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I logged a dfect for this long ago. looks like it has got re-opened. :-( 2011-09-21T05:41:42 are these in many player games eashoka 2011-09-21T05:42:20 you know i am not really "close to the metal", just a dev who likes to lurk and waste his time coding this up some times 2011-09-21T05:45:36 *** sir_macelon has joined #aichallenge 2011-09-21T05:48:43 delt0r : I just saw one game like that 2011-09-21T05:48:45 my pc clock drifts about 15min in just 22 days 2011-09-21T05:49:35 eashoka: so what it a 2 player game or 4 or what? 2011-09-21T05:49:39 was it 2011-09-21T05:51:15 delt0r : a 5 player game 2011-09-21T05:51:35 right, this is sort of where True Skill can get a bit funny 2011-09-21T05:52:05 it takes the orginal ranks and really only considers "ranked" draws... 2011-09-21T05:52:16 u could see in this profile. see the top game. winner has lost points! http://aichallengebeta.hypertriangle.com/profile.php?user=188 2011-09-21T05:53:47 there are not skill scores going down on that page 2011-09-21T05:53:51 no skill 2011-09-21T05:54:33 sorry, it has become the second game from top now. 2011-09-21T05:55:06 winner has lost 0.02 skill points 2011-09-21T05:55:24 well it shows a - 2011-09-21T05:56:01 yea it shows arrows only when the gain/loss is greater that 0.1 or something 2011-09-21T05:56:04 meaning the same skill... since there have quite a few resets, my guess 70.03 was not really the start score perhaps 2011-09-21T05:56:15 perhaps there is a reason for that 2011-09-21T05:56:32 esp if sigma is like 1 or something 2011-09-21T05:59:42 delt0r : it is actually a bit larger problem that 0.02, because actually the winner should have gained something. (even though a small fraction of a point). so that actual error has to be a larger one (for example : showing -0.02 in place of a +0.08 is actually a error of 0.10) 2011-09-21T06:01:03 eashoka: that is not correct... if they play a buch of people with a lot less skill than there own, then a win should not increase there skill 2011-09-21T06:01:16 as is expected from the model 2011-09-21T06:01:49 because we have a iterative approximate solver (only way to make it tracktable) you can "bleed" a little skill in this case 2011-09-21T06:01:59 round of error if you like 2011-09-21T06:02:03 off 2011-09-21T06:02:16 I really don't see anything unexpected sorry. 2011-09-21T06:02:49 also i don't think .02 will ever matter in the long run, since the *sigma* will show the spread 2011-09-21T06:03:13 delt0r : ah ok. so u think it's not a defect? alright then, I'm not familiar enough in trueskill to argue u in this :-) anyway, I have seen few other instances like that previously in many other profiles and have reported. 2011-09-21T06:03:34 if its like .1 i would worry. 2011-09-21T06:03:46 delt0r : in ELO ratings however, one never loose rating points after winning with a lower rank player. 2011-09-21T06:03:58 but at .02 when clearly the skill levels are very different... i am not surprised 2011-09-21T06:04:08 and here you would too 2011-09-21T06:04:25 a losse would mean loosing a lot of skill 2011-09-21T06:04:40 hence why you try and match similar skilled folks 2011-09-21T06:04:58 because a really good player has nothing to gain by playing low skill players 2011-09-21T06:10:12 delt0r : yea agreed. (however, ideal should be an unaltered skill level after winning with a weaker player) that brings me to the second qsn. currently in the tournament, it doesn't look like there is an attempt to match similar skilled folks. may be this is just for some testing purpose and not the final matching algorithm ? :-) 2011-09-21T06:14:06 *** onensora has quit IRC (Ping timeout: 252 seconds) 2011-09-21T06:16:08 no--its a beta 2011-09-21T06:16:30 they are debuging --they needed to force a few players to play always... 2011-09-21T06:16:49 so in the last 24 hours or so there are some pretty bad match ups 2011-09-21T06:17:06 Its not what would be expected in the live version 2011-09-21T06:17:18 Its is also still getting worked on 2011-09-21T06:17:55 in the true skills system the match quality is a measure of how likely a draw is btw 2011-09-21T06:18:55 *** olexs has joined #aichallenge 2011-09-21T06:19:20 also not true skills is bayesian and that its is approximate... but i think its a good set of trade offs. 2011-09-21T06:19:27 s/not/note 2011-09-21T06:19:41 what is with me in the last few days... I can't type 2011-09-21T06:21:20 delt0r : ah u r way better than me in terms of typos :-) interesting. so the skill calculation and match pairings goes very much hand in hand in true skill ? 2011-09-21T06:23:38 delt0r : In ELO based systems they mostly use swiss system for pairing but generally the pairing logic is important only to decide on a tournament winner and not the rating level 2011-09-21T06:31:52 true skill and ELO are related. true skill is kind of ELO on steroids. They both need a lot of games played and in our case we have n player games. Draws are kinda stuck on the end of both systems more or less 2011-09-21T06:32:51 ass for optimal matches ... i don't even think that is known for sure, but it has been asserted that similar is better since you get more information about "local rank" 2011-09-21T06:32:59 ass->as 2011-09-21T06:33:32 and don't forget each player gets a sigma --while in elo is the same for everyone... IIRC 2011-09-21T06:34:06 Both use approximations pretty heavily to make the problem tractable 2011-09-21T06:34:07 *** bhasker has joined #aichallenge 2011-09-21T06:34:27 esp trueskill 2011-09-21T06:34:45 for example assuming the posterior is a Gaussian 2011-09-21T06:36:11 afternoon 2011-09-21T06:36:25 the true distribution will depend on your rank, and will be closer to some sort of extreme distribution (Weibul) when you are last/first 2011-09-21T06:37:10 eashoka: sorry... i generally don't ping if i think its just us doing the talking... 2011-09-21T06:37:20 bhasker: hi 2011-09-21T06:37:48 hi, I have created a snippet for an algo proposal as in https://github.com/aichallenge/aichallenge/issues/247#issuecomment-2019057 2011-09-21T06:38:06 https://gist.github.com/1231764 - what do you think of it? 2011-09-21T06:44:49 what the point sir_macelon 2011-09-21T06:51:03 hi delt0r 2011-09-21T07:05:54 delt0r_: to level the rankings for close scores with a parametrizable factor 2011-09-21T07:06:10 but why? 2011-09-21T07:06:42 have you read the issue #247? 2011-09-21T07:10:21 the problem is bots don't get any information about scores during the game, so it is impossible to plan game strategy for that 2011-09-21T07:12:11 and since score determines final ranks, it is rather unfair if a bot turns out to lose bacuse it didn't know it was behind in score 2011-09-21T07:12:27 example: http://aichallengebeta.hypertriangle.com/visualizer.php?game=196413 2011-09-21T07:13:22 @monologue 2011-09-21T07:13:22 sir_macelon: Your current monologue is at least 5 lines long. 2011-09-21T07:18:27 delt0r : sorry, had to run out. thanks for all explanations. :-) 2011-09-21T07:20:05 *** Palmik has quit IRC (Remote host closed the connection) 2011-09-21T07:20:15 sir_macelon : I have proposed a little improvement for the scoring formula. (given as comments on the issue) like to know your views on it as well. I think that also will help address the problem you have mentioned just now. 2011-09-21T07:20:41 sir_macelon: your version of unfair is not the same as mine 2011-09-21T07:21:13 eashoka: I'll have look at it 2011-09-21T07:21:32 delt0r_: what do you mean by that? what is your version? 2011-09-21T07:21:39 the bot does not have global information. Therefore it can't know if its wining... unless perhaps it takes over the whole map. So the bot must take that into account 2011-09-21T07:22:02 my version is that the rules are the same for everyone and everybot, so it is fair 2011-09-21T07:22:14 fair does not mean easy 2011-09-21T07:24:23 sir_macelon, delt0r : I think I'm also talking about the same issue but in a different view. In the game sir_macelon provided, the real reason for the anomoly is that scoring algorithm does not acknowledge who the victor is (in normal battles this is mostly the party which has larger remaining force at the end of the battle). We don;t take remaining ants into the equation. 2011-09-21T07:24:26 *** bhasker has quit IRC (Ping timeout: 252 seconds) 2011-09-21T07:24:48 delt0r_: well maybe indeed fair is not the right word here, but maybe incosistent 2011-09-21T07:24:55 by a simple improvments to the scoring algorithm we can rectify that and still make sure the better bots in battle is rewarded. 2011-09-21T07:27:25 *** delt0r_ has quit IRC (Ping timeout: 276 seconds) 2011-09-21T07:27:26 delt0r_: I also think that the bot should have some kind of information about the current rank during the game to be able to react on that 2011-09-21T07:28:27 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has joined #aichallenge 2011-09-21T07:28:30 issue 247 comments have all the explanations but in short : score = (kills_made - ants_lost) * weight + remaining_ants_at_the_end Note that there is no bonus for spawning! 2011-09-21T07:29:40 eashoka: I like your idea for the scoring 2011-09-21T07:29:51 but you don't weight the remaining ants? 2011-09-21T07:30:27 first weight can control the second. consider its a weight of 1 2011-09-21T07:30:48 shouldn't this weight also be adjustable? 2011-09-21T07:31:27 if we increase the first wight then that means more prominance to battles and less for remaining ants. if we lower the first weight beyone 1, that will increase the remaning ants significance 2011-09-21T07:32:11 so mathematically, just one weight is enough, but yea we could have too, that will make it more readable as well. 2011-09-21T07:32:20 too -> two 2011-09-21T07:32:20 I also have another idea: the bot would recieve a new line of input from the engine with its current rank, then it would know he is behind eventhough it sees it has more ants in game 2011-09-21T07:34:04 sir_macelon : the very idea why a new input is needed is because bots can't calculate for themselves the score isn't it ? that's because score is less natural right now. (no acknowledgement for the overall battle winner with the larger army) 2011-09-21T07:35:09 if we solve that prob, then bots may not need a new input. it can just go about killing, spawning and defending. increasing the relative strength of its army and everything will turn out alright. 2011-09-21T07:35:23 eashoka: exactly, the idea behind is that the bot MUST actually know if it is winning or loosing at any point in the game, to be able to react on that 2011-09-21T07:35:46 that was possible in every previous contest, why now it is not? 2011-09-21T07:36:45 how scoring is done is rather a background topic as it is just an indirect solution 2011-09-21T07:37:32 *** onensora has joined #aichallenge 2011-09-21T07:37:37 like delt0r mentioned, if the bot can see the map he can find out enemy strength and his own. if the scoring is natural then bots can reasonably calculate their position isn't it ? 2011-09-21T07:37:57 what I also find weird from the engine pov that bot doesn't get precise information about movement of enemy ants 2011-09-21T07:38:48 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has quit IRC (Ping timeout: 252 seconds) 2011-09-21T07:39:01 sir_macelon : do you think fog of war is bad ? 2011-09-21T07:39:08 eashoka: the problem is that how would you check if your scoring is natural? 2011-09-21T07:39:09 *** delt0r_ has joined #aichallenge 2011-09-21T07:39:57 eashoka: I don't think so, but as I expressed there should a way for the bot to know if it is winning or not 2011-09-21T07:40:16 I meant natural in the sense that it adhers to normal battle resolutions. (larger army at the end of the battle doesn't lose it :-) ) 2011-09-21T07:41:46 but how this scoring theme would deal with bots avoiding fight and gathering ants, I can imagine there can be some odd situations at game end 2011-09-21T07:42:04 I think we both agree on the exact problem (scenarios like in the game you provided should not happen) we just proposing 2 different solution to it right ? and there could be other solutions as well (such as increasing the turn limit or set it dynamically adjusted)) 2011-09-21T07:42:49 I don't have anything against having both solutions 2011-09-21T07:42:54 sir_mac : in the improvement I suggested. we can increase the battle weight and then (kills - losses) will have more significant say over the final result. 2011-09-21T07:44:12 but then suppose you have a very aggressive bot, who fights everyone has many kills, but eventually is eliminated later, he could have so big score, keeping him as a leader till the game ends 2011-09-21T07:44:21 how the scoring would deal with it? 2011-09-21T07:45:44 both those situation you mentioned will be handled by finding the proper value for the weight. we may need to run the scoring algo against current data to seehow it behaves and experiment with different wegihts 2011-09-21T07:46:08 even now, the system depends on a weight, (2 bonus points for a kill and 1 for a spawn) 2011-09-21T07:46:43 eashoka: I believe we won't find an ideal weight, because it may turn out every weight would have a flawed scenario 2011-09-21T07:46:47 any formula will depend on correct values for the weights 2011-09-21T07:47:33 sir_macelon : true. anamoloies will happen in any case. all we can do is to minimise them 2011-09-21T07:48:03 I think much easier would be just to let to know the bot if it is winning or not, then the scoring system doesn't matter really 2011-09-21T07:48:52 sir_macelon : you have a point. what needs to be passed is the score in that case, not the rank. 2011-09-21T07:49:03 as the score is also quantitative 2011-09-21T07:49:26 not necessarilly, because the bot shouldn't know the score of other bots 2011-09-21T07:49:49 even it shouldn't know what is its current rank 2011-09-21T07:50:00 just to know if it is on the first place or not, that would be enough 2011-09-21T07:50:17 without exposing too much information to it about the game progress 2011-09-21T07:51:31 if ur objective to be achieved, I think scores of all bots should be provided to it in every turn (which is not necessarily a bad thing) one problem I have with that is the point delt0r raised. bots should be made out to find info. 2011-09-21T07:52:19 one can argue that by winning the control of the entire map, one can see all remaining enemy, one knows how many of it's ants got lost and how many killed etc.... 2011-09-21T07:52:58 well indeed you can find out eventually the whole map, if you explore it totally, how many opponents there are and how many ants do they have, but you will never know their score 2011-09-21T07:53:30 I have nothing against your solution it's good. wish there is a way for a bot to fully calculate all by itself........ 2011-09-21T07:53:39 some opponents may get eliminated before you ever see them as well 2011-09-21T07:53:40 and if you got to know all the scores, then you would get to know the number of players, which is supposed not to be known from the start 2011-09-21T07:53:40 etc. 2011-09-21T07:54:20 eashoka: there fog of war should be removed if you would like to know everything 2011-09-21T07:54:28 antimatroid: you have a point 2011-09-21T07:54:45 but I like for of war :-) 2011-09-21T07:54:56 ok, how about this : 2011-09-21T07:55:23 basically the bot shouldn't get a free info about player count on the map as it would enable it to easier calculate the map symmetry 2011-09-21T07:56:27 yes. 2011-09-21T07:57:24 *** bhasker has joined #aichallenge 2011-09-21T07:58:14 sir_macelon : can you explain again the last line please 2011-09-21T07:58:28 *** olexs has quit IRC (Ping timeout: 260 seconds) 2011-09-21T07:58:29 *** olexs1 has joined #aichallenge 2011-09-21T07:59:05 eashoka: you mentioned that the engine could provide about bot scores every turn, yes? 2011-09-21T07:59:23 *provide info about 2011-09-21T08:00:00 the number of those scores would tell the bot how many players there are in the game 2011-09-21T08:00:17 and this kind of info the engine is trying to hide 2011-09-21T08:00:50 I believe you know why, don't you? 2011-09-21T08:00:57 yea, I arrived at that since you initially suggested bots should be provided their ranks 2011-09-21T08:01:19 but I agree now with your later comment.... 2011-09-21T08:01:39 only the 1st or not should be provide. so only a boolean value. true or false. 2011-09-21T08:01:54 that sounds good. 2011-09-21T08:02:34 eashoka: exactly, that was an enahncement for initial idea :) 2011-09-21T08:02:47 now we are on same page. :-) 2011-09-21T08:03:30 so to summarize the changes I would like to see in the engine in terms of input provided: 1) one line with info winning/loosing; 2) additional info about direction of movement of enemy ants 2011-09-21T08:03:44 eashoka: glad to see that :) 2011-09-21T08:04:04 I thought with 'providing the rank' we would eventually end up with something like providing scores of all bots :-) phew! 2011-09-21T08:04:41 ok with 1) 2011-09-21T08:04:59 why 2) ? that goes against the spirit of fog of war isn't it ? 2011-09-21T08:05:00 eashoka: well even with the rank provided you won't get the full info 2011-09-21T08:05:23 eashoka: why is that? 2011-09-21T08:05:37 but rank will tell how many players are there and the score is just more quantifying info on rank. they are basically same. 2011-09-21T08:06:16 eashoka: it only will tell you there are at least that many players as your current rank, but you don't know more 2011-09-21T08:07:00 for example: you are now third, doesn't mean it is a 3 player game 2011-09-21T08:07:32 if I were given as rank 3 then i AT LEAST know it is not a 2 player game, which will drastically change my approach 2011-09-21T08:08:07 eashoka: that's why I eventually proposed the boolean value 2011-09-21T08:08:34 but it was at least better than providing every score 2011-09-21T08:09:03 yea thats why I eventually liked that. :-) 2011-09-21T08:09:51 great :) 2011-09-21T08:10:30 about 2) currently it is a bit hard to determine if the enemy ant is not moving if it has adjacent friendly ants 2011-09-21T08:11:02 you won't get to know anything more than what it in your LOS 2011-09-21T08:11:13 *what is in 2011-09-21T08:12:12 or it is hard to keep track of the enemy movement in your LOS 2011-09-21T08:13:25 you need to find out from which square the ant has come and sometimes it is not too easy 2011-09-21T08:13:39 if you would like to chase a particular ant 2011-09-21T08:13:40 *** Blkt has joined #aichallenge 2011-09-21T08:13:55 good afternoon everyone 2011-09-21T08:14:14 hi Blkt 2011-09-21T08:14:24 hi there 2011-09-21T08:15:02 *** bhasker has quit IRC (Ping timeout: 252 seconds) 2011-09-21T08:15:10 Blkt: o/ 2011-09-21T08:15:19 hi aerique 2011-09-21T08:15:21 how are you? 2011-09-21T08:15:40 at work so not too well :-) 2011-09-21T08:18:33 I'm at work too! 2011-09-21T08:18:38 started september 5th 2011-09-21T08:18:59 Blkt: cool, what & where? 2011-09-21T08:19:17 my first job using neural networks in industry (Monza, Italy) 2011-09-21T08:19:27 actually, my very first job 2011-09-21T08:19:47 it is unusually rare to be able to work with AI in Italy 2011-09-21T08:20:22 sounds good! 2011-09-21T08:20:35 sir_macelon : hey, gtg now. if you do get to write somewhere on exactly, how u like to see that implemented, send me pointer to there as well pls. would like to hear more on that. it's a nice chat. hve a good day! 2011-09-21T08:20:42 yes it does! 2011-09-21T08:20:45 hve a good day/evening all! 2011-09-21T08:20:50 Blkt: what kind of work? 2011-09-21T08:20:51 cya 2011-09-21T08:21:05 eashoka: bye! 2011-09-21T08:21:11 like i assume you're applying neural networks to stuff, what stuff? :P 2011-09-21T08:21:19 *** eashoka has quit IRC (Quit: Page closed) 2011-09-21T08:21:32 antimatroid: we need to do forecasting, I'm using nnets on timeseries 2011-09-21T08:22:05 weather, finance, health? 2011-09-21T08:22:22 computer load 2011-09-21T08:22:33 it should be easier 2011-09-21T08:22:39 then finance, weather and health I mean 2011-09-21T08:22:45 than 2011-09-21T08:22:49 wtf... 2011-09-21T08:23:12 congrats :) 2011-09-21T08:23:16 thanks :D 2011-09-21T08:24:18 also, I asked if I could use Clojure for this job and they said yes 2011-09-21T08:26:38 sir_macelon: I like the lack of info... that makes it challenging... in planet wars you had complete information. I not really a fan of such "games" 2011-09-21T08:26:52 except chess 2011-09-21T08:27:09 i do not want bots to know how many ants there are or its rank 2011-09-21T08:27:41 bots should try and maximize its score on what it does know. 2011-09-21T08:29:47 the dimensions give you some information about the number of players 2011-09-21T08:29:54 *** mcstar has joined #aichallenge 2011-09-21T08:30:19 we could fix dimensions to maximise the number of divisors below 10 and use that as a set of players if we wanted to fully hide it (i think 120 is best here from memory) 2011-09-21T08:30:40 but otherwise i think there's enough symmetries that people will find it hard enough to exploit symmetry 2011-09-21T08:32:07 delt0r: I know what you mean, but I don't see a point why we should hide a simple info for the bot if it is winning or not 2011-09-21T08:32:36 delt0r: anyway people will find a way the workaround this and some of them already did that 2011-09-21T08:33:07 why not drop fow too, right? 2011-09-21T08:33:10 * mcstar disagrees 2011-09-21T08:33:12 delt0r: by throwing it all in x last turns to maximize the score as the remaining ants are not being counted at all 2011-09-21T08:34:03 delt0r: this leads to rather artificial and odd behavior, than a neat game strategy 2011-09-21T08:35:45 delt0r: soon you'll notice everyone will go for on for all in last x turns, I don't think it is nice to encourage such "strategy" 2011-09-21T08:35:48 i really don't see it that way.. and right now if you get 2 points per ant killed. killing sprees are totally worth it 2011-09-21T08:36:00 why not? 2011-09-21T08:36:18 what is "wrong" with that strategy? 2011-09-21T08:36:40 everybody will do that then 2011-09-21T08:37:20 it won't be a strategy eventually it will be a must if you want to increase your score just before the game ends 2011-09-21T08:38:28 sir_macelon: we discussed NOT sending maxturns to the bots, at least i think its a good idea, not sure if it will happen 2011-09-21T08:38:29 there's nothing fancy about that strategy and I don't like it 2011-09-21T08:39:23 mcstar: it's a way to fix this, but then the bot will get even less information 2011-09-21T08:39:36 thats a pro for me :) 2011-09-21T08:39:51 id like a minimally invasive engine so to speAK 2011-09-21T08:40:22 I don't have anything against limiting the info a bot will receive 2011-09-21T08:41:06 but I strongly believe a bot has to know if it is winning or not, to plan its moves accordingly 2011-09-21T08:41:16 in that spirit id like to propose to limit viewradius to spawnradius! 2011-09-21T08:41:26 (lol, kidding) 2011-09-21T08:41:52 without it, there's too much luck on which bot decides to go for all or nothing 2011-09-21T08:42:15 trying to predict the game end, if the game is going pretty even 2011-09-21T08:42:35 sir_macelon: How you go about killing other ants will be far from boring/simple/easy/plain or anything else 2011-09-21T08:42:38 i think the bot should gather his info, and it already knows quite much, the size of the map for example, so it can make assumptions on how good its assumptions are 2011-09-21T08:42:43 one on one gets you *nothing* 2011-09-21T08:43:03 mcstar: yes 2011-09-21T08:43:11 that is what its all about IMO 2011-09-21T08:43:31 anyway at 1000 turns with the size maps we have... i doubt games won't finish 2011-09-21T08:44:51 that im not so sure of 2011-09-21T08:44:57 really depends on the actual bots 2011-09-21T08:45:17 (if you meant some kind of all-but-one elimination) 2011-09-21T08:45:21 with a low food spawn rate games can't be decided in 1500 turn even 2011-09-21T08:45:57 its toatally possible that some logic lead to never ending games 2011-09-21T08:46:02 is that true for smarter bots? 2011-09-21T08:46:04 with no apparent winners 2011-09-21T08:46:37 ie. bots that actually path find for food and enemies 2011-09-21T08:46:58 antimatroid: it depends on how easily you let yourself get killed 2011-09-21T08:47:17 the "smarter" the bots, the longer it can live 2011-09-21T08:47:22 they* 2011-09-21T08:47:48 kill it with fire! 2011-09-21T08:47:53 :) 2011-09-21T08:48:04 i say burn the whole damn house 2011-09-21T08:50:10 delt0r: ono on one gets you *nothing*? I don't agree. 2011-09-21T08:50:15 but theres a point in there somewhere, i guess people already mentioned this, its rather trivial, but for a long game, where bots try to avoid battle, and they play quite similarly, and 1 bot wins by a small margin, it absolutely shouldnt get any bonuses 2011-09-21T08:50:17 delt0r: take a look at this game: http://aichallengebeta.hypertriangle.com/visualizer.php?game=186863 2011-09-21T08:50:55 1 ant on 1 ant 2011-09-21T08:50:57 delt0r: one of the bots goes for all one on one and eventually wins the game having lest ants 2011-09-21T08:50:58 he meant 2011-09-21T08:51:10 mcstar: I know 2011-09-21T08:51:22 just see the game 2011-09-21T08:51:36 or last 50 turns rather 2011-09-21T08:51:50 now every bot will have to do that 2011-09-21T08:52:59 another example: http://aichallengebeta.hypertriangle.com/visualizer.php?game=177970 2011-09-21T08:53:19 i dont get it 2011-09-21T08:53:26 mathis could have done the same for example 2011-09-21T08:53:28 7 high ranked bots and game wasn't decided after 1500 turns - all bots have survived 2011-09-21T08:53:29 but he didnt 2011-09-21T08:53:31 so what? 2011-09-21T08:53:39 that's the point 2011-09-21T08:53:48 everybody know should be doing this 2011-09-21T08:54:02 that is not a strategy that is a must 2011-09-21T08:54:03 greentea smartly attacked those ants, which was suicidal too, and mathis i think tried to avoid its enemies 2011-09-21T08:54:09 to bias the scoring system 2011-09-21T08:54:16 so greentea could gather points over mathis 2011-09-21T08:54:19 if only one bot does this, he gets a lot of +2 bonuses from 1-on-1 fights, while the "other side" +2s get split between all enemies he fights 2011-09-21T08:54:19 I dont; think the beta server is a good reflection of what good bots will be 2011-09-21T08:54:31 is not folks a game effort 2011-09-21T08:54:34 IMO 2011-09-21T08:54:37 for the most part 2011-09-21T08:55:14 you might be wrong here 2011-09-21T08:55:17 "is not folks a game effort" ? 2011-09-21T08:55:23 the beta is 4 months old now 2011-09-21T08:55:42 delt0r: help me i have trouble understanding that line 2011-09-21T08:55:43 and there are pretty advanced bots already 2011-09-21T08:56:17 noway, sir_macelon dont you tell me that youre game logic doesnt fit on 1 screen 2011-09-21T08:56:25 -e 2011-09-21T08:56:48 the beta page even says don't put "real" entries there 2011-09-21T08:57:06 that is for governmental workers 2011-09-21T08:57:14 with supersecret ai works 2011-09-21T08:57:28 delt0r: and you think people are not doing this? 2011-09-21T08:57:37 A game effort.. ie its not the comp where folks will be putting more hours etc and be far more competitive 2011-09-21T08:57:53 since rules and game scoring can all change 2011-09-21T08:57:54 etc 2011-09-21T08:58:00 mcstar: I am developing my bot like since april 2011-09-21T08:58:45 so it is rather complicated and the room for improvement is more and more limited 2011-09-21T08:59:17 yeah, well, i think i started right about then 2011-09-21T08:59:44 i worked up a couple of versions, than recently i gave it a rewrite 2011-09-21T09:00:08 and the bot that i will be using in the real contest will be an almost total rewrite if i can manage 2011-09-21T09:02:32 either way I really dislike this post scoring adjustment, and i don't like the idea of giving rank info or no. of players info 2011-09-21T09:02:55 if you want more combat just bump up the kill score 2011-09-21T09:03:24 well, if you know that which enemy belongs to which hive, can lead to sophisticated decisions, im somewhat inclined to think that is a good thing 2011-09-21T09:04:24 if they can't handle that much hidden info, then i am doubtful of the level of sophistication tbh 2011-09-21T09:04:54 what do you mean hidden info? 2011-09-21T09:05:20 if the engine doesnt send the id's of enemy ants, you have little way of knowing who are you fighting with 2011-09-21T09:05:53 recognizing previous actions of encountered ants doesnt give you the ability to predict an ant you just encountered 2011-09-21T09:06:07 ie scores and numbers of players 2011-09-21T09:06:18 or ranks/number of players 2011-09-21T09:06:41 they dont actually receive scores 2011-09-21T09:06:54 *** bhasker has joined #aichallenge 2011-09-21T09:06:56 but what is your opinion on enemy id's? 2011-09-21T09:07:06 yea--but this is what was suggested above and i really don't like it.. 2011-09-21T09:07:24 (sure, they shouldnt receive scores :) ) 2011-09-21T09:07:25 delt0r: current situation leads to the bahvior like in the game I posted. Do you find it acceptable then? 2011-09-21T09:07:38 enemy id's? what do you mean. currenty you do get each ants "colour" or team... 2011-09-21T09:07:51 thats is an id 2011-09-21T09:07:56 from where i come from 2011-09-21T09:08:31 why not? --really why not... why this strong expectation of how things should turn out, and then change anything to "fix it" when they don't? 2011-09-21T09:10:06 i think this is just a different preferance of people: some consider full-informationgames more interesting than the opposite 2011-09-21T09:10:28 delt0r: because this leads to cloning this strategy by every bot? I don't find this sophisticated at all... 2011-09-21T09:10:50 I think its more "the most ants should win" or the "best score should win" 2011-09-21T09:10:59 sir_macelon: i imagin previous games had more of a "perfect strategy" odour to them 2011-09-21T09:11:04 sir_macelon: it will not 2011-09-21T09:11:49 finsih only after 300 turns? 2011-09-21T09:11:53 what I am trying to say is just to let the bots to know if they are winning or not, nothing more - no score adjustments or anything like that 2011-09-21T09:11:56 crap 2011-09-21T09:12:09 and i say don't 2011-09-21T09:12:20 its better AI when you don't always know 2011-09-21T09:12:24 noo, send minimal info, only id the enemies and give the map size 2011-09-21T09:12:53 yep.. as in like now mcstar? 2011-09-21T09:13:06 no 2011-09-21T09:13:11 dont send maxturns 2011-09-21T09:13:55 btw, delt0r how does your engine number the enemies? it is counted up from 1 for each hive, in the order of the other encountered hives in successon 2011-09-21T09:14:15 yes 2011-09-21T09:14:22 just checking :) 2011-09-21T09:14:31 there's a thin border there if you hide some information and make the bot assume that; and on the hand because of that making the games too random 2011-09-21T09:14:39 mcstar: i would like to not send maxturns... that is a throwback from plantwars 2011-09-21T09:14:59 i guess we agree than 2011-09-21T09:15:14 sir_macelon: but the bot "knows" what it is told. 2011-09-21T09:15:23 it knows the quality of the information 2011-09-21T09:15:31 now, lets work on sir_macelon, what is his address? 2011-09-21T09:15:36 the bots job is then to decide what to do with it 2011-09-21T09:15:54 what I mean is that if you limit some vital information then you won't have a space to develop an ai, but more like a guesser hoping for some luck 2011-09-21T09:15:59 wow-- mcstar, that is hidden info 2011-09-21T09:16:08 :) 2011-09-21T09:16:17 you have to deduce it from the data you have :D 2011-09-21T09:16:34 sir_macelon: that is simply not true 2011-09-21T09:16:58 even with max turns or not, this is very much nice info... 2011-09-21T09:17:16 the problem is you it is impossible to deduce the score from the information the bot has 2011-09-21T09:17:47 you have perfect knowledge of what you can see 2011-09-21T09:17:56 sir_macelon: SO 2011-09-21T09:17:58 delt0r: you are very stubborn :D 2011-09-21T09:18:04 maximize score incress 2011-09-21T09:18:16 sir_macelon: right back at ya 2011-09-21T09:19:38 for a harder problem --look at the soccer simulation league.. 2011-09-21T09:19:45 vision is imperfect 2011-09-21T09:19:51 everything is imperfect 2011-09-21T09:20:05 you can't even kick the ball "perfectly" 2011-09-21T09:20:09 the point is not to write a bot that optimizes for maximum score given certain number of turns 2011-09-21T09:20:20 I thought it was 2011-09-21T09:20:22 the point is to write a bot that plays well in most games 2011-09-21T09:20:24 if you don't know the score you have to make alomst random assumptions which could lead to various random behaviours of the bot 2011-09-21T09:20:37 aka wins the tournament 2011-09-21T09:20:55 sir_macelon thats how a rts is in most cases? 2011-09-21T09:20:59 sir_macelon: you really don't need to make random assumptions 2011-09-21T09:21:04 you don't necessary have complete information 2011-09-21T09:21:14 you make the best assumptions given the data 2011-09-21T09:21:26 there is nothing random about it 2011-09-21T09:21:33 given the same data your bot should play identically 2011-09-21T09:21:37 i guess he mean uniform probaility 2011-09-21T09:21:38 and you can get your ants to move around to give you *better* information 2011-09-21T09:21:42 means* 2011-09-21T09:21:43 well in the end, I don't have anything against not having this info, I can deal with that, but this info would give some more options for bot strategies 2011-09-21T09:22:04 i think the bot strategies will be better if ants lived multiple turns 2011-09-21T09:22:09 and actually had hitpoints 2011-09-21T09:22:14 I simply cannot see how your strategies are reduced 2011-09-21T09:22:15 instead of being killed in one battle 2011-09-21T09:22:21 that would make it most interesting 2011-09-21T09:23:29 delt0r: if I don't know the score, I won't even try to predict it and if I would know it then I could base strategies on that 2011-09-21T09:24:05 in the real world, there would be no authority, to end the "war", its only a practical aspect, therefore it should be totally oblivious to the players, and in the same manner they shouldnt know about their score relative to other's, again, a bot should gather local info. and extrapolate local information to global inf. 2011-09-21T09:24:37 sir_macelon: thats bad, you should certainly could use some sort of "measure" of how well youre doing 2011-09-21T09:24:51 but you should do it for yourself 2011-09-21T09:24:55 before you get the ants count to see the whole map, there's a lot that can happen where other players score points and there's no way you could predict that 2011-09-21T09:25:46 I can keep track of the scoring i do see and use that to bound scores... 2011-09-21T09:25:58 you could base your startegy on the first encounter of enemies in every direction 2011-09-21T09:25:59 for example 2011-09-21T09:26:19 mcstar: the only "reliable" measure would be the ants count and it is perfectly usable, but how you would predict the scores? 2011-09-21T09:26:24 this also encourages exploration 2011-09-21T09:26:39 sir_macelon: lol, that is the part of AI 2011-09-21T09:26:47 which you need to write 2011-09-21T09:26:51 (one part of) 2011-09-21T09:27:11 also you know your score perfectly 2011-09-21T09:27:15 think up some kinf of weighted average, and optimize the weight using GA 2011-09-21T09:27:47 etc... there are plenty of ways to do this... 2011-09-21T09:28:45 in the end the player with the most ants left may not win... so conserving ants at all cost is just one extrema strat that will Generally not work 2011-09-21T09:44:05 btw, im not really sure why did this more-than-enough-participant beta happened(and why was it soo long), i mean what was in previous contests? was the engine harder to write? or much less people knew about the contest? 2011-09-21T09:44:19 i guess this might be the sign of a popularity explosion 2011-09-21T09:44:33 than, it would mean massively more participants in the live contest 2011-09-21T09:46:42 *** bhasker has quit IRC (Ping timeout: 252 seconds) 2011-09-21T09:47:04 people went on holiday 2011-09-21T09:47:18 so everything came to a standstill for a while 2011-09-21T09:47:42 and its a game designed by a committee on irc 2011-09-21T09:47:47 that is never going to be fast 2011-09-21T09:49:28 but how many people participated in previous beta's? 2011-09-21T09:49:44 (i followed the happenings since april) 2011-09-21T09:49:46 tron was unknown really at release 2011-09-21T09:49:58 some of us saw a post on reddit about a week before planet wars officially launched 2011-09-21T09:50:13 i see, thats your connection :D 2011-09-21T09:51:03 * mcstar imagines all the antimatroid clones reading reddit, and noticing the contest's announcement 2011-09-21T09:53:21 *** cichociemno has joined #aichallenge 2011-09-21T09:55:14 i only noticed planet wars after the first month... was on a java games forum 2011-09-21T09:55:28 planet wars was a simpler game too 2011-09-21T09:55:37 in terms of engine and bots 2011-09-21T09:55:41 planet wars was a harder problem 2011-09-21T09:55:59 I think ants is a far harder problem 2011-09-21T09:56:29 i think ants offers more depth in the way of things one can actually work on to improve their bot 2011-09-21T09:56:34 *** amstan has joined #aichallenge 2011-09-21T09:56:34 *** ChanServ sets mode: +o amstan 2011-09-21T09:56:54 planet wars just offered a fairly impenetrable problem after a certain point 2011-09-21T09:58:18 is the tcp server up? 2011-09-21T09:58:38 is there a tcp server? o_O 2011-09-21T09:58:50 there is at least some code for one 2011-09-21T10:10:48 *** olexs1 has quit IRC (Quit: Leaving.) 2011-09-21T10:13:09 *** amstan has quit IRC (Remote host closed the connection) 2011-09-21T10:13:32 *** xathis has joined #aichallenge 2011-09-21T10:13:53 *** amstan has joined #aichallenge 2011-09-21T10:13:53 *** ChanServ sets mode: +o amstan 2011-09-21T10:23:25 *** amstan has quit IRC (Ping timeout: 240 seconds) 2011-09-21T10:27:32 *** FireFly has joined #aichallenge 2011-09-21T10:35:54 *** amstan has joined #aichallenge 2011-09-21T10:35:54 *** ChanServ sets mode: +o amstan 2011-09-21T10:36:59 *** dr0b3rts has joined #aichallenge 2011-09-21T10:39:20 *** sir_macelon has quit IRC (Quit: Page closed) 2011-09-21T10:41:48 *** amstan has quit IRC (Ping timeout: 260 seconds) 2011-09-21T10:46:38 It's hard to notice anything interesting in those games where the bots just spread out. There is just so much going on. 2011-09-21T10:49:37 *** sigh has quit IRC (Remote host closed the connection) 2011-09-21T10:53:06 *** amstan has joined #aichallenge 2011-09-21T10:53:06 *** ChanServ sets mode: +o amstan 2011-09-21T10:57:07 *** eashoka has joined #aichallenge 2011-09-21T11:00:20 *** olexs has joined #aichallenge 2011-09-21T11:03:22 *** Chris_0076 has quit IRC (Read error: Connection reset by peer) 2011-09-21T11:03:35 *** chris__0076 has joined #aichallenge 2011-09-21T11:15:38 *** amstan has quit IRC (Ping timeout: 258 seconds) 2011-09-21T11:21:34 *** amstan has joined #aichallenge 2011-09-21T11:21:34 *** ChanServ sets mode: +o amstan 2011-09-21T11:32:08 *** aerique has quit IRC (Quit: ...) 2011-09-21T11:42:16 *** McLeopold has joined #aichallenge 2011-09-21T11:47:26 *** medrimonia2 has joined #aichallenge 2011-09-21T11:47:40 Hello everyone 2011-09-21T11:48:13 hi 2011-09-21T11:49:33 I'm actually experiencing troubles to download the tools for ants beta. the link seems to be dead 2011-09-21T11:51:13 Has anyone still the tools.tar.bz2 or tools.zip on his computer? 2011-09-21T11:51:26 medrimonia2: http://aichallengebeta.hypertriangle.com/tools.zip 2011-09-21T11:51:48 hmm thanks 2011-09-21T11:51:54 np 2011-09-21T11:52:03 *** amstan has quit IRC (Ping timeout: 258 seconds) 2011-09-21T11:52:20 ahh, the problem is that the using_the_tools page is using an absolute link to ai-contest.com for some reason 2011-09-21T11:52:28 apparently, the link is going to http://ai-contest.com/tools.zip 2011-09-21T11:52:34 Exactly 2011-09-21T11:52:46 medrimonia2: btw, if you're not on windows you want the .tar.bz2 file 2011-09-21T11:52:49 thanks a lot 2011-09-21T11:52:56 they don't have the same files in them 2011-09-21T11:53:02 oh I can take both there's no problems 2011-09-21T11:53:24 I should be able to find the tar.bz2 file with the tip cichociemno gave me 2011-09-21T11:53:38 * janzert nods 2011-09-21T11:54:11 that's all right 2011-09-21T11:54:24 I got the file, I can start having fun again! 2011-09-21T11:54:38 * janzert tries to figure out how that page is generated now ;) 2011-09-21T11:56:08 *** cichociemno has quit IRC (Ping timeout: 252 seconds) 2011-09-21T11:56:28 *** DCaminator has joined #aichallenge 2011-09-21T12:00:48 *** Keth_ has joined #aichallenge 2011-09-21T12:00:49 *** Keth has quit IRC (Read error: Connection reset by peer) 2011-09-21T12:00:57 links should be fixed :) 2011-09-21T12:01:02 *** DCaminator has quit IRC (Client Quit) 2011-09-21T12:01:51 fixed 2011-09-21T12:01:53 thanks 2011-09-21T12:02:54 janzert: I'm hoping links in the wiki can translate to links on the main site 2011-09-21T12:03:17 hmm? 2011-09-21T12:03:33 if they're relative links they should work for any installation 2011-09-21T12:04:17 they'll be broken in the github wiki, but they were currently broken there anyway 2011-09-21T12:05:26 yeah, too bad we can't translate them properly for both 2011-09-21T12:05:57 we'd have to assume the *.php file names 2011-09-21T12:07:00 we could overload the title of the link 2011-09-21T12:07:28 eck, I'd say just leave it for now at least 2011-09-21T12:07:35 yeah 2011-09-21T12:08:00 I think it's a minor problem with no really nice solution 2011-09-21T12:08:26 i.e. unfortunate but not something to worry too much about 2011-09-21T12:08:35 so, did you see sir-macelon's suggestion on github? 2011-09-21T12:08:48 about knowing the score during the game? 2011-09-21T12:09:11 not really 2011-09-21T12:09:27 just a very light skim of it but if that's what it was about I missed the point 2011-09-21T12:10:11 well, I'm on the fence. At first we said we wouldn't provide that information. Now I could be convinced otherwise. 2011-09-21T12:10:31 I think I'd rather not still 2011-09-21T12:10:35 McLeopold: no score, and no maxturn info 2011-09-21T12:10:45 how about that? 2011-09-21T12:10:46 max turn is there isn't it? 2011-09-21T12:10:53 mcstar: max turn info will be there, and is now 2011-09-21T12:11:03 there was a discussion today about this, maybe you could read up 2011-09-21T12:11:16 I have no problems with an end game suicide 2011-09-21T12:11:17 thats bad 2011-09-21T12:11:38 but at least dont tell the bots the scores orwhatever 2011-09-21T12:12:50 jnwhiteh: the bots are located at ants/dist/starter_bots/go 2011-09-21T12:12:57 ah lovely, thanks. 2011-09-21T12:13:20 jnwhiteh: do a fork and a pull request, and I merge it in 2011-09-21T12:13:31 aye, I'm familiar with that 2011-09-21T12:13:57 cya tomorrow everyone 2011-09-21T12:14:09 *** Blkt has quit IRC (Quit: Going home!) 2011-09-21T12:22:04 *** UncleVasya has joined #aichallenge 2011-09-21T12:25:28 McLeopold: I also have no problem with end game suicide... as long as the dont just sit there going back and forward 2011-09-21T12:26:32 If it is part of the game, then I will put in in the strategy guide. 2011-09-21T12:26:38 but no maxturn is also ok in my book... not in favor of giving them their rank or if they are winning 2011-09-21T12:27:13 do you think the pairing code is in shape to go live now? 2011-09-21T12:27:15 book? 2011-09-21T12:27:19 we didn't want to do that because we hide the number of enemies in the game 2011-09-21T12:27:39 in my book <- english expression that mean Ok by me 2011-09-21T12:27:40 janzert: it is a lot better now, the game count and games in last 24 look really good 2011-09-21T12:28:11 thanks 2011-09-21T12:28:17 the true skill match quality is not as prominant, but it was causing too many issues 2011-09-21T12:28:24 I thought you are writing book about contest :) 2011-09-21T12:28:25 the only part I'm slightly concerned is that 10% may be too large, but we can narrow that once it's live in needed 2011-09-21T12:29:15 UncleVasya: think of "in my book" as an alternate reality where you get everything you want 2011-09-21T12:29:15 Or making something like books with turns in chess programs. 2011-09-21T12:29:43 janzert: yes, the percentage is easy to adjust 2011-09-21T12:29:44 ok, I've got it. 2011-09-21T12:30:14 janzert: but you are the one that wanted the power curve, so...? 2011-09-21T12:30:34 it's not enough of a power curve :) 2011-09-21T12:31:24 basically the 10% starts out linear and doesn't create close enough matches frequently enough is what I'm worried about 2011-09-21T12:32:11 I can reset and change it to 5%? 2011-09-21T12:32:34 plus, now that the 24 hour average is even, this reset will look even better 2011-09-21T12:33:54 not sure it even needs a reset, but it might not be a bad idea to see the reset again 2011-09-21T12:34:09 *** xathis has quit IRC () 2011-09-21T12:34:15 but I'm wondering if a percentage is the right measure to use here 2011-09-21T12:34:29 would a hard number say 50 be better 2011-09-21T12:34:37 *** dvladim has joined #aichallenge 2011-09-21T12:34:58 it would be faster :) 2011-09-21T12:35:23 5% now is 20 but 5% during the contest may be 200 or so 2011-09-21T12:35:27 its at about 40 right now 2011-09-21T12:36:39 theoretically the right thing to do is probably to pick a sigma delta and then check how many participants would fall in that delta 2011-09-21T12:37:08 but I think that would get quite expensive? 2011-09-21T12:38:18 hmm... 2011-09-21T12:38:39 I don't think that would be good at all 2011-09-21T12:39:18 that's almost like saying "pick the player with about as many games as me" 2011-09-21T12:39:37 oops, sorry I meant mu not sigma 2011-09-21T12:39:52 yes, sigma would be really bad 2011-09-21T12:40:59 it would hold match quality roughly the same across all the ranks no matter how quickly the skill was varying in that portion of the ranks 2011-09-21T12:41:30 by match quality I mean spread of skills in the players 2011-09-21T12:42:47 I could do a match quality delta, but it would be slower 2011-09-21T12:43:05 If I did that, I'd want to drop the fake power curve 2011-09-21T12:43:21 that's what I'm afraid it would get too slow 2011-09-21T12:43:58 you'd still want a power curve though, this would just 'calibrate' the curve so the overall match quality stays the same 2011-09-21T12:44:26 I have to calc all the match qualities once to get the max, then again to filter 2011-09-21T12:44:31 unless I use a temp table 2011-09-21T12:44:33 janzert : did I hear we are happy with current pairing/matching ? I thought it's for testing. :-) pls have a look at this profile and it's top 2 games. http://aichallengebeta.hypertriangle.com/profile.php?user=188 2011-09-21T12:44:54 eashoka: we are thinking we are close, but please keep looking for issues 2011-09-21T12:45:23 janzert, mc leaopold : ah g8! I have loads to report! :-) 2011-09-21T12:45:55 yeah, the current pairing is too spread out that's what we were just discussing 2011-09-21T12:45:56 what's wrong with the profile? 2011-09-21T12:46:21 given bot has got it's last 2 games (after waiting 1 and 20 minutes) it has won both games it was given, but each game has made it loose in skill points. 2011-09-21T12:46:36 oh, the trueskill is fine 2011-09-21T12:46:48 oh, I thought you just didn't like that a top 10 was playing 300+ ranked bots 2011-09-21T12:47:01 mu is the same, just the sigma increased a little 2011-09-21T12:47:11 right 2011-09-21T12:47:30 but from the point of that bot, after 1 hour 20 minutes of possible opportunity to go up in rank, it has got low in skill due to no fault of it's own ? 2011-09-21T12:47:52 hmm..that seems really off 2011-09-21T12:47:57 it's just a result of playing such low ranked players 2011-09-21T12:48:01 I didn't think that was possible 2011-09-21T12:48:07 jancert : yea I didn't like that as well :-) (top bots playing lowere ones all the time) that was just testing right ? 2011-09-21T12:48:34 no, that is a problem 2011-09-21T12:48:38 trueskill is basically saying this game didn't give us any useful information 2011-09-21T12:49:00 I need to see who the seeds were 2011-09-21T12:49:32 I think the rank 4 player is being pulled in 2011-09-21T12:50:22 yeah, it should be closer to a 1 in 1000 game occurrence. twice in a row is rather fishy 2011-09-21T12:53:37 McLeopold: what do you think about moving to an ec2 main server within the next week? 2011-09-21T12:53:49 then we can let demerzel have his server back 2011-09-21T12:56:28 janzert: this weekend 2011-09-21T12:56:38 maybe friday? 2011-09-21T12:57:12 should work for me 2011-09-21T12:57:54 I'm out tomorrow evening, but think I'm around for the next few 2011-09-21T12:59:14 *** amstan has joined #aichallenge 2011-09-21T12:59:14 *** ChanServ sets mode: +o amstan 2011-09-21T13:02:42 how is the ec2 getting financed ? 2011-09-21T13:03:18 by j3camero, who is supposed to get donations 2011-09-21T13:03:40 *** Palmik has joined #aichallenge 2011-09-21T13:04:05 janzert: did we want to use the vps at ai_contest.com? 2011-09-21T13:07:22 McLeopold: ? 2011-09-21T13:08:36 On the web it's ai-contest.com but on irc it's #aichellenge. I think it can be a little confusing for some people. 2011-09-21T13:09:05 I'll just put up an instance myself to transfer the beta server to 2011-09-21T13:09:20 okay, but isn't the current server cheaper? 2011-09-21T13:09:31 the current ai-contest.com? 2011-09-21T13:09:34 yes 2011-09-21T13:09:49 it's j3camero's personal dedicated server 2011-09-21T13:10:03 hosts several sites of his 2011-09-21T13:10:17 oh 2011-09-21T13:10:22 I don't want to go make invasive changes to it 2011-09-21T13:10:31 so, isn't ec2 more expensive than others? 2011-09-21T13:10:58 I thought it would be but once I priced it out the difference isn't that much 2011-09-21T13:11:17 ok 2011-09-21T13:11:57 and if we use a spot instance with a high bid price it should be quite a bit cheaper 2011-09-21T13:12:13 Maybe you can register #aicontest or #ai-contest. For first time just place there an invitation to this channel and in future come and settle there. 2011-09-21T13:12:46 the only thing I'm not completely sure of is how the stability will compare, that's another reason I'd like to move the beta over to it 2011-09-21T13:13:05 so we can see how it goes before we commit to using it for the live contest 2011-09-21T13:13:13 I'd hate for the spot price to spike and we loose the server 2011-09-21T13:13:52 two things one is we bid at or just above the regular instance price, so the spot price shouldn't ever go that high 2011-09-21T13:14:20 and also we use an EBS backed instance so the data doesn't go away if the instance does 2011-09-21T13:14:29 unlike the workers 2011-09-21T13:16:33 I'd like to move all the current data over if we can 2011-09-21T13:26:58 aichallenge: McLeopold epsilon * rca93e11 / sql/opponent.sql : update opponent test - http://git.io/jH9b9A 2011-09-21T13:26:58 just collect a dollar per registrations 2011-09-21T13:34:10 aichallenge: McLeopold epsilon * red03c34 / sql/opponent.sql : update opponent test - http://git.io/wy0yPw 2011-09-21T13:36:51 *** DCaminator has joined #aichallenge 2011-09-21T13:42:06 *** UncleVasya has quit IRC (Ping timeout: 244 seconds) 2011-09-21T14:19:59 *** DCaminator has quit IRC (Remote host closed the connection) 2011-09-21T14:30:03 wow my irc client is freeking out man 2011-09-21T14:40:49 *** Kingpin13 has joined #aichallenge 2011-09-21T14:46:44 *** Akranis has joined #aichallenge 2011-09-21T15:01:09 see you later 2011-09-21T15:01:12 *** medrimonia2 has quit IRC () 2011-09-21T15:04:42 *** Accoun has quit IRC () 2011-09-21T15:04:44 ~~<>>°< 2011-09-21T15:08:28 *** cody__ has joined #aichallenge 2011-09-21T15:10:24 janzert: drop table tmp_p; create table tmp_p select user_id, floor(10.0 / pow(rand(),0.7)) as p from user; select p, count(*) from tmp_p group by p; 2011-09-21T15:11:30 janzert: that give a pareto distribution of numbers from 10 to about 840. 10 is the most common 2011-09-21T15:12:55 since the round-robin logic will most likely be the largest factor for a given range of players, the worst match quality will probably be selected for the match 2011-09-21T15:13:59 the random number will define the number of players in the pool of opponents to select from 2011-09-21T15:14:24 this also means that odd matches won't happen until all the better matches have occured 2011-09-21T15:14:27 *** onensora has quit IRC (Ping timeout: 258 seconds) 2011-09-21T15:14:49 *** onensora has joined #aichallenge 2011-09-21T15:18:54 janzert: 80% are in the range of 10-30 closest submission 2011-09-21T15:18:58 *** Accoun has joined #aichallenge 2011-09-21T15:19:36 we can adjust 10 and 0.7 to get the curve we want, and test it across different numbers of players 2011-09-21T15:19:57 that's good but almost all matches will pull from to other 20% because of least played against ordering right? 2011-09-21T15:20:54 having least played against as the highest priority seems like it may be too much 2011-09-21T15:21:17 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has joined #aichallenge 2011-09-21T15:22:54 *** cichociemno has joined #aichallenge 2011-09-21T15:24:01 *** eashoka has quit IRC (Quit: Page closed) 2011-09-21T15:24:41 *** delt0r_ has quit IRC (Read error: Operation timed out) 2011-09-21T15:25:52 *** cody__ has quit IRC (Ping timeout: 252 seconds) 2011-09-21T15:28:59 maybe we should go back to just match quality but permute that ordering so they are selected in a pareto distribution? 2011-09-21T15:30:11 *** ibdknox has joined #aichallenge 2011-09-21T15:39:27 *** delt0r_ has joined #aichallenge 2011-09-21T16:04:39 *** dvladim has quit IRC (Ping timeout: 260 seconds) 2011-09-21T16:04:42 *** berak has quit IRC (Quit: ChatZilla 0.9.84 [SeaMonkey 2.0a3/20090223135443]) 2011-09-21T16:28:56 *** cichociemno has quit IRC (Ping timeout: 252 seconds) 2011-09-21T16:48:55 janzert: yes, most opponents would be pulled from the low end of the range, but that is good 2011-09-21T16:51:36 the pool of players should be extended to the full range about 1 every 1000 games, in which case the opponent would be whoever played with seed player the least 2011-09-21T16:52:20 *** Akranis has quit IRC (Quit: Lämnar) 2011-09-21T16:52:35 if it is a fairly new seed player, then we will still pull a higher match quality 2011-09-21T16:54:04 so, the size of the pool of available players follows a pareto distribution. if we always picked the worst player, then the opponents would follow that distribution as well 2011-09-21T16:54:43 so new players would be baised toward picking good matchups and only established players would follow the power curve 2011-09-21T17:00:15 @monologue 2011-09-21T17:00:15 McLeopold: Your current monologue is at least 6 lines long. 2011-09-21T17:03:47 *** dr0b3rts has quit IRC (Quit: ChatZilla 0.9.87 [Firefox 6.0.1/20110830202826]) 2011-09-21T17:05:36 *** Palmik has quit IRC (Remote host closed the connection) 2011-09-21T17:11:14 hmm, so you're going to vary the size of the pool by a pareto distribution 2011-09-21T17:11:33 sounds like it should work 2011-09-21T17:12:29 yep 2011-09-21T17:13:02 80% will be between 16 and 50 of the closest 2011-09-21T17:13:22 1 out of 1000 will be the full range 2011-09-21T17:19:05 McLeopold: sounds very reasonable 2011-09-21T17:19:11 crap 2011-09-21T17:19:26 *** delt0r_ has left #aichallenge ("Leaving") 2011-09-21T17:19:40 *** delt0r_ has joined #aichallenge 2011-09-21T17:19:51 is my irc window fixed? 2011-09-21T17:19:52 delt0r_: glad you approve 2011-09-21T17:19:53 yay 2011-09-21T17:20:01 :D 2011-09-21T17:20:19 is your engine on github or another dsc? 2011-09-21T17:20:25 no 2011-09-21T17:20:41 its needs work before seeing the light of day 2011-09-21T17:20:53 can it see the light of McLeopold? 2011-09-21T17:21:20 Well.... is pretty hacked up and i kinda got my planet wars and stuff in the same repo 2011-09-21T17:21:33 its also really not finished 2011-09-21T17:21:43 ie no scores for food left 2011-09-21T17:21:54 and no inital food spawned 2011-09-21T17:21:58 that's not a big deal 2011-09-21T17:22:07 that is 2011-09-21T17:22:10 but sure i can do the git daemn thing 2011-09-21T17:22:13 daemon 2011-09-21T17:23:49 it would be cool to make a war file for setting up a tcp server, your engine would be needed for that 2011-09-21T17:24:03 mmm 2011-09-21T17:24:07 could look into that 2011-09-21T17:24:19 been a few years since i did any tomcat stuff 2011-09-21T17:24:50 so git://delt0r.boldlygoingnowhere.org/home/git/ai2000/ 2011-09-21T17:24:51 I'm not sure how to handle ports with their own protocol, I'm fairly new at it. 2011-09-21T17:24:58 in its raw hacked form 2011-09-21T17:25:17 did lots of network stuff 2011-09-21T17:25:53 tbh i didn't think folks would want a war for this sort of thing 2011-09-21T17:26:21 I would think they would want a turn key solution 2011-09-21T17:26:23 but i can of course put some time into it if it was going to be used... however I am in Germany all next week 2011-09-21T17:26:38 do people consider tomcat turnkey? 2011-09-21T17:26:43 I do 2011-09-21T17:26:45 or worse j2ee 2011-09-21T17:27:03 at least then you have persistence management 2011-09-21T17:27:15 interesting... 2011-09-21T17:27:23 at least war files 2011-09-21T17:27:29 that's kinda the point of them 2011-09-21T17:27:42 only if the server is set up correctly 2011-09-21T17:27:58 aka the war file connects to a db 2011-09-21T17:28:26 tomcat IIRC won't give that... but jboss/j2ee containers do 2011-09-21T17:28:40 at least last time i was doing this 2011-09-21T17:28:42 oh 2011-09-21T17:28:45 hmm... 2011-09-21T17:28:46 about 5 years ago now 2011-09-21T17:29:09 I swear I did a db one recently without having to think about it... 2011-09-21T17:29:43 I will check up on it...can't hurt my health... and i am already on my 2nd beer... no point doing real work 2011-09-21T17:29:56 so, where is the ants engine? 2011-09-21T17:30:03 also that url for git will work for some time 2011-09-21T17:30:20 deltor/borgant/AntEngine.java 2011-09-21T17:30:43 or you mean the url? 2011-09-21T17:30:52 you answered it 2011-09-21T17:31:13 right... i have slow upload --didn't expect you to have it already 2011-09-21T17:31:27 what's all the explosion stuff? 2011-09-21T17:31:38 hopefully i wasn't too much of a potty mount in the git logs 2011-09-21T17:31:55 For my attempt at a game suggestion 2011-09-21T17:31:58 nebular Wars 2011-09-21T17:32:00 2000 2011-09-21T17:32:04 i like 2000 2011-09-21T17:32:09 how does it work? 2011-09-21T17:32:25 what --nebular wars... or borgant 2011-09-21T17:32:39 like i said... its not really ready for daylight :/ 2011-09-21T17:32:55 nebular 2011-09-21T17:33:04 don't remeber if its still working 2011-09-21T17:33:18 * delt0r_ checks it out 2011-09-21T17:33:45 hehe 2011-09-21T17:33:50 its not working properly 2011-09-21T17:34:04 Was still hacking around 2011-09-21T17:34:10 otherwise you use the viewer 2011-09-21T17:34:46 should work if all the resourses are included.. don't remeber if they are.. lots of sprite sheets 2011-09-21T17:40:37 aichallenge: McLeopold epsilon * r3e2ac0d / (sql/2_generate_matchup.sql sql/opponent.sql): make matchup pairings follow parento distribution for quality - http://git.io/hpSqvw 2011-09-21T17:40:39 McLeopold: it seems modern tomcat comes with easy to connect db management 2011-09-21T17:40:56 cool 2011-09-21T17:41:09 so you are right... it should be close to turn key as you can expect 2011-09-21T17:41:12 If it had been hard, I would have remembered what I did :) 2011-09-21T17:41:34 sounds a lot easier than when i was doing it last 2011-09-21T17:41:43 I didn't mind JSP either 2011-09-21T17:41:52 or servlets 2011-09-21T17:42:11 I don't mind servlets, but I don't like jsp. 2011-09-21T17:42:28 I've written too many web pages that mix html and code. eeww 2011-09-21T17:44:45 you mean like PHP? 2011-09-21T17:44:47 :D 2011-09-21T17:44:59 tbh i don't like web work 2011-09-21T17:45:20 my last lot is with SSI only and i use vim as my editor 2011-09-21T17:46:36 Also for a tcp version i was going to do a java only app that just updated a db.. using your schema --until i left it for they how ended up doing the python one 2011-09-21T17:49:02 s/how/who 2011-09-21T17:50:35 janzert: I still see the sandbox issue on 2 games 2011-09-21T17:50:46 ahh, good 2011-09-21T17:51:05 sandbox.kill() is getting called, then sandbox.release() is throwing the error afterwards 2011-09-21T17:51:27 which I don't think should happen 2011-09-21T17:51:27 I haven't done anything with it, when I went to look at it last night there weren't any errors around 2011-09-21T17:52:01 my reset clears the data, I can make it ignore deleted matchups 2011-09-21T17:52:21 right if kill is really getting called then release shouldn't be complaining 2011-09-21T17:53:32 aichallenge: McLeopold epsilon * r45cf1c8 / sql/2_reset_skills.sql : preserve errored matchups - http://git.io/w-neIw 2011-09-21T17:54:42 deleted is supposed to be set to 1 on the errored matchups? 2011-09-21T17:54:52 the current ones don't seem to be 2011-09-21T17:56:26 heh, I see the problem 2011-09-21T17:56:54 well maybe 2011-09-21T17:57:20 ahh, nevermind :P 2011-09-21T17:57:41 yeah, they should be... 2011-09-21T17:58:21 wonder if that's been causing some of the pairing behaviour 2011-09-21T17:58:22 oh, no, I got that confused 2011-09-21T17:58:43 deleted will always be 0 now 2011-09-21T17:58:53 worker id is negative 2011-09-21T17:59:03 ahh, yes 2011-09-21T17:59:16 maybe the deleted field should be deleted ;) 2011-09-21T17:59:22 well, it could be now 2011-09-21T17:59:31 it meant something else earlier 2011-09-21T17:59:43 so any code trying to use it will throw errors 2011-09-21T17:59:55 only my sql 2011-09-21T18:00:07 and probably just work bad 2011-09-21T18:02:35 aichallenge: McLeopold epsilon * r567612a / sql/2_reset_skills.sql : preserve errored matchups - http://git.io/HgDcFg 2011-09-21T18:03:31 janzert: is the new server ready? 2011-09-21T18:04:22 grr, no. I'm having a really hard time creating a spot instance with a larger than default ebs root volume 2011-09-21T18:04:45 *** ltriant has joined #aichallenge 2011-09-21T18:04:54 I've had about a dozen instances up and down trying to get there 2011-09-21T18:08:31 the games dir is about 5.4G 2011-09-21T18:08:57 dam 2011-09-21T18:09:07 xz ftw 2011-09-21T18:09:10 yeah, overall the beta server is using about 9.5G 2011-09-21T18:09:30 the default EBS size in the ubuntu images is 8G 2011-09-21T18:10:12 what about s3 storage? it's a little late to switch though 2011-09-21T18:10:51 well we could simply mount home under another volume since that's where the majority of it is going 2011-09-21T18:11:12 when I started this I thought just expanding the size would be fairly easy though 2011-09-21T18:11:14 seriously what about zipping on the fly or something... you going to get a *lot* of compression 2011-09-21T18:11:27 zipping what? 2011-09-21T18:11:28 the games already are 2011-09-21T18:11:47 oh --really? 9.5 G of compressed games? 2011-09-21T18:11:53 impressive 2011-09-21T18:11:56 5.4G of compressed games 2011-09-21T18:12:12 still impressive 2011-09-21T18:12:32 the db is about 242MB 2011-09-21T18:12:43 in mysqldump format 2011-09-21T18:12:49 its odd that hdd is expensive in services... considering i have 3T sitting next to my pc 2011-09-21T18:13:22 and it only cost me about 200EU all up --most of that was the first 500G 2011-09-21T18:15:56 *** ibdknox has quit IRC (Remote host closed the connection) 2011-09-21T18:20:09 *** mceier has joined #aichallenge 2011-09-21T18:26:55 *** onensora has quit IRC () 2011-09-21T18:28:29 *** Kingpin13 has quit IRC (Quit: quit) 2011-09-21T18:29:42 i keep my hard disks in my pc, they have faster access times this way(takes a while to open up the chassis) 2011-09-21T18:39:47 hm, for the first two reads itwas funny 2011-09-21T18:39:51 anyway good nite 2011-09-21T18:39:55 *** mcstar has quit IRC (Quit: WeeChat 0.3.5) 2011-09-21T18:41:23 *** olexs has quit IRC (Quit: Leaving.) 2011-09-21T19:12:51 *** mceier has quit IRC (Quit: leaving) 2011-09-21T19:15:31 aichallenge: McLeopold epsilon * rd4691de / (4 files): website improvements - http://git.io/pP-Sew 2011-09-21T19:21:23 aichallenge: McLeopold epsilon * r6f1bfae / website/sql.php : fix map game list - http://git.io/Fdy7oA 2011-09-21T19:22:33 *** McLeopold has left #aichallenge 2011-09-21T19:37:02 *** FireFly has quit IRC (Quit: FireFly) 2011-09-21T19:38:54 bah 2011-09-21T19:39:38 current 0_schema.sql has a syntax error 2011-09-21T19:43:19 ERROR 1064 (42000) at line 113: You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near ')' at line 6 2011-09-21T19:47:48 *** amstan has quit IRC (Ping timeout: 260 seconds) 2011-09-21T19:49:30 *** McLeopold has joined #aichallenge 2011-09-21T19:52:35 aichallenge: McLeopold epsilon * r2acc0cf / sql/0_schema.sql : fix sql - http://git.io/KAk2LQ 2011-09-21T19:52:35 aichallenge: McLeopold epsilon * rf4486c6 / (7 files in 2 dirs): Merge branch 'epsilon' of https://github.com/aichallenge/aichallenge into epsilon - http://git.io/SSXL5A 2011-09-21T19:52:42 janzert: fixed it for you :) 2011-09-21T19:52:45 yay :) 2011-09-21T19:53:08 it's still missing a few indexes from the beta server 2011-09-21T19:53:30 gah, so the line 6 above is supposed to be offset from the line 113 mentioned first? 2011-09-21T19:53:54 yeah, I ran the sql, and looked at the last table created, the looked at the statement after that 2011-09-21T19:54:35 *** McLeopold has left #aichallenge 2011-09-21T19:57:52 which now gets the setup to a visualizer build failure http://pastebin.com/EJmNLM53 2011-09-21T19:58:21 mleise: the visualizer build now requires node.js? maybe? :} 2011-09-21T19:59:00 janzert: oh yes very probably 2011-09-21T19:59:58 I left that as an exercise for the reader ... or so they say 2011-09-21T20:00:05 you know of any other packages that probably weren't added to the server_setup script yet? 2011-09-21T20:01:20 looks like that might be it 2011-09-21T20:03:23 janzert: The JavaScript startes needed Node before, didn't they? 2011-09-21T20:03:36 I wasn't aware I added a new dependency 2011-09-21T20:04:00 the languages submissions run in aren't installed on the main server 2011-09-21T20:04:06 no, i know of no other packages. at least not by me 2011-09-21T20:04:54 most happen to be on the current server because it was used as a worker before the worker's were running bots sandboxed 2011-09-21T20:08:13 aichallenge: janzert epsilon * r28f0e1f / setup/server_setup.py : Add nodejs to packages needed to build visualizer - http://git.io/l2J5hg 2011-09-21T20:08:13 aichallenge: janzert epsilon * re5d4e41 / (8 files in 2 dirs): Merge branch 'epsilon' of github.com:aichallenge/aichallenge into epsilon - http://git.io/lc1WZg 2011-09-21T20:16:15 *** amstan has joined #aichallenge 2011-09-21T20:16:15 *** ChanServ sets mode: +o amstan 2011-09-21T20:34:18 *** dr0b3rts has joined #aichallenge 2011-09-21T20:54:33 need help. I tried to register, but I mistyped my email address 2011-09-21T20:57:49 aichallenge: janzert epsilon * r2e7219d / worker/sandbox.py : Try harder and check better that the sandbox processes have died before leaving kill method - http://git.io/yU5AbA 2011-09-21T21:21:00 contestbot: later tell McLeopold new server is up at antsbeta.janzert.com 2011-09-21T21:21:00 janzert: Aye, aye, sir 2011-09-21T21:21:38 contestbot: later tell McLeopold the basic main server setup is done and your user should be set up 2011-09-21T21:21:38 janzert: Yes master! 2011-09-21T22:09:25 *** Cyndre has quit IRC (Quit: Leaving) 2011-09-21T22:53:01 *** amstan has quit IRC (Ping timeout: 276 seconds) 2011-09-21T23:05:29 *** chris__0076 is now known as chris_0076 2011-09-21T23:19:32 *** dr0b3rts has quit IRC (Quit: ChatZilla 0.9.87 [Firefox 6.0.1/20110830202826]) 2011-09-21T23:28:07 *** delt0r_ has quit IRC (Ping timeout: 276 seconds) 2011-09-21T23:39:33 *** delt0r_ has joined #aichallenge 2011-09-21T23:51:29 *** superflit has joined #aichallenge