2011-09-19T00:00:12 actually, I need to set it to compile, I think... 2011-09-19T00:02:02 McLeopold: were you going to delete matchup 266777? 2011-09-19T00:02:18 idk 2011-09-19T00:02:25 sure 2011-09-19T00:02:26 or somehow mark it to stop being retried forever 2011-09-19T00:02:34 oh, still doing that? 2011-09-19T00:02:56 just noticed that demerzel still hadn't gotten a game actually :) 2011-09-19T00:03:08 as I was closing some of my browser tabs 2011-09-19T00:03:08 I'll set it to my worker :) 2011-09-19T00:03:21 then I can mess with it 2011-09-19T00:04:05 but we figured out that it will never succeed since the player_id is all -1 2011-09-19T00:04:11 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has quit IRC (Ping timeout: 258 seconds) 2011-09-19T00:04:26 I'm going to manipulate the matchup_player data so I can put ChrisH in a game 2011-09-19T00:04:44 heh, ok 2011-09-19T00:05:11 okay, to find ChrisH in the rankings....at the bottom :P 2011-09-19T00:05:24 just so we remember to get demerzel unstuck :P 2011-09-19T00:05:44 McLeopold: yes, and likely to stay there. ;) 2011-09-19T00:06:03 At least until we get past this compilation issue, then I can work on bot brains. 2011-09-19T00:06:18 you submitted twice today? the same bot? 2011-09-19T00:06:48 sort of, one was trying to put all the code into a single source file, but the logic was the same for both 2011-09-19T00:07:24 all they do is reply "go" for each turn and make no moves. 2011-09-19T00:07:24 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has joined #aichallenge 2011-09-19T00:08:14 just to validate parsing code 2011-09-19T00:15:28 *** dvladim has quit IRC (Ping timeout: 260 seconds) 2011-09-19T00:21:43 ChrisH: the 2 functions are in classes, so they need the first parameter to be 'self' 2011-09-19T00:21:51 fix that and I think we are good 2011-09-19T00:22:10 Ok, you want me to make that change and submit a new pull request? 2011-09-19T00:22:46 ye 2011-09-19T00:22:49 s 2011-09-19T00:26:44 janzert: unless you want to fix my hacky "check for a go intermediate file" fix? 2011-09-19T00:27:07 not at the moment ;) 2011-09-19T00:27:12 about bed time for me 2011-09-19T00:28:37 amstan: need more git help 2011-09-19T00:28:48 ChrisH: hmm? 2011-09-19T00:29:27 I have a pending pull request from my fork to aichallenge, but I need to add an additional bit of code to that. 2011-09-19T00:29:28 janzert: can you wait until the fix is merged and then recycle the workers? 2011-09-19T00:29:36 I have made the change and pushed it to my fork 2011-09-19T00:29:49 but not sure how to update my pull request 2011-09-19T00:29:54 sure 2011-09-19T00:30:02 ChrisH: i've never done it myself, but i'm sure it's possible 2011-09-19T00:30:27 ChrisH: poke around, if you can't find it try the support.github.com, or #github 2011-09-19T00:30:47 github warns me I have an outstanding pull request and suggests I either go to it or update the commit range of my new pull request. 2011-09-19T00:31:02 yeah, update the commit range 2011-09-19T00:31:03 somehow.. 2011-09-19T00:31:08 it there 2011-09-19T00:31:13 I see both commits 2011-09-19T00:32:05 ok, good, I clicked the update commit range button, but github didn't give me any positive feedback, so I wasn't sure if anything happened. 2011-09-19T00:32:15 aichallenge: Chris epsilon * re248516 / worker/sandbox.py : Add missing self parameters to new methods. - http://git.io/ViFT6Q 2011-09-19T00:32:15 aichallenge: Scott Hamilton epsilon * r822a7cc / (worker/compiler.py worker/sandbox.py): 2011-09-19T00:32:15 aichallenge: Merge pull request #254 from ChrisHines/epsilon 2011-09-19T00:32:16 aichallenge: Fix for incorrect reporting of compile error fo Go. - http://git.io/ge9law 2011-09-19T00:33:07 yep, the code looks right in the main repo, good :) 2011-09-19T00:38:34 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has quit IRC (Ping timeout: 252 seconds) 2011-09-19T00:44:38 *** antimatroid has quit IRC (Ping timeout: 276 seconds) 2011-09-19T00:44:47 janzert: stuff updated? 2011-09-19T00:45:10 not yet, is it all set? 2011-09-19T00:45:17 uh 2011-09-19T00:45:56 yep 2011-09-19T00:46:46 current workers are shutdown 2011-09-19T00:51:09 *** antimatroid has joined #aichallenge 2011-09-19T01:20:37 I see the workers are running again, did the golang fix go live? 2011-09-19T01:21:43 it should be yes 2011-09-19T01:21:55 Ok, I'll resubmit and see how it goes. 2011-09-19T01:29:06 well, it didn't work, but it looks like it compiled and I got a good stack trace error message, so that's progress. 2011-09-19T01:30:57 :) 2011-09-19T01:32:00 janzert: what do you think about naming these "symmetric maps" as symmetric or fair? 2011-09-19T01:32:47 i am naming symmetric concepts more generally for normal form games for my honours thesis and have basically decided to name the equivalent idea as fair but not symmetric, even though there are isomorphisms which are symmetries of the game 2011-09-19T01:33:17 for the contest I'd rather keep the name symmetric 2011-09-19T01:33:51 yep fair enough 2011-09-19T01:34:05 if i had done this already back then i probably would have called them fair :P 2011-09-19T01:34:09 but i don't really care 2011-09-19T01:35:49 *** ChrisH has quit IRC (Quit: Page closed) 2011-09-19T01:37:23 antimatroid: janzert: for the contest, since all maps will be symmetric, I'd rather have descriptive names, like 'maze' or 'splatter' or 'mountains' or 'rivers' 2011-09-19T01:37:54 okay, but somewhere it needs to say the maps are symmetric 2011-09-19T01:38:00 i was questioning that naming 2011-09-19T01:40:22 i would probably just create myself lots of questions if i renamed them as fair maps though 2011-09-19T01:40:28 anyway 2011-09-19T01:54:58 aichallenge: McLeopold epsilon * rd109e83 / (sql/0_schema.sql sql/2_update_rankings.sql): add table for tracking opponent games - http://git.io/84jzow 2011-09-19T01:54:59 aichallenge: McLeopold epsilon * rc162bd9 / (worker/compiler.py worker/sandbox.py): Merge branch 'epsilon' of github.com:aichallenge/aichallenge into epsilon - http://git.io/BF_mTQ 2011-09-19T02:00:40 *** berak has joined #aichallenge 2011-09-19T02:27:23 @later tell janzert http://pastebin.com/PWR3VYNc :D 2011-09-19T02:27:23 McLeopold: Yep. 2011-09-19T02:27:47 *** cody__ has joined #aichallenge 2011-09-19T02:32:39 @janzert I'm also a fan of letting bots duke it out. The decrease limit seems too strict. Could we instead lower the limit to a value that would cut out 5% of the *turns* rather than cut 5% of games? 2011-09-19T02:32:40 McLeopold: I have no idea what you mean. 2011-09-19T02:33:21 @later tell janzert I'm also a fan of letting bots duke it out. The decrease limit seems too strict. Could we instead lower the limit to a value that would cut out 7.5% of the *turns* rather than cut 7.5% of games? 2011-09-19T02:33:21 McLeopold: I come to serve. 2011-09-19T02:35:14 *** boegel has joined #aichallenge 2011-09-19T02:42:29 *** racko has joined #aichallenge 2011-09-19T02:45:34 *** chris__0076 has joined #aichallenge 2011-09-19T02:49:01 *** Chris_0076 has quit IRC (Ping timeout: 258 seconds) 2011-09-19T03:12:13 *** amstan has quit IRC (Ping timeout: 260 seconds) 2011-09-19T03:13:12 *** chris___0076 has joined #aichallenge 2011-09-19T03:14:23 *** sir_macelon has joined #aichallenge 2011-09-19T03:15:08 *** chris__0076 has quit IRC (Ping timeout: 260 seconds) 2011-09-19T03:15:32 McLeopold: just a minor issue: the skill change arrow on player's page is showing the opposite direction 2011-09-19T03:15:57 McLeopold: just look at any profile with a skill change 2011-09-19T03:17:19 McLeopold: also the deltas in the tooltip of skill and sigma changes are all at +0.00 2011-09-19T03:27:35 *** ltriant has quit IRC (Quit: Computer has gone to sleep) 2011-09-19T03:35:02 sir_macelon: the arrows are correct, I reverse the number so you can say "up 1 rank" and it shows an up arrow 2011-09-19T03:35:25 they should mostly match the direction of the arrows in the skill collumn 2011-09-19T03:36:42 McLeopold: If you check any profile page with a skill change you'll notice the skill arrows do not match in direction 2011-09-19T03:37:44 sir_macelon: your's are even right now... 2011-09-19T03:38:04 McLeopold: mine yes, but check GreenTea for instance 2011-09-19T03:38:18 http://aichallengebeta.hypertriangle.com/profile.php?user=21 2011-09-19T03:38:27 okay, I see it 2011-09-19T03:39:18 the profile page seems to lag behind rankings... 2011-09-19T03:50:08 McLeopold: I don't know if you have noticed this, but I replied under the issue #229 for no food at game start - it seems the problem is there 2011-09-19T03:51:41 McLeopold: Moreover some games have too low food spawn rate, I believe and generate a bit of random results, as there are periods where there's no food on the map and it is rather a matter who gets lucky to have food spawned close to his ants 2011-09-19T03:52:59 McLeopold: Most of those games weren't finished by the 1500 turn limit 2011-09-19T03:54:09 *** TTE has joined #aichallenge 2011-09-19T03:57:24 aichallenge: McLeopold epsilon * r119b8ad / website/sql.php : fix bad profile rank/skill data - http://git.io/VjFRiA 2011-09-19T03:57:52 McLeopold: Here are some example games: 2011-09-19T03:57:53 http://aichallengebeta.hypertriangle.com/visualizer.php?game=177509 2011-09-19T03:58:11 http://aichallengebeta.hypertriangle.com/visualizer.php?game=177364 2011-09-19T03:59:08 McLeopold: But generaly you could look up the database for games that weren't decided by the 1500 turn limit and included top ranked bots 2011-09-19T04:02:33 *** onensora has joined #aichallenge 2011-09-19T04:05:28 *** hololeap has joined #aichallenge 2011-09-19T04:06:15 *** TTE has quit IRC (Quit: Page closed) 2011-09-19T04:12:04 *** dr_terrible has quit IRC (Read error: Connection reset by peer) 2011-09-19T04:14:48 aichallenge: McLeopold epsilon * r2c0aa58 / website/sql.php : fix bad profile rank/skill data - http://git.io/W-2wmQ 2011-09-19T04:20:10 aichallenge: McLeopold epsilon * r96ca57c / website/nice.php : fix nice html snippets - http://git.io/HmSvjg 2011-09-19T04:26:21 *** mcstar has joined #aichallenge 2011-09-19T04:43:18 *** sir_macelon has quit IRC (Ping timeout: 252 seconds) 2011-09-19T04:43:58 aichallenge: McLeopold epsilon * r6a610c1 / website/game_list.php : fix field count mismatch - http://git.io/FaHHdw 2011-09-19T04:48:34 it seems fft hates me 2011-09-19T04:54:37 mcstar: I hope the games don't end up with all bots avoiding each other and turning into a gas mix physics simulation. 2011-09-19T04:56:11 The fact that you have an unknown number > 1 of opponents makes everyone careful about loosing any ants. Aggressive players will just lose their ants to other players early. 2011-09-19T04:57:40 some time ago i think most of the top bots did exactly this 2011-09-19T04:57:47 they avoided each other 2011-09-19T04:58:00 but, obviously this isnt a winning strategy 2011-09-19T04:58:35 hopefully, those who have participated in beta will beat this obstacle first 2011-09-19T04:58:43 no of course not, but it is better than loosing all the time ;) 2011-09-19T04:58:57 i mean they will be the first ones with a nice battle strategy 2011-09-19T04:59:35 Show me a game where battles do not only occur about a) a food item or b) close to the turn limit, to get some points 2011-09-19T04:59:58 i have 3 ideas regarding battle so far 2011-09-19T05:00:02 shoot 2011-09-19T05:00:07 one was like what revolt does 2011-09-19T05:00:28 he inflates, then the repells other ants from his domain 2011-09-19T05:00:44 so those ants will fight more among themselves, so he spares his ants 2011-09-19T05:00:59 what i wanted, to do something like this, but to use aggressively water 2011-09-19T05:01:13 meaning that block corridors, and start the pressure from there 2011-09-19T05:01:29 and push enemies to water, where their degree of freedom decreses 2011-09-19T05:01:35 so they will be easier to kill 2011-09-19T05:01:43 another one, is fishing 2011-09-19T05:02:19 you guard a food from as far as possible, with multiple ants, and the enemies path becomes more predictable when it reaches for food... 2011-09-19T05:02:31 haha, nice idea 2011-09-19T05:02:34 the third one is chase down strategy 2011-09-19T05:03:03 but yeah using water as a natural border is an obvious strategy 2011-09-19T05:03:13 2 ants start chasing 1-2 enemy ants, and some other will coordinate together to come from the opposite direction, to catch the running ones 2011-09-19T05:03:49 i didnt find any other way, to make the moves of the enemy ants more predictable 2011-09-19T05:03:50 they will just eat your 1 support ant 2011-09-19T05:03:54 no 2011-09-19T05:04:03 yes 2011-09-19T05:04:05 obviously numbers matter 2011-09-19T05:04:11 but it can be made right 2011-09-19T05:04:25 if they don't stop running they crush your ant 2011-09-19T05:04:44 but maybe there will be more ants waiting 2011-09-19T05:05:09 it will be very hard, cause the environment is very very dynamic 2011-09-19T05:05:19 and hard to choose from these strategies 2011-09-19T05:05:35 ok, that is what some Dolphins do with fish swarms. Most of them drive the fish, while a few go have a meal 2011-09-19T05:05:41 (i mean to actually write this) 2011-09-19T05:06:00 why the captial d? 2011-09-19T05:06:15 is it your friend Dolphin? 2011-09-19T05:06:18 don't know ... some german relic 2011-09-19T05:06:21 aha 2011-09-19T05:06:32 ah yes, capitalized nouns right? 2011-09-19T05:06:34 i forgot 2011-09-19T05:06:53 Die Dolphin? 2011-09-19T05:06:55 right, all the time. but I see those come up in english as well. looking at menu entries in Eclipse for example 2011-09-19T05:07:05 no "der Delphin" :) 2011-09-19T05:07:06 lol 2011-09-19T05:07:32 i see, you breathe eclipse 2011-09-19T05:08:05 uh no... I just wrote some README.txt describing how someone would get the visualizer project running in the IDE 2011-09-19T05:08:27 and I realized they wrote "Build Path" and stuff like that 2011-09-19T05:08:34 i dont understand that framework, so its no use to tell me :) 2011-09-19T05:08:51 what framework? :D 2011-09-19T05:09:00 thats whole java world 2011-09-19T05:09:15 hey, i think im going to develop software 2011-09-19T05:09:22 *** eashoka has joined #aichallenge 2011-09-19T05:09:24 good idea, bye 2011-09-19T05:09:25 sonn i will give some firms my resume 2011-09-19T05:09:38 bye? 2011-09-19T05:09:40 you going? 2011-09-19T05:09:46 I thought you were coding now? 2011-09-19T05:09:55 mleise : resume ? 2011-09-19T05:10:01 but thats for scientific purposes 2011-09-19T05:10:16 eashoka: CV 2011-09-19T05:10:22 mleise : just joined and saw you this resume talk. :-) 2011-09-19T05:11:13 resumeé 2011-09-19T05:11:18 correctly i think 2011-09-19T05:11:19 nvm 2011-09-19T05:11:32 cv is more practical :) 2011-09-19T05:11:45 mleise : just joined and saw you doing this resume talk. :-) heh heh. changing jobs ? 2011-09-19T05:12:03 mleise: people amuse me sometimes 2011-09-19T05:12:05 mcstar is. 2011-09-19T05:12:37 You wouldn't believe what shows up in the D newsgroup sometimes 2011-09-19T05:12:56 btw, the first firm is called dolphio 2011-09-19T05:12:59 Trolls, drunks, advertisers 2011-09-19T05:13:06 BTW, I have a series issue to present to you guys. have a look at this game : http://aichallengebeta.hypertriangle.com/visualizer.php?game=188078&user=264 2011-09-19T05:13:31 mcstar : so whom r u quitting on ? 2011-09-19T05:13:36 mleise: you envy them cause you are just a regular guy? 2011-09-19T05:13:42 I see stupid bots.. they still actually *fight* ;) 2011-09-19T05:13:50 eashoka: academia probably 2011-09-19T05:14:16 mcstar : aha... welcome to the hard working real world then! 2011-09-19T05:14:28 hm 2011-09-19T05:14:36 its not soo easy you know here 2011-09-19T05:14:49 a paper doesnt write itself 2011-09-19T05:14:50 mcstar: It is really amazing, but I rather not do crazy stuff where it will forever be visible to the world if they only search long enough ;) 2011-09-19T05:15:20 in that game, the issue is any bot can win by committing hara-kiri (kamikaze to be precise) towards the end of turn limit 2011-09-19T05:15:37 eashoka: Yes that was my point b) above 2011-09-19T05:16:25 mleise : can't blame bots for doing that, they are just using the rules to their benefit. 2011-09-19T05:16:45 harakiri is suicide, kamikaze, is dying while killing someone else 2011-09-19T05:16:48 That's right, they try to keep alive for the showdown 2011-09-19T05:17:09 the reason why this is possible is that current rules pay no attention to the fact that who the real victor after a battle is. (ideally it should be the one who survies) 2011-09-19T05:17:33 who doesnt survive cant be the winner 2011-09-19T05:17:59 and the bots doesnt know when will the game end 2011-09-19T05:18:02 or do they? 2011-09-19T05:18:04 we don't count the remaining ants in the end but just give 2 points for a kill. so this is possible 2011-09-19T05:18:08 they do know 2011-09-19T05:18:11 really? 2011-09-19T05:18:14 f 2011-09-19T05:18:18 of course they know 2011-09-19T05:18:19 thats stupid 2011-09-19T05:18:24 dont send it 2011-09-19T05:19:45 any bot can count the turns and do the math and decide/guess when should the turn limit arrive for that particular map. 2011-09-19T05:19:53 they will still assume a limit like 1500 turns 2011-09-19T05:20:08 that probably will be incorrect 2011-09-19T05:20:21 and yes, the bots should keep statistics for themselves 2011-09-19T05:20:24 look at that game, winning bot smartly get active towards 250th turn :-) 2011-09-19T05:20:34 if they can predict an end-game condition, good for them 2011-09-19T05:20:44 but im against to sending maxturns to them 2011-09-19T05:21:07 point is this is not proper fighting, defence or anything. kamikaze is no brainer! 2011-09-19T05:21:17 harakiri 2011-09-19T05:21:21 you mean suicide right? 2011-09-19T05:22:07 I mean killing one-one. that's pretty easy compared to trying kill more opponents than ur losses 2011-09-19T05:22:17 ok 2011-09-19T05:22:30 we are doing something unnatural here. that's why this strategy is possible 2011-09-19T05:22:31 well, the other one shouldn let itself get killed 2011-09-19T05:22:50 thats +2 for each the players 2011-09-19T05:22:50 in any real world battle, one would try to survive the battle and claim the victory 2011-09-19T05:22:55 thats not good enough :) 2011-09-19T05:23:06 each of* 2011-09-19T05:23:14 here, we award the victory disregarding whther the victor is alive or not :-) 2011-09-19T05:23:22 nono 2011-09-19T05:23:25 dont tell me 2011-09-19T05:23:34 mcstar : look at that game 2011-09-19T05:23:36 the winner can have 0 ants? 2011-09-19T05:23:52 we discussed it a very long time ago that its stupid 2011-09-19T05:23:58 mleise: do you remember? 2011-09-19T05:24:16 no that's been too long 2011-09-19T05:24:35 there is a simple solution! 2011-09-19T05:24:49 eashoka: well, greentea still had 1 ant 2011-09-19T05:25:04 and he would lose, but the turn limit was too low 2011-09-19T05:25:21 this could happen against any turn limit 2011-09-19T05:25:26 i know what that is: write a better bot 2011-09-19T05:25:55 i tell you it is the player number. you have to play defensively with so many opponents 2011-09-19T05:26:46 we simply have to award a bonus for the winner (one who is having the largest army in the end) while encouraging doing battles 2011-09-19T05:26:54 eashoka: i have a feeling that theres a model when the increasing turn limit decreses the probability of having 1 ant justbefore theend and winning with it 2011-09-19T05:27:03 mleise : yea, defence is important too 2011-09-19T05:27:27 eashoka: then you would ignore the 2points per kill? 2011-09-19T05:27:43 that's why we should award some bonus to the one who remains in the end with the larger army 2011-09-19T05:27:45 just looking at the ant count is not representative 2011-09-19T05:27:52 here's my suggestion : 2011-09-19T05:28:14 mine is: integrate the ant-count curve 2011-09-19T05:28:31 1) DON'T GIVE points for spawning. one has to spawn to get going. no need to give bonuses for that 2011-09-19T05:28:39 the biggest means better bot, more activity, + factor in the kills 2011-09-19T05:28:49 2) +2 for a kill (to keep them interested in doing battles) 2011-09-19T05:28:56 thats a constant 2011-09-19T05:29:32 3) -1 for a lost ant in battle. (this will test the defensive skills and also help reduce kamikaze instances) 2011-09-19T05:29:52 still, if you lose ants during battle early on, you have a hard time recovering 2011-09-19T05:29:56 4) then in the end add remaining ant count to ur total score. do that for all. 2011-09-19T05:30:55 eashoka: hmm, so kamikaze will make your score go down, right? 2011-09-19T05:31:11 you know, i think the opposite way 2011-09-19T05:31:13 because other bots have more remaining ants 2011-09-19T05:31:22 otherwise I could just amass a large army without doing much battles and then towards end just try to exchange it wholesale. that's really not that difficult compare to doing skillful battles and killing more enemy, that's where the real value is 2011-09-19T05:31:51 mleise : yes, ur score goes up when u do smart battles. killing without getting killed. 2011-09-19T05:32:15 mleise : isn't that's what we try to promote ? 2011-09-19T05:32:41 *should* be trying to promote 2011-09-19T05:32:45 eashoka: yes, yes, I just cannot convince myself this will *ever* work in an n-player game 2011-09-19T05:34:02 haha, with your scoring people can get negative scores :p 2011-09-19T05:34:14 mleise : yea 2011-09-19T05:34:35 the big disgrace, the uber fail 2011-09-19T05:34:47 if one is loosing twice the many ants than killing and end up going extinct, that would happen 2011-09-19T05:35:09 they would deserve a - point in that case wouldn't they ? :-) 2011-09-19T05:35:22 they would, i like the idea 2011-09-19T05:36:04 it could be very motivating to work on the bot in that case. because you know you can do better 2011-09-19T05:37:01 the more smaller goals there are to achieve the better 2011-09-19T05:37:08 eashoka : my only worry is, what if someone totally trying to avoid battles and try to just remain with the larger army ? I hope that will not be possible unless ur really good at defence and gathering both. 2011-09-19T05:37:47 lets see what i have to say: lets score offence and defence separately, there will be a low norm first, after that, the best bot will provide the standard, other will be normed by it, you can average the two scores to gether to get a global score, like this: s1*w+s2*(1-w), then, we can chooose a w constant to appropriately promote battle, the best w would stabilize the upper rankings 2011-09-19T05:39:56 ps. i wouldnt give points for ants that remains or such, just to keep thinhs simple 2011-09-19T05:40:03 -s 2011-09-19T05:40:24 ants that remain is a simple score bonus :) 2011-09-19T05:40:33 mcstar : scoring has to be a very simple formula I think. explain in simple terms please. :-) 2011-09-19T05:40:35 yeah, im against it 2011-09-19T05:40:49 eashoka: simpler than what? i cant 2011-09-19T05:40:55 i can! 2011-09-19T05:41:22 score = defense_score * defense_weight + offense_score * offense_weight 2011-09-19T05:41:34 no 2011-09-19T05:41:37 yes 2011-09-19T05:41:41 the weights are interconnected 2011-09-19T05:41:46 no need to 2011-09-19T05:41:48 yes 2011-09-19T05:41:50 no 2011-09-19T05:41:56 yes 2011-09-19T05:41:59 why 2011-09-19T05:42:01 yes 2011-09-19T05:42:08 what do you mean? 2011-09-19T05:42:09 eashoka : I like the spirit of that formula 2011-09-19T05:42:19 we want a good balance between battle and defence 2011-09-19T05:42:29 if one weight goes up, the other must come down 2011-09-19T05:42:31 mcstar, mleeise : we can figure out details surrounding the weights later 2011-09-19T05:42:42 lol 2011-09-19T05:42:45 but that's a good agreeable start I think 2011-09-19T05:42:53 mcstar: mcstar i will address myself 2011-09-19T05:43:08 heh her 2011-09-19T05:43:21 damn! i'm having a key board nightmare today.... 2011-09-19T05:43:32 when do you not? 2011-09-19T05:43:37 is it broken, 2011-09-19T05:43:40 ? 2011-09-19T05:43:49 i mean im making a lot of typos, but you top me 2011-09-19T05:43:59 my mouse cable is broken, but we go off-topic :) 2011-09-19T05:44:09 sure 2011-09-19T05:44:17 i broke my mouse notlong ago 2011-09-19T05:44:22 literally 2011-09-19T05:44:40 so.. how would u calculate the defence_score for instance ? 2011-09-19T05:44:56 at least i wont be playing anymore not even my 1 time per month portion 2011-09-19T05:45:21 that is essentially the spawnrate-suicide 2011-09-19T05:46:19 and the offence score is obviously killed ants minus losses from my side 2011-09-19T05:46:35 yeah, not obviously 2011-09-19T05:46:50 it can be ergued that simply killed ants should be used 2011-09-19T05:46:53 argued* 2011-09-19T05:47:46 think it's better to get McLeopold and/or janzert involved in this as well, shall I go on and log a defect / feature request for this ? then we can think deep and put our elaborated thoughts there, all in one place. so that others can shoot them down easily and quickly :-) 2011-09-19T05:47:55 but tbh i have the perfect argument against not having this discussion 2011-09-19T05:48:03 whatever will be the BEST bot will win 2011-09-19T05:48:17 (by definition)so im alright with anything 2011-09-19T05:48:38 hehe, but we want to have an interesting match until it wins, no? 2011-09-19T05:48:41 eashoka: i dont think theres any point doing so 2011-09-19T05:48:47 mleise: no 2011-09-19T05:49:00 ah yeah 2011-09-19T05:49:04 youre the visualizer guy 2011-09-19T05:49:08 you want interesting graphics 2011-09-19T05:49:09 mcstar: ... yes ... 2011-09-19T05:49:17 :D 2011-09-19T05:49:41 next contest will be in 3D ;) 2011-09-19T05:49:45 lol 2011-09-19T05:49:53 even harder to analyze the game right? 2011-09-19T05:50:09 take a look at the aitoolbox 2011-09-19T05:50:11 no 2011-09-19T05:50:18 googling 2011-09-19T05:50:34 *** cichociemno has joined #aichallenge 2011-09-19T05:50:41 http://aisandbox.com/ 2011-09-19T05:50:50 mleise: this will be interesting when its done 2011-09-19T05:51:23 I think it's worth given a try (slightly better scoring system that is) and see it in action, then all can decide. hope changing the bonus calc code is a fairly simple one. 2011-09-19T05:51:24 eashoka: i think its too late for such a change 2011-09-19T05:51:45 you could have argued more about this in beta 2011-09-19T05:51:50 mcstar : that could very well be true 2011-09-19T05:52:19 actually, i dont have a say in all this, so the GUYS may change this, surely you should talk to them 2011-09-19T05:52:27 its only my oppinion that it wont change 2011-09-19T05:53:20 http://video.google.com/videoplay?docid=6668252845907844439 <- jump to the 1 hour mark 2011-09-19T05:54:26 *** cody__ has quit IRC (Ping timeout: 252 seconds) 2011-09-19T05:55:17 whats that? 2011-09-19T05:55:27 i already have a series of videos i have to watch 2011-09-19T05:56:01 ok i read it 2011-09-19T05:56:16 *** sigh has joined #aichallenge 2011-09-19T05:56:29 mleise: that looks like a command prompt 2011-09-19T05:56:42 i dont think i want to have anything to do with that video 2011-09-19T05:57:07 why does someone who is writing ai code stay with windows 2011-09-19T05:57:17 its a biggest mystery than women 2011-09-19T05:57:22 bigger* 2011-09-19T05:58:51 mcstar: The video shows a 3D realtime strategy game 2011-09-19T05:59:02 mleise: i will be watching an arguemnt between a prof of our uni. and a greenpieceofshit someone over nuclear energy 2011-09-19T05:59:13 its supposed to be a very good talk ive got to watch it 2011-09-19T05:59:21 i mean they will be fighting or something 2011-09-19T05:59:42 like politicians on election talks 2011-09-19T05:59:56 i hope i wil get a good laugh out of it 2011-09-19T06:00:03 mcstar: It is spelled Greenpeace 2011-09-19T06:00:17 no, i think i spelled it right 2011-09-19T06:00:24 take another look 2011-09-19T06:00:28 you see? 2011-09-19T06:00:30 :D 2011-09-19T06:01:13 mleise: i hope you are not contaminated by them 2011-09-19T06:01:31 mcstar: no not at all, I am a member 2011-09-19T06:01:42 thats a nice joke 2011-09-19T06:01:54 are you serious? 2011-09-19T06:02:17 I used to be head of the genetic engeneering working group here in hannover 2011-09-19T06:04:11 ok, tell me what is the most heavily engineered plant? 2011-09-19T06:04:35 Had an argument with someone in the ministry of agriculture, and took part in some action on a nuclear power plant 2011-09-19T06:04:35 and lets say, what country has the most of it 2011-09-19T06:04:54 soy beans is the most spread one 2011-09-19T06:05:21 And although I am not up to date, I would say brasil, probably 2011-09-19T06:05:36 USA and Canada have a lot 2011-09-19T06:06:08 alright i believe you 2011-09-19T06:06:50 Monsanto, Du Pont, Pioneer, BASF are some company names. 2011-09-19T06:07:24 „Guckt man genauer hin, wird die Lobbyarbeit für die Gentechnikkonzerne (Monsanto, BASF etc.) deutlich. 2011-09-19T06:07:55 haha what was the search query? 2011-09-19T06:08:08 this 2011-09-19T06:08:11 and google found it 2011-09-19T06:08:28 :D 2011-09-19T06:08:37 its obvious what it was 2011-09-19T06:08:43 marco leise greanpeace 2011-09-19T06:08:47 green* 2011-09-19T06:09:26 well, i wont say sorry, because i mnot 2011-09-19T06:09:38 i hope this wont change our relation significantly 2011-09-19T06:10:06 but excuse me, i want to see some GP bashing 2011-09-19T06:10:23 No, but it will make you look a Greenpeace with other eyes now that you know a member ;) 2011-09-19T06:10:41 t 2011-09-19T06:10:52 *at 2011-09-19T06:10:52 different eyes 2011-09-19T06:11:24 well, honestly i dont really know anything about them, other that sometimes they make fool of themselves 2011-09-19T06:11:52 and i dont mean this as an insult, rather a fact 2011-09-19T06:12:15 *** berak has quit IRC (Remote host closed the connection) 2011-09-19T06:12:19 Yeah, I heard that before 2011-09-19T06:13:21 But when the news show how easy it is to climb onto a nuclear power plant, I see someone else in that position :) 2011-09-19T06:14:28 they would never reach the plant 2011-09-19T06:14:46 thats a cooling tower i think what you refer to 2011-09-19T06:14:50 maybe im wrong 2011-09-19T06:15:22 What I think is really great - unlreated to other things - is the independency from money from industry and politics. It is all financed by donations 2011-09-19T06:16:01 mcstar: http://www.youtube.com/watch?v=w_s2P7W7B78 :) 2011-09-19T06:16:22 well, i dont think a bunch of kids should change the oppinions of the public 2011-09-19T06:17:32 i hope someday i will stop spelling oppinion with 2 p's 2011-09-19T06:17:46 The 'kids' (there are people in the 50s as well) are talking with knowledgeable people in the main subsidiaries in each country. 2011-09-19T06:18:32 argargh 2011-09-19T06:18:35 *** kaemo has joined #aichallenge 2011-09-19T06:18:41 the GP guy just made a bad impression on me 2011-09-19T06:19:52 "baromi jo hogy ennyi ember eljott" ~ its super-cool that soo many people came 2011-09-19T06:19:58 i dont find the right translation 2011-09-19T06:20:08 super-cool? ^^ 2011-09-19T06:20:08 its a bit more profane than super-cool 2011-09-19T06:20:41 but it is not an informal talk, you know 2011-09-19T06:20:48 and the guy is 40+ years old 2011-09-19T06:21:01 ok 2011-09-19T06:21:03 super-duper 2011-09-19T06:21:11 thats closer 2011-09-19T06:21:18 that sounds a bit childish 2011-09-19T06:21:21 yes 2011-09-19T06:21:28 he should grow up then 2011-09-19T06:21:32 lets see 2011-09-19T06:23:16 ajja 2011-09-19T06:23:23 "tök más" 2011-09-19T06:24:02 means totally different in a similar childish, a bit profane way 2011-09-19T06:25:38 yeah, well, i have quite some remarks 2011-09-19T06:25:48 but i dontthink anyone is interested in them 2011-09-19T06:26:23 but they shouldnt put a monkey in a suite to talk to respected prof. 2011-09-19T06:26:49 What is the prof respected for? 2011-09-19T06:27:22 basically, the hungarians reactors are very much related to him 2011-09-19T06:27:31 the controls the one on the campus 2011-09-19T06:27:52 and usually has a say in the matters of our nation's main reactor 2011-09-19T06:28:00 Paks? 2011-09-19T06:28:02 and he teaches + the head of departments 2011-09-19T06:28:05 yep 2011-09-19T06:28:26 So he is an advisor in this topic to the government 2011-09-19T06:28:35 and i personally had lectures from him, and he is quite alright 2011-09-19T06:28:40 yes 2011-09-19T06:28:46 he advised on fukushima too 2011-09-19T06:28:48 I understand. 2011-09-19T06:28:50 had a report 2011-09-19T06:29:04 i think it must be available in enlgish 2011-09-19T06:29:38 i havent looked at it for a long time, maybe he has a closure on that matter 2011-09-19T06:31:39 Maybe that prof knows where to put all the nuclear waste ;) ? 2011-09-19T06:32:17 yes, into new generation szaporítóreaktorokba 2011-09-19T06:32:26 sry, i donthave the english term 2011-09-19T06:32:35 *** olexs has joined #aichallenge 2011-09-19T06:33:57 New generation reactors that can run on low radioactive material? 2011-09-19T06:35:49 they make used material reuseable 2011-09-19T06:35:57 hell 2011-09-19T06:36:06 im in the dark, saerching for words 2011-09-19T06:36:20 i only slept like 3 hours 2011-09-19T06:36:25 im slow 2011-09-19T06:36:56 and i didnt specialize in nuclear physics 2011-09-19T06:37:16 you better ask me condensed matter stuff or statistical physics 2011-09-19T06:37:21 Neither did I. I'm mostly reading it up on Wikipedia 2011-09-19T06:37:28 good source 2011-09-19T06:37:42 but i think once i knew that term in english 2011-09-19T06:37:53 and i hope that i will be able to remember 2011-09-19T06:47:11 *** olexs1 has joined #aichallenge 2011-09-19T06:47:17 omg 2011-09-19T06:47:20 im done 2011-09-19T06:48:33 *** olexs has quit IRC (Ping timeout: 260 seconds) 2011-09-19T07:06:01 *** mceier has joined #aichallenge 2011-09-19T07:25:24 *** delt0r_ has quit IRC (Ping timeout: 258 seconds) 2011-09-19T07:28:01 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has joined #aichallenge 2011-09-19T07:33:48 *** mceier has quit IRC (Ping timeout: 240 seconds) 2011-09-19T07:34:47 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has quit IRC (Ping timeout: 276 seconds) 2011-09-19T07:38:42 *** delt0r_ has joined #aichallenge 2011-09-19T07:46:11 *** eashoka has quit IRC (Quit: Page closed) 2011-09-19T08:33:16 *** berak has joined #aichallenge 2011-09-19T08:43:47 *** Kingpin13 has joined #aichallenge 2011-09-19T09:18:02 *** aggabee has joined #aichallenge 2011-09-19T09:19:55 *** hololeap has quit IRC (Ping timeout: 260 seconds) 2011-09-19T09:30:23 *** andyflip has joined #aichallenge 2011-09-19T09:32:57 *** Palmik has joined #aichallenge 2011-09-19T09:42:22 *** racko has quit IRC () 2011-09-19T09:59:53 *** olexs1 has quit IRC (Quit: Leaving.) 2011-09-19T10:07:48 *** andyflip has quit IRC (Ping timeout: 252 seconds) 2011-09-19T10:29:33 Hi guys, I got an error message after upload: "Test Error: compiled, but failed test cases", and under that "turn 0 bot 0 timed out". Same bot tested on many maps on local environment works perfectly. Any clues what happens? What type of test cases is done after upload? 2011-09-19T10:29:40 *** sigh has quit IRC (Remote host closed the connection) 2011-09-19T10:38:08 cichociemno: The bot is tested on a very small map against one opponent. 2011-09-19T10:38:53 Is it possible that your bot behaves differently on the server than on your system? 2011-09-19T10:39:18 From the top of my head: 64-bit vs. 32-bit, line-endings 2011-09-19T10:40:26 *** cichociemno has quit IRC (Ping timeout: 252 seconds) 2011-09-19T10:40:42 *doh* 2011-09-19T10:58:18 *** smiley1983 has joined #aichallenge 2011-09-19T11:00:26 *** solif has joined #aichallenge 2011-09-19T11:09:42 *** McLeopold has left #aichallenge 2011-09-19T11:21:38 *** onensora has quit IRC (Ping timeout: 276 seconds) 2011-09-19T11:22:09 *** asdf__ has joined #aichallenge 2011-09-19T11:26:38 *** asdf__ has quit IRC (Ping timeout: 252 seconds) 2011-09-19T11:31:04 *** onensora has joined #aichallenge 2011-09-19T11:51:29 *** olexs has joined #aichallenge 2011-09-19T12:21:13 *** FireFly has joined #aichallenge 2011-09-19T12:22:27 *** mceier has joined #aichallenge 2011-09-19T12:28:37 *** kenorb has joined #aichallenge 2011-09-19T12:29:04 hi 2011-09-19T12:29:22 anybody has some tutorial how to use logutils.py in Python from sample bots? 2011-09-19T12:29:35 how to log anything to the file using that class? 2011-09-19T12:33:48 http://ai-contest.com/forums/viewtopic.php?f=25&t=1463 2011-09-19T12:33:52 Thanks. 2011-09-19T12:34:08 *** kenorb has quit IRC (Quit: Page closed) 2011-09-19T12:39:07 kenorb, add -l LOG_DIR to the playgame.py params ( else there's no logging at all, iirc) 2011-09-19T12:47:02 *** berak has quit IRC (Quit: ChatZilla 0.9.84 [SeaMonkey 2.0a3/20090223135443]) 2011-09-19T12:51:27 i really dont understand why these people quit while they dont get the answer? 2011-09-19T12:51:50 internet/power must cost much where he lives 2011-09-19T12:54:18 So I improved a bit on the color-blind compatibility - I hope 2011-09-19T12:54:34 you made the ants braille-readable? 2011-09-19T12:54:43 (bumps of different hieghts?) 2011-09-19T12:55:04 mleise: i watched all of it 2011-09-19T12:55:10 http://localhost/antgui/work/visualizer.php?game=9&config={"label":1} 2011-09-19T12:55:39 haha I looked at the braille unicode letters and though ... oh well, gotta use those *g* 2011-09-19T12:55:42 im sorry to say, but that gp guy wasnt simply "unconvincing" he was wrong 2011-09-19T12:55:59 :) 2011-09-19T12:56:09 braille unicode lol 2011-09-19T12:56:55 mleise: i hope you will register by the name of Frontier 2011-09-19T12:57:01 I think our train station had a braille station map at the entrance with a plexiglass over it 2011-09-19T12:57:11 :S 2011-09-19T12:57:15 really? 2011-09-19T12:57:22 mcstar: hmm, I though of mleise.-O_o- 2011-09-19T12:57:41 you know better, but i really think frontier is cool 2011-09-19T12:57:43 mcstar: yes, burocrats are stupid sometimes 2011-09-19T12:58:05 you mean the map? 2011-09-19T12:58:10 yes 2011-09-19T12:58:25 *** solif has quit IRC (Quit: leaving) 2011-09-19T13:00:33 *** eashoka has joined #aichallenge 2011-09-19T13:04:09 *** nuwansa has joined #aichallenge 2011-09-19T13:04:17 hi all 2011-09-19T13:04:34 actually, look at this list: http://failblog.org/?s=braille 2011-09-19T13:04:57 nuwansa: hi 2011-09-19T13:04:57 when this competition end? 2011-09-19T13:05:06 after it will start next week 2011-09-19T13:05:12 (probably) 2011-09-19T13:05:29 we are still in a testing phase 2011-09-19T13:05:51 ahh ok 2011-09-19T13:05:55 so i can start then 2011-09-19T13:06:02 :) 2011-09-19T13:07:32 ok thank you very much 'mleise' 2011-09-19T13:08:11 mleise: nice page 2011-09-19T13:08:33 mcstar: Yes, you can waste a lot of time there ^^ 2011-09-19T13:08:57 btw tool.zip not available to download. has anyone knows where i can download it? 2011-09-19T13:10:55 aichallenge: Marco Leise epsilon * r558f542 / (21 files in 9 dirs): 2011-09-19T13:10:55 aichallenge: for quick test builds: added deploy-js to ant build, that only depends on the JavaScript portion / completed JS documentation / fixed project 2011-09-19T13:10:55 aichallenge: setups / removed dead JS code / changed letter overlay to Greek letters, and made them display in the player buttons on top as well - http://git.io/ThAX7Q 2011-09-19T13:10:55 aichallenge: Marco Leise epsilon * r0394078 / (2 files): changed the order of color bars and fog buttons, to match the player button order (its less confusing like that) - http://git.io/XAx7LA 2011-09-19T13:10:55 aichallenge: Marco Leise epsilon * rc1fe72e / (13 files in 4 dirs): Merge branch 'epsilon' of github.com:aichallenge/aichallenge into epsilon - http://git.io/l-gDQg 2011-09-19T13:12:04 @tools 2011-09-19T13:12:05 mleise: tools could be Windows: http://aichallengebeta.hypertriangle.com/tools.zip | Linux/MacOS X: http://aichallengebeta.hypertriangle.com/tools.tar.bz2. 2011-09-19T13:12:58 nuwansa: What link did you follow that didn't work? 2011-09-19T13:13:30 ok thanks. i think url given at website wrong. 2011-09-19T13:13:48 http://ai-contest.com/tools.zip 2011-09-19T13:14:10 yes, that won't work until the system goes 'live' 2011-09-19T13:14:25 ahh ok 2011-09-19T13:14:28 the website still shows the old contest 2011-09-19T13:15:17 ok 2011-09-19T13:18:05 do i need to python install on my computer ,inorder to run visualizer? 2011-09-19T13:19:47 *** McLeopold has joined #aichallenge 2011-09-19T13:21:09 *** berak has joined #aichallenge 2011-09-19T13:24:48 aichallenge: Marco Leise epsilon * r0a49963 / (ants/visualizer/build.xml ants/visualizer.jar): fixed build - http://git.io/avwiXA 2011-09-19T13:26:58 nuwansa: You need Python 2.7 for the engine, yes. 2011-09-19T13:27:37 The visualizer runs either in the browser with active JavaScript or in Java 2011-09-19T13:40:03 *** olexs has quit IRC (Quit: Leaving.) 2011-09-19T13:44:31 mleise: 2.6 should be supported now 2011-09-19T13:46:26 *** Texhnolyze has joined #aichallenge 2011-09-19T13:50:49 McLeopold: alright 2011-09-19T13:52:15 *** Texhnolyze has left #aichallenge 2011-09-19T13:58:48 *** nuwansa has quit IRC (Ping timeout: 252 seconds) 2011-09-19T13:59:24 *** McLeopold has left #aichallenge 2011-09-19T14:05:52 aichallenge: McLeopold epsilon * r51eb35a / (sql/2_generate_matchup.sql sql/opponent.sql): new matchmaking logic - http://git.io/VbXl9A 2011-09-19T14:06:41 *** zish has joined #aichallenge 2011-09-19T14:15:20 *** aggabee has quit IRC (Quit: Leaving) 2011-09-19T14:18:25 *** eashoka has quit IRC (Quit: Page closed) 2011-09-19T14:18:33 mleise: those mit kadets are plugging the ports for liek hours 2011-09-19T14:18:42 i'd expect more from them :D 2011-09-19T14:24:03 thats battlecode challange seems quite sophisticate 2011-09-19T14:24:08 -s 2011-09-19T14:26:56 *** rofer has quit IRC (Ping timeout: 252 seconds) 2011-09-19T14:27:46 *** rofer has joined #aichallenge 2011-09-19T14:46:33 *** zish has quit IRC (Quit: Page closed) 2011-09-19T15:05:14 poor guy just lost to the chinks 2011-09-19T15:10:34 *** cichociemno has joined #aichallenge 2011-09-19T15:11:41 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has joined #aichallenge 2011-09-19T15:25:40 *** delt0r_ has quit IRC (Ping timeout: 260 seconds) 2011-09-19T15:26:43 *** dvladim has joined #aichallenge 2011-09-19T15:38:11 *** Accoun has quit IRC () 2011-09-19T15:39:12 *** delt0r_ has joined #aichallenge 2011-09-19T15:39:40 *** nux67 has joined #aichallenge 2011-09-19T15:50:37 *** cody__ has joined #aichallenge 2011-09-19T15:51:56 *** Accoun has joined #aichallenge 2011-09-19T15:54:40 *** cichociemno has quit IRC (Ping timeout: 252 seconds) 2011-09-19T15:57:01 *** olexs has joined #aichallenge 2011-09-19T16:02:39 aichallenge: McLeopold epsilon * rf891b81 / sql/2_generate_matchup.sql : new matchmaking improvement - http://git.io/XE2Vuw 2011-09-19T16:03:40 was that commit really suppose to add _test to the end of the procedure name? 2011-09-19T16:05:48 it would seem to be better if the seed was least recently used player not least recently used seed 2011-09-19T16:06:29 aichallenge: McLeopold epsilon * r4a5f332 / sql/2_generate_matchup.sql : new matchmaking improvement - http://git.io/NZOCvA 2011-09-19T16:09:42 it looks like the comment may just be wrong and the seed actually is the least recently played player 2011-09-19T16:12:34 mleise: http://after12.failblog.org/2011/09/08/party-fails-12-more-beer-safe-storage-vault/ 2011-09-19T16:14:55 *** McLeopold has joined #aichallenge 2011-09-19T16:15:12 janzert: how's the max_turns update going? 2011-09-19T16:16:42 *** olexs has quit IRC (Read error: Connection reset by peer) 2011-09-19T16:16:42 *** boegel has quit IRC (Quit: This computer has gone to sleep) 2011-09-19T16:17:01 fine so far :) 2011-09-19T16:17:29 It has only increased the length to this point of course 2011-09-19T16:18:18 one thing to remember when looking at the percentages in it is that they don't include any cutoff games 2011-09-19T16:18:55 ? 2011-09-19T16:18:59 so at the current settings it is going for a turn limit of between 1 in 10 and 1 in 20 games that don't get cutoff 2011-09-19T16:19:20 *** dvladim has quit IRC (Ping timeout: 260 seconds) 2011-09-19T16:19:40 the percentage that hit the turn limit once you include cutoff games will be lower 2011-09-19T16:19:43 ok, did you read my idea about the reduction being based on turns, not games? 2011-09-19T16:19:56 yes, but I'm not sure what you mean 2011-09-19T16:20:44 you mean based on the current turn limit? 2011-09-19T16:20:50 well, no 2011-09-19T16:21:25 *** amstan has joined #aichallenge 2011-09-19T16:21:26 *** ChanServ sets mode: +o amstan 2011-09-19T16:21:31 out of 100 games, if you decide to lower the cutoff, 7-8 of those games would be cutoff if played again 2011-09-19T16:21:51 that feels like too much 2011-09-19T16:22:16 that's 1 in 13 approximately 2011-09-19T16:22:17 the whole idea of doing a lower cutoff is to save time on the servers, no? 2011-09-19T16:23:08 I suppose 1 in 15 would probably make a little more sense 2011-09-19T16:23:29 given the current low and high marks 2011-09-19T16:24:00 well, to save time on the server, what we really want to prevent is really long games, or turns. Cutting off a game that would have gone about 210 down to 200 turns is not really saving much. 2011-09-19T16:24:05 and right the reason for the cutoff is to end games that are going nowhere fast :P 2011-09-19T16:24:58 so out of 100 games, if there were a sum of (700,000) turns that processed for all those games, we should cut off the top 7.5% of turns, not games 2011-09-19T16:25:05 and once you've gotten to X turns why do we suppose it will end in X+10 turns? 2011-09-19T16:26:16 It's not that I suppose it would only go 10 more turns, it just that we aren't saving much processing time and causing an unsatisfactory ending 2011-09-19T16:26:49 the idea is that the cutoff is a reasonable length for the given map such that most games are ending within it 2011-09-19T16:27:10 okay, I need to draw a picture... 2011-09-19T16:27:23 you 700,000 turns are just the number of turns for the cutoff those games were played at of course 2011-09-19T16:27:26 I don't think we are far off, I just think my idea has merit 2011-09-19T16:27:42 maybe 700,000 turns wasn't enough if 50% of the games were ending at the turn limit 2011-09-19T16:29:54 I can see where the acceptable percentage of games ending at the turn limit is debatable 2011-09-19T16:32:18 let's say that 99% of games would end in 300 turns for a map, but 1% would take 1500 turns, wouldn't we want to cut just above 300? 2011-09-19T16:33:08 if we saw games with that distribution yes 2011-09-19T16:33:24 I've been assuming something closer to a normal distribution 2011-09-19T16:33:25 so we can graph the distribution of turn limits 2011-09-19T16:34:02 we can graph the distribution of turns taken for naturally ending games up to the current turn limit yes 2011-09-19T16:34:03 I guess I'm saying, don't assume normal, so use the area of the graph 2011-09-19T16:35:19 out of your 100 turn sample, find the line that would cut 7.5% of turns, rather than 7.5% of games 2011-09-19T16:35:21 well the current system would dance around 300 turns for the turn limit 2011-09-19T16:35:46 I'm assuming we would start high and move down 2011-09-19T16:36:03 it's always working from the current limit 2011-09-19T16:36:25 yeah, but when we create new maps... 2011-09-19T16:39:48 so given your last example where naturally 99% of games end at 300 and 1% at 1500 2011-09-19T16:40:46 if the current cutoff is 500, I'm seeing only 1% of games hitting the cutoff how should I adjust the cutoff? 2011-09-19T16:41:01 I don't know that those games would naturally end at 1500 2011-09-19T16:42:22 but you know you can cut 1% of the games down by 200 turns 2011-09-19T16:42:51 so, you may not be making more games git the cutoff, but you still save something 2011-09-19T16:43:33 the savings isn't just 1 unit per game, it is number of turns saved 2011-09-19T16:44:05 but the amount of savings I'm will to take is determined by how many games I'm will to have hit the limit 2011-09-19T16:44:17 will->willing 2011-09-19T16:44:56 do larger maps mean higher cut off time?... souldint it be propotional? 2011-09-19T16:45:00 yeah, and I think it should be number of turns prevented from processing, not number of games that will end abruptly 2011-09-19T16:46:34 I understand your point about needing to know when to reduce. 2011-09-19T16:46:47 for any given turn limit the upside is that games that would have gone longer we don't have to use the resources to run those turns, the downside is that we may have inaccurate results for that game 2011-09-19T16:46:55 *** olexs has joined #aichallenge 2011-09-19T16:47:10 so the point of decision in the compromise for me is the percentage of games hitting the cutoff 2011-09-19T16:47:47 *** Palmik has quit IRC (Remote host closed the connection) 2011-09-19T16:48:15 what if 50% run at 300 and 50% run at 1500? 2011-09-19T16:48:34 then we should be up at 1500 2011-09-19T16:49:18 so long as 1500 isn't overtaxing the whole system of course (that's where we have to have a hard upper limit) 2011-09-19T16:49:22 ok, I'll just go with current 2011-09-19T16:49:56 when I reset skils, do you want to reset the last time you adjusted maps? 2011-09-19T16:50:03 anyway once I see where the current method hits equilibrium I may of course completely change my mind ;) 2011-09-19T16:50:07 start the 100 map count over? 2011-09-19T16:50:14 I don't think so 2011-09-19T16:50:17 k 2011-09-19T16:50:30 the new matchmaker is going 2011-09-19T16:50:35 I'm going to reset skills 2011-09-19T16:51:07 cody__: to answer your question, yes that's the idea maps that need more time to settle will get it 2011-09-19T16:51:19 McLeopold: sounds good 2011-09-19T16:54:41 aichallenge: McLeopold epsilon * r137ad2f / sql/2_reset_skills.sql : add reset skills sp - http://git.io/nBzGIw 2011-09-19T16:55:24 janzert: can we set map turn limits up to 1000 for the reset? 2011-09-19T16:55:57 well, actually 500 would probably be good 2011-09-19T16:58:17 janzert: I just didn't want to clobber anything your testings, but I'll go ahead and do it soon... 2011-09-19T17:04:14 well 2011-09-19T17:04:18 done 2011-09-19T17:04:23 ok :) 2011-09-19T17:04:28 now we need to watch the game counts 2011-09-19T17:04:37 the game rate will be off for about 24 hours 2011-09-19T17:04:55 some of them were already up to 367 ;) 2011-09-19T17:04:56 the new gen_matchups is much cleaner 2011-09-19T17:05:05 great 2011-09-19T17:05:21 I did some group bys on the database and saw that most were within 500 2011-09-19T17:05:23 btw, I think the comment about how it picks a seed is slightly off 2011-09-19T17:05:35 at least if it's not I think the code should change 2011-09-19T17:05:38 I might not have updated that comment :) 2011-09-19T17:06:20 actually, i did? 2011-09-19T17:06:22 what line? 2011-09-19T17:06:23 the comment says that it chooses the player least recently used as a seed, but I think it is (and should be) simple the player least recently played 2011-09-19T17:07:06 least recently used player (in any game) -> for the new seed 2011-09-19T17:07:11 I could write that better 2011-09-19T17:08:12 yeah, ok now that I reread it I can see how to interpret it the correct way 2011-09-19T17:08:33 it just threw me earlier 2011-09-19T17:08:36 but, I haven't looked at that statement in while. 2011-09-19T17:08:38 I might need to be rewritten with all the db changes I did 2011-09-19T17:10:46 the sql looks good 2011-09-19T17:10:54 aichallenge: McLeopold epsilon * rdf5c5e7 / sql/2_generate_matchup.sql : update comment - http://git.io/Z4b-7w 2011-09-19T17:11:07 how often does the turn limit adjustment run? 2011-09-19T17:11:24 at the moment just manually 2011-09-19T17:11:41 I'm thinking once a day eventually 2011-09-19T17:11:52 that's how often I want to generate maps 2011-09-19T17:11:58 I need to do that next 2011-09-19T17:12:12 I feel our map generation stuff is lacking 2011-09-19T17:12:27 although since it requires 100 games per map between updates it won't hurt anything to run it more frequently 2011-09-19T17:13:18 *** berak has quit IRC (Quit: ChatZilla 0.9.84 [SeaMonkey 2.0a3/20090223135443]) 2011-09-19T17:13:28 besides adding batches of maps we should maybe think about some sort of metric for removing maps that don't play well 2011-09-19T17:14:09 but I'm not really sure what besides manually looking at games 2011-09-19T17:16:05 maps that produce surprising results? 2011-09-19T17:16:20 would be good or bad? ;) 2011-09-19T17:16:22 where the trueskill rank doesn't match the game rank? 2011-09-19T17:17:08 well, it may reinforce dominant strategies, but is probably still the best way to detect noisy maps or results 2011-09-19T17:17:08 I think surprising results would be good since it probably means it is a situation the current bots aren't handling well 2011-09-19T17:17:29 or, maps that take too long 2011-09-19T17:17:30 high number of draws is almost certainly bad 2011-09-19T17:17:36 yeah that 2011-09-19T17:19:08 the game count *looks* off, but it will even out 2011-09-19T17:19:26 once it gets going and everyone finds their place, it should be very even 2011-09-19T17:19:46 new users will tend to get more games, but new submissions wont 2011-09-19T17:25:38 *** olexs has quit IRC (Quit: Leaving.) 2011-09-19T17:38:13 *** contestbot has joined #aichallenge 2011-09-19T17:48:23 *** FireFly has quit IRC (Quit: FireFly) 2011-09-19T18:00:52 *** ltriant has joined #aichallenge 2011-09-19T18:32:42 *** cody__ has quit IRC (Ping timeout: 252 seconds) 2011-09-19T19:24:31 *** cichociemno has joined #aichallenge 2011-09-19T19:29:19 mleise: I just read log of channel. I know how bot is tested on server. I read a code, and try it with with test_bot.sh. But still, it works completly ok on my local, but has problems on server. 2011-09-19T19:30:37 To read/write i'm using the code from example and previously I have no problems. I will try to upload some old stuff and see if there is a difference. 2011-09-19T19:37:34 *** ibdknox has joined #aichallenge 2011-09-19T19:46:46 *** mceier has quit IRC (Quit: leaving) 2011-09-19T19:47:33 *** mcstar has quit IRC (Quit: WeeChat 0.3.5) 2011-09-19T20:14:36 *** McLeopold has left #aichallenge 2011-09-19T20:17:39 *** cichociemno has quit IRC (Quit: Page closed) 2011-09-19T20:32:37 *** nann has joined #aichallenge 2011-09-19T20:33:05 *** Apophis_ has quit IRC (Read error: Connection reset by peer) 2011-09-19T21:26:03 *** Kingpin13 has quit IRC (Quit: quit) 2011-09-19T21:27:26 *** antimatroid has quit IRC (Ping timeout: 276 seconds) 2011-09-19T22:35:38 *** Maligo has joined #aichallenge 2011-09-19T23:11:27 *** dvladim has joined #aichallenge 2011-09-19T23:26:02 *** delt0r_ has quit IRC (Ping timeout: 258 seconds) 2011-09-19T23:39:07 *** delt0r_ has joined #aichallenge 2011-09-19T23:53:46 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has quit IRC (Ping timeout: 260 seconds)