has joined #aichallenge 2011-07-01T20:07:15 *** Zannick has joined #aichallenge 2011-07-01T20:08:38 *** Mathnerd314 has joined #aichallenge 2011-07-01T20:28:02 *** foRei has quit IRC (Read error: Connection reset by peer) 2011-07-01T20:49:00 *** Zannick has quit IRC (Ping timeout: 276 seconds) 2011-07-01T20:50:25 *** Zannick has joined #aichallenge 2011-07-01T20:55:16 *** Zannick has quit IRC (Read error: Connection reset by peer) 2011-07-01T21:01:09 *** Zannick has joined #aichallenge 2011-07-01T21:48:29 *** chras_ has left #aichallenge 2011-07-01T22:12:25 *** SSNikolaevich has joined #aichallenge 2011-07-01T22:22:42 *** mleise has quit IRC (Read error: Connection reset by peer) 2011-07-01T22:22:56 *** mleise has joined #aichallenge 2011-07-01T22:31:35 *** Cyndre has quit IRC (Quit: Leaving) 2011-07-01T22:55:03 *** amstan has joined #aichallenge 2011-07-01T22:55:03 *** ChanServ sets mode: +o amstan 2011-07-01T23:03:49 *** onensora has quit IRC () 2011-07-01T23:07:57 *** Zannick has quit IRC (Ping timeout: 264 seconds) 2011-07-01T23:09:45 *** Zannick has joined #aichallenge 2011-07-01T23:14:34 *** Mathnerd314 has quit IRC (Ping timeout: 240 seconds) 2011-07-01T23:18:17 *** SSNikolaevich has quit IRC (Ping timeout: 246 seconds) 2011-07-01T23:29:52 *** Mathnerd314 has joined #aichallenge 2011-07-01T23:34:59 *** Mathnerd314 has quit IRC (Ping timeout: 240 seconds) 2011-07-01T23:39:03 *** Mathnerd314 has joined #aichallenge 2011-07-01T23:47:00 *** SSNikolaevich has joined #aichallenge