2011-12-05T00:00:30 *** Antimony has joined #aichallenge 2011-12-05T00:04:19 *** pairofdice has joined #aichallenge 2011-12-05T00:07:26 *** Antimony has quit IRC (Ping timeout: 244 seconds) 2011-12-05T00:07:50 *** u_ has quit IRC (Quit: u_) 2011-12-05T00:11:13 *** delt0r_ has joined #aichallenge 2011-12-05T00:11:22 *** Antimony has joined #aichallenge 2011-12-05T00:17:48 dammit, a1k0n! You blew the whistle on my combat strategy (which I'll never get around to implementing) 2011-12-05T00:17:51 :) 2011-12-05T00:18:12 and you guys didn't make a team! 2011-12-05T00:19:08 amstan: That's because I'm a rubbish coder and a1k0n had the good sense to avoid me dragging him down :) 2011-12-05T00:20:59 *** Areks has joined #aichallenge 2011-12-05T00:26:38 hi guys, who wants to help me write a bot? 2011-12-05T00:27:18 I do! 2011-12-05T00:27:29 aren't you disqualified? 2011-12-05T00:27:33 McLeopold: hey, where were you? 2011-12-05T00:27:59 I'm right here 2011-12-05T00:28:04 for the meeting 2011-12-05T00:28:18 a1k0n: oh, totally, but I still get to have fun 2011-12-05T00:28:28 why are oyu disqualified? 2011-12-05T00:28:37 amstan: totally forgot, sorry 2011-12-05T00:28:45 how'd it go? 2011-12-05T00:28:51 McLeopold: well, i included you in all the emails 2011-12-05T00:28:57 there's a log somewhere in there 2011-12-05T00:29:00 I was with the family at a christmas thing 2011-12-05T00:29:08 yeah 2011-12-05T00:29:14 good point 2011-12-05T00:29:16 but its just the begs of december still 2011-12-05T00:29:30 jstrong: cause as an admin, I get to read everyone's code 2011-12-05T00:29:52 McLeopold: you could do just that, it's an interesting exercise 2011-12-05T00:29:57 McLeopold: examining people's styles 2011-12-05T00:30:07 trying to descipher what they're doing 2011-12-05T00:30:14 amstan: I don't want to look at the code, I want to try myself first 2011-12-05T00:30:27 I just want some help with exploration 2011-12-05T00:30:30 "yes... i know what some of these statments do" 2011-12-05T00:30:53 McLeopold: do map prediction! that's the first thing i would do 2011-12-05T00:31:09 *** rajanaresh has joined #aichallenge 2011-12-05T00:32:23 a1k0n: did you do fast furier on that yet? 2011-12-05T00:32:46 *** TheLinker has quit IRC (Quit: Bye) 2011-12-05T00:33:46 amstan: if aarossig gets a bank account and corp going, that would be awesome 2011-12-05T00:34:17 although, we should use a swiss bank account...cause it sounds cool 2011-12-05T00:34:30 heh no 2011-12-05T00:34:39 it's overkill 2011-12-05T00:34:50 McLeopold: implement my hill finding strategy :) I want to know if it works 2011-12-05T00:35:03 *** Jak_o_Shadows has joined #aichallenge 2011-12-05T00:35:13 do you really think hill finding is needed? 2011-12-05T00:35:19 symmetry detection? 2011-12-05T00:35:29 hmm i bet there's an efficient dynamic programming solution to the symmetry problem tho 2011-12-05T00:36:08 mmmm, eggnog 2011-12-05T00:36:21 McLeopold: can you reply to that? it would be nice to have your support in writing 2011-12-05T00:36:28 McLeopold: the main problem is getting jeff to aproove it 2011-12-05T00:36:53 anyway 2011-12-05T00:36:56 g2g to bed 2011-12-05T00:37:00 6:30 wakeup tomorrow 2011-12-05T00:37:05 ok, cya 2011-12-05T00:37:18 a1k0n: I can do it if I see the whole map :) 2011-12-05T00:38:09 oh yeah i wanted to look at that 2011-12-05T00:38:27 a1k0n: so, for each bot, pick one ant, and give it one of 8 orientations 2011-12-05T00:38:54 ants.py already contains all possible symmetries for spawning food eh 2011-12-05T00:38:59 each other bot has a starting ant with an orientation as well 2011-12-05T00:39:13 a1k0n: I think you're making a mistake updating the distributions one ant at a time 2011-12-05T00:39:13 so, for 2 players, there are 8 possibilities 2011-12-05T00:39:31 what? why? 2011-12-05T00:39:34 for 3, I think they all have to be the same 2011-12-05T00:39:35 (bmh) 2011-12-05T00:39:58 Why don't you pick an ant, and all of the ants within (combatRadius+2), and then assign an action: push NSEW, attract, repel 2011-12-05T00:40:15 could 2011-12-05T00:40:28 but lazy 2011-12-05T00:40:45 I think it will do a better job avoiding local maxima. 2011-12-05T00:41:18 i have a version which tries those actions up front before random sampling 2011-12-05T00:41:20 a1k0n: my combat strategy is similar to yours 2011-12-05T00:41:24 with two exceptions: 2011-12-05T00:41:36 mmm, top players discussing combat strategy 2011-12-05T00:41:40 1) I don't work out the best enemy move, I play against all of them simultaneously 2011-12-05T00:41:43 which has pros and cons 2011-12-05T00:41:45 right 2011-12-05T00:41:57 cause your enemy effectively multiplies 2011-12-05T00:42:04 2) I don't use your random sampling technique, I use simulated annealing 2011-12-05T00:42:26 yeah, i have a simulated annealing branch too 2011-12-05T00:42:37 i implemented that first actually 2011-12-05T00:42:49 my rough hack to match up the scoring is that killing a potential enemy is worth 1/5th as much as my ant dying 2011-12-05T00:42:52 before fixing the bugs in combat 2011-12-05T00:42:56 random sampling being monte-carlo method of possible enemy moves? 2011-12-05T00:43:10 and possible local moves 2011-12-05T00:43:26 haha i also use 5:1 scoring 2011-12-05T00:43:31 oh and although you don't mention it I assume you are also salting your score with ancillary goals 2011-12-05T00:43:45 yeah 2011-12-05T00:43:49 a1k0n: like UCT? 2011-12-05T00:43:59 not really like UCT 2011-12-05T00:43:59 so that the combat can also make "global" moves while in combat 2011-12-05T00:44:03 no tree searches 2011-12-05T00:44:07 5-1! whoa 2011-12-05T00:44:14 i only use 2-1 (not done with my normal form yet) 2011-12-05T00:44:21 jstrong: because I play my actual ants vs their possible ants (5 possible moves for each) 2011-12-05T00:44:26 does anyone do more than 1-ply 2011-12-05T00:44:37 ah 2011-12-05T00:44:42 so you're doing a normal form type thing 2011-12-05T00:44:51 actually I vary my ratios slightly depending on circumstances 2011-12-05T00:44:56 aggressiveness, location, how many ants, etc 2011-12-05T00:45:04 nice 2011-12-05T00:45:12 rmmh: i think a couple players attemp that but not eg xathis 2011-12-05T00:45:30 the main known bug with mine is that sometimse I'll make a move where it would be devastating against some countermove 2011-12-05T00:45:34 which the enemy won't actually make 2011-12-05T00:45:35 I -think- a good normal form algorithm is as good as you need 2011-12-05T00:45:39 but sicne they don't I just lose an ant 2011-12-05T00:45:42 yeah 2011-12-05T00:45:44 *** antimatroid has joined #aichallenge 2011-12-05T00:45:45 it's a problem 2011-12-05T00:45:55 well 2011-12-05T00:46:00 why not pick best worst solution 2011-12-05T00:46:04 instead of best best :P 2011-12-05T00:46:07 especially a problem with pseudo minimax simulated annealing 2011-12-05T00:46:08 if you know what I mean 2011-12-05T00:46:15 which is the reason i sample 2011-12-05T00:46:23 I also used to solve combat globally (involving all ants that are in proximity to enemy ants) 2011-12-05T00:46:25 ok gotta read books to my kid, bbiab 2011-12-05T00:46:45 but when I fixed my scoring to be more precise (original scoring only evaluated weakness 1 and >1) 2011-12-05T00:46:46 a1k0n: reading them Norvig or MacKay? 2011-12-05T00:46:52 I need to change my loop so it's not every ant making global decisions... 2011-12-05T00:46:56 the scoring got expensive so I started splitting combat into islands 2011-12-05T00:47:01 which actually yields some interesting peripheral info 2011-12-05T00:47:07 like local strength ratios 2011-12-05T00:47:08 it's dumb when I have 5 of my ants all go towards the same piece of food 2011-12-05T00:47:09 which I didn' tknow before 2011-12-05T00:47:09 yeah islands is the way I want to go myself 2011-12-05T00:47:13 but I don't know how to do it 2011-12-05T00:47:23 I know it will involve some sort of BFS thing but haven't figured it out yet 2011-12-05T00:47:30 islands? 2011-12-05T00:47:32 someone (animatroid?) described an island method 2011-12-05T00:47:33 yeah 2011-12-05T00:47:36 bmh: haha, not quite 2011-12-05T00:47:36 i just figured it out :P 2011-12-05T00:48:13 look u pconnected component labeling and union-find 2011-12-05T00:48:14 the thing I find hard to take into account are multiple enemy ants 2011-12-05T00:48:22 basically you start with your ant, then you add all the enemy ants within (combat_radius + ~2), then repeat for the ants that you added until you stop adding ants 2011-12-05T00:48:24 have you ever been so bad at spelling that a spell checker can't even help you? 2011-12-05T00:48:29 jstrong: find the connected components of the graph of ants within 3 distance on your bfs map 2011-12-05T00:48:38 er 2 distance from your ants, or whatever 2011-12-05T00:48:57 yeah, my original combat also tried to shortcut distance cals 2011-12-05T00:49:02 but it involved the wrong set of ants 2011-12-05T00:49:12 then I made it exactly right and discovered that had other flaws 2011-12-05T00:49:27 McLeopold: once I typed nonsense into YouTube search (my fingers were shifted on the keyboard) and it gave me the correct result. But, no, in general my spelling is fine :) 2011-12-05T00:49:39 a1k0n: exactly what I was thinking 2011-12-05T00:49:43 has anyone tried making concaves around their base on maps like the maze 2011-12-05T00:49:52 if my bfs goes past 2-3 squares from nearest enemy 2011-12-05T00:50:01 concaves? 2011-12-05T00:50:09 then it should cut off because the squares after are no longer part of that battle 2011-12-05T00:50:11 keep in mind that combat involves a mix of euclidean and manhattan distances 2011-12-05T00:50:16 initiate from every ant 2011-12-05T00:50:30 perfectly defensible structures 2011-12-05T00:50:31 but OBVIOUSLY remove ants from being checked in the loop if you already know which island they are part of 2011-12-05T00:51:06 the visualizer was really critical to verifying islands were correct 2011-12-05T00:51:20 yeah good point 2011-12-05T00:52:12 * antimatroid is worried about the larger maps 2011-12-05T00:52:26 the size just got reduced again 2011-12-05T00:52:28 antimatroid: does the 25000 max area help? 2011-12-05T00:52:31 check the new specs 2011-12-05T00:52:46 dunno, that's still up to like 150x150 2011-12-05T00:52:53 but probably 2011-12-05T00:54:11 I know I'm kinda late to the bot writing party, but could someone help me with exploration? 2011-12-05T00:54:19 McLeopold 2011-12-05T00:54:21 I'd be happy to help 2011-12-05T00:54:23 McLeopold: ask...? 2011-12-05T00:54:34 I don't have the best bot ever but I can definitely at least help 2011-12-05T00:54:35 so, what's the best way to spread out? 2011-12-05T00:54:49 I'd say exploration is separate from spreading out 2011-12-05T00:54:58 I use a lastSeen system 2011-12-05T00:55:04 it feels the same 2011-12-05T00:55:06 exploration is keeping track of what you've ever seen (or seen recently for some versions) and trying to get 100% coverage 2011-12-05T00:55:17 i collect unseen border info when generating closest friend hill info 2011-12-05T00:55:18 one is concerned with unseen, the other with non-visible 2011-12-05T00:55:34 then move ants towards that border, bombing it when i collect a location 2011-12-05T00:56:03 i used to just get closest hill info across the map, but i'm just doing it to the unseen border every time i need to update, cause i want maximal time on larger maps 2011-12-05T00:56:23 mcleopold: if you have a working food gathering system you could add a new kind of "food" which is just locations seeded in a grid on the map 2011-12-05T00:56:29 *** Palmik has joined #aichallenge 2011-12-05T00:56:35 (hence my questions about larger maps, i don't want to make "suboptimal" decisions to make my bot run on the specified dimensions and then have the contest barely even use them :\ 2011-12-05T00:56:37 at a rate of about the square that fits inside the vision circle 2011-12-05T00:56:38 BenJackson: I tried that, but it sucked 2011-12-05T00:57:02 oh I thought you were just trying to get started :) 2011-12-05T00:57:21 That's the only thing I tried 2011-12-05T00:57:30 and I tried tweaking it a bunch of ways 2011-12-05T00:57:31 I acutally calculate the perimeter of the explored space and add every one of those squares to a goal set 2011-12-05T00:57:46 but that's purely for exploration, not for spreading out 2011-12-05T00:57:55 my spreading out is ridiculously brute force 2011-12-05T00:58:02 i don't spread out at all 2011-12-05T00:58:26 and despite my spreading out logic I still don't blend in strategy in a way that doesn't sometimes let me collapse 2011-12-05T00:58:30 which can be awesome or terrible, depending 2011-12-05T00:58:42 finding the *last* enemy hill and having all my ants suddenly surround it is great 2011-12-05T00:58:49 if it's a huge battle and I just gave up tons of vis, oops 2011-12-05T00:59:30 do you have any special order functions for searching? 2011-12-05T00:59:33 even if it's a bfs? 2011-12-05T00:59:41 like a priority bfs 2011-12-05T00:59:43 BenJackson: to spread out do you just have each ant find its nearest neighbor and walk away from it? 2011-12-05T00:59:50 not yet 2011-12-05T01:00:05 i meant BenJackson :P 2011-12-05T01:00:08 bmh: for every ant I work out what new squares it would see for every move and what squares it would stop seeing 2011-12-05T01:00:19 and then I solve that for all the ants simultaneously to maximize total seen squares 2011-12-05T01:00:29 actually seen is wrong because it's by walking steps and not seeing steps 2011-12-05T01:00:48 oh more like terrirory? 2011-12-05T01:00:50 when I wrote it I just wanted to see how it would work 2011-12-05T01:00:58 since I couldn't think of a clever/fast way to do it 2011-12-05T01:01:02 and if it sucked I didn't want to keep thinking about it 2011-12-05T01:01:09 but it worked ok AND it didn't actually cost as much as I expected 2011-12-05T01:01:31 however my ants are generally too dense 2011-12-05T01:01:42 do you ever path find while avoiding potential enemy battles? 2011-12-05T01:01:48 that could be good but they don't really exhibit an "antibody" behavior like I'd hoped. 2011-12-05T01:01:53 individual enemy ants are just too hard to kill 2011-12-05T01:01:55 too slippery 2011-12-05T01:02:06 ie. calcualte the soonest battle with an enemy for each location and don't walk there if current path length is at least that soon 2011-12-05T01:02:38 no, my pathfinding ignores ants at the moment 2011-12-05T01:02:51 soonest enemy battle info is a bit of a pain to calculate, you need to do like the bfs but for each search location bomb the attack radius 2011-12-05T01:02:53 although on my list is to actually use weighted pathfinding 2011-12-05T01:07:53 McLeopold: are you worried about time or being smart enough? 2011-12-05T01:08:11 BenJackson: you iteratively collect food right? 2011-12-05T01:08:24 ie. don't send multiple ants to the same food? 2011-12-05T01:08:52 I pick specific ants for each food but I can pick the same ant for multiple food 2011-12-05T01:08:53 how do you do that? iterated bfs, simultaneous bfs? messily update info? 2011-12-05T01:09:02 same ant after its been moved? 2011-12-05T01:09:05 bfs from every individual food 2011-12-05T01:09:10 antimatroid: smarts 2011-12-05T01:09:14 the clever bit is what order to do the searches 2011-12-05T01:09:36 do you mean move an ant then re move it? 2011-12-05T01:09:42 or just consider an ant for multiple food items? 2011-12-05T01:10:08 i used to iteratively collect food with a* while reusing ants, but it's too slow on larger maps 2011-12-05T01:10:17 with a* or bfs 2011-12-05T01:10:18 remember there's not much fodo 2011-12-05T01:10:20 food 2011-12-05T01:10:27 so try to make the complexity scale with how much food you see 2011-12-05T01:10:32 not how many ants 2011-12-05T01:10:33 yeah i know 2011-12-05T01:10:39 hence searching from food to ants 2011-12-05T01:10:51 searching from food to ants and reusing ants is a pita though no? 2011-12-05T01:11:05 cause you need to keep searching after finding an ant until the current path is greater than the best path found 2011-12-05T01:11:14 Err 2011-12-05T01:11:20 well if you bfs from food the first ant you find is the closest 2011-12-05T01:11:27 That^ 2011-12-05T01:11:38 not if some of your ants considered for moving have already collected food and are "available" later than now 2011-12-05T01:11:45 if you bfs from food and the first thing you find is *other food*... 2011-12-05T01:11:48 didn't you say you're using one ant for multiple targets? 2011-12-05T01:11:55 ahhhh, i get you now :P 2011-12-05T01:12:06 i played with that last night 2011-12-05T01:12:13 i thought it didn't work, but i'll play again 2011-12-05T01:12:14 hence the importance of the order you do the food searches 2011-12-05T01:12:28 IMO the only time this is important is in the very early game 2011-12-05T01:12:29 do you order based on the number of adjacent food? 2011-12-05T01:12:42 later food pickup is dominated by other things 2011-12-05T01:12:55 and do you make the targets to food locations or the locations adjacent to food? 2011-12-05T01:13:04 I think working out the order is left as an exercise for the reader here... 2011-12-05T01:13:12 i think i might just search to adjacent locs cause otherwise it's a pita to correct for not actually walking on to targets 2011-12-05T01:13:14 antimatroid: I use the same technique I did for pw 2011-12-05T01:13:26 yeah sorry, i'm just poking around to see what others are doing :P 2011-12-05T01:13:30 I can bfs to future ants 2011-12-05T01:13:31 I use the food because using adjacent never becamet hat important 2011-12-05T01:14:02 I use the adjacent locations, because it's just as easy 2011-12-05T01:14:09 it's easier imo 2011-12-05T01:14:12 not that i'm doing it 2011-12-05T01:14:16 for my food pickup i simply assign one ant per food 2011-12-05T01:14:20 seems to work for me 2011-12-05T01:14:31 like I said, the food thing only really matters at the very beginning 2011-12-05T01:14:31 i don't want fine :P 2011-12-05T01:14:37 i understand that 2011-12-05T01:14:40 efficiently collecting the initial food is important 2011-12-05T01:14:57 after that almost anything works as long as it doesn't try to move ALL of your ants toward the food 2011-12-05T01:15:08 i don't know if i like your food thing, what about a...*..*..a? 2011-12-05T01:15:48 i don't need your solution, but are you correctly assigning closest ants to food? 2011-12-05T01:15:55 antimatroid: it depends on where the hill is 2011-12-05T01:16:03 i meant ben jackson 2011-12-05T01:16:19 my understand is he'd bfs from the food, find another food and not collect both? 2011-12-05T01:16:26 so then end up sending the right a to collect both? 2011-12-05T01:16:58 I think I would send both ants in with my code, but it might be worth it to harvest slower 2011-12-05T01:17:00 hm, the "past other food" condition is commented out of my code 2011-12-05T01:17:11 so I'd send one ant for a..a...*...* 2011-12-05T01:17:15 McLeopold: bfs'ing from future ants I do by ordering BFSSearchItem by current path yeah? 2011-12-05T01:17:18 that's what i'm doing anyway 2011-12-05T01:17:19 but both for a...*..*...a 2011-12-05T01:17:33 but only 1 for a.*..*........a 2011-12-05T01:17:57 i don't think i get what you're doing :P 2011-12-05T01:18:24 you search from the two *'s yeah? so what happens when they find each other? :P 2011-12-05T01:18:36 nothing, that condition is commented out 2011-12-05T01:18:40 antimatroid: another food item is a potential ant at some point, you just increase the distance by the detour amount, which is sometimes 0 2011-12-05T01:19:00 so you're sending one ant to a single food item? 2011-12-05T01:19:08 McLeopold: no it's not 2011-12-05T01:19:16 adjacent to the food in 1 direction is an ant at some point 2011-12-05T01:19:25 you don't actually need to walk onto the food and that no longer spawns into an ant 2011-12-05T01:19:33 meh, I assumed you'd account for that :) 2011-12-05T01:19:51 that's my point about not actually walking onto targets for collecting food 2011-12-05T01:20:01 you want to know where the ant is going to be adjacent to the food, not where the food is 2011-12-05T01:20:03 Not much of a point 2011-12-05T01:20:20 *** ltriant has quit IRC (Quit: Computer has gone to sleep) 2011-12-05T01:20:26 antimatroid: okay, any point is a potential ant 2011-12-05T01:20:31 it is when you're using info about where ants will be in the future :P 2011-12-05T01:20:39 *** zyberkiddy has joined #aichallenge 2011-12-05T01:20:40 Because when you walk next to it, the target goes away, so you're not actually walking on top of it 2011-12-05T01:21:07 but i need to know where my ant will be in the future 2011-12-05T01:21:15 and that's one of the locations adjacent to the food, not the food 2011-12-05T01:21:16 you do need to allow for suddenly appearing food 2011-12-05T01:21:21 yeah 2011-12-05T01:21:24 and food that starts next to you initially 2011-12-05T01:21:25 i just do that at the start 2011-12-05T01:21:51 in a local test I had a bot lose a game when it got stuck trying to walk AROUND initial food right by the hill 2011-12-05T01:21:56 into a crevice 2011-12-05T01:22:01 i figure if food suddenly appears in my path, I get a free food faster 2011-12-05T01:22:02 or alternatively just tell it to move onto food, although i think the bot test thing fails you for that? 2011-12-05T01:22:06 then it wouldn't come out because it didn't want to step on the hill again 2011-12-05T01:22:15 McLeopold: yes, but you need to stay still to collect it at the end of the turn 2011-12-05T01:22:19 true 2011-12-05T01:22:23 if you path find blocking food you'll move diagonal to it 2011-12-05T01:22:45 I think a1k0n lost a game with that, the initial food was next to the hill 2011-12-05T01:22:59 he only loses 1 turn to get the second ant? 2011-12-05T01:23:13 i think it'd be more an issue when an enemy can cause you not to get it 1 turn later 2011-12-05T01:23:33 I just remember swearing and a game link :) 2011-12-05T01:23:36 I've had two equally matched bots get off to radically different starts when one chose to step back into the "cave" the hill was in rather than the first ant going OUT 2011-12-05T01:23:37 :) 2011-12-05T01:23:41 so subtle 2011-12-05T01:23:51 but then that ant lost the race to every chokepoint 2011-12-05T01:24:19 Oh, now I know exactly what I'll do about food 2011-12-05T01:24:29 do you set up a perimeter around your hills or just try to maximise vision around them? 2011-12-05T01:24:56 i'm doing the former 2011-12-05T01:26:57 I used to nail 4 ants at the corners 2011-12-05T01:27:04 now it's more vague but I haven't really evaluated it 2011-12-05T01:27:09 nah i don't like that, too smaller perimeter 2011-12-05T01:27:23 i am pretty proud of my way to do it 2011-12-05T01:27:28 although it's actually simple in the end 2011-12-05T01:27:40 the tricky part of defense like that is knowing when to start defending 2011-12-05T01:27:48 initially you have to abandon your hill to explore 2011-12-05T01:27:55 yeah 2011-12-05T01:27:57 and assume you will defend with new ants due to feeding 2011-12-05T01:28:09 that's part of the reason that low-food multi-hill maps are so random 2011-12-05T01:28:09 antimatroid: do I need to pass parameters to generate multi_hill_mazes? 2011-12-05T01:28:14 one option is to only defend moving outwards 2011-12-05T01:28:21 from a hill 2011-12-05T01:28:34 McLeopold: not sure :P 2011-12-05T01:28:36 let me have a look 2011-12-05T01:29:08 GreenTea is charging up the ranks again 2011-12-05T01:29:13 McLeopold: it has min and max hill parameters 2011-12-05T01:29:24 BenJackson: watch out for dmj111 2011-12-05T01:29:29 anyone want to vote on the min/max values? 2011-12-05T01:29:37 i noticed he had a bot in the top 30 before, and by the looks of it didn't see the contest right away 2011-12-05T01:29:43 1 :P 2011-12-05T01:29:49 i hate the random tie break rule for spawning 2011-12-05T01:29:52 antimatroid: I swear I was going to just let the contest go at this point but then I broke into the top 10 2011-12-05T01:29:54 it's my least favourite thing about the game 2011-12-05T01:29:56 and it's on again 2011-12-05T01:30:22 i very much dislike things being determined randomly 2011-12-05T01:30:41 :p 2011-12-05T01:31:02 1 definitely should be the minimum 2011-12-05T01:31:44 BenJackson: i wont be happy until i finish top 10 after tron, that was devestating 2011-12-05T01:31:59 although i'm pushing it for time on this 2011-12-05T01:32:05 I chalk it up to quantum ant effects 2011-12-05T01:32:10 http://aichallenge.org/visualizer.php?game=161855&user=3473 2011-12-05T01:32:15 yes but i want to know where future ants will spawn :P 2011-12-05T01:32:23 I'm going to need to finally detect cul-de-sacs if those maps are popular 2011-12-05T01:32:27 it would be much nicer if i could just execute spawn orders 2011-12-05T01:32:45 those maps are my favourite so far 2011-12-05T01:32:52 that's what i wanted to make, but failed 2011-12-05T01:33:48 McLeopold: I wouldn't be opposed to some smaller width passages through those water walls 2011-12-05T01:34:09 just so long as a 3x3 block can traverse between all hills 2011-12-05T01:34:28 I think janzert (?) was saying that would be true 2011-12-05T01:34:40 that many of the existing random walks are ok despite the 1-square passes 2011-12-05T01:34:41 what was true? 2011-12-05T01:34:56 yeah some of them are carved with 3x3 i think 2011-12-05T01:35:03 but allow 1 width passages to turn up 2011-12-05T01:35:04 *** bmh has quit IRC (Quit: Page closed) 2011-12-05T01:35:11 but i wouldn't guarantee it, or that all map gens are doing that 2011-12-05T01:35:21 map gens ended up being used that i didn't expect to be used :P 2011-12-05T01:35:49 so far all I've really done since my last submission is make my bot about 15% faster 2011-12-05T01:35:56 i worked out how to do the translationally symmetric maps with pencil and paper, that felt good to solve :P 2011-12-05T01:36:39 I removed several bad random walks earlier 2011-12-05T01:36:46 the list is in a github commit 2011-12-05T01:36:52 the random walk mapgen should really be re done 2011-12-05T01:37:01 right now random_walk generation passes about 40% 2011-12-05T01:37:19 i would love to good map gen done with perlin noise 2011-12-05T01:37:24 i could never get that working well either 2011-12-05T01:37:43 that doesn 2011-12-05T01:37:45 t surprise me :P 2011-12-05T01:37:56 to see a* 2011-12-05T01:39:03 are any organizers still here? 2011-12-05T01:39:21 yeah 2011-12-05T01:39:45 i barely count :P 2011-12-05T01:41:46 Have you decided on a minimum distance between hills? 2011-12-05T01:42:01 I read 24, but then one map has them only 11 apart 2011-12-05T01:42:06 it's 20 2011-12-05T01:42:12 the spec page has been updated with it 2011-12-05T01:42:28 Antimony: the bad maps should have been removed 2011-12-05T01:42:29 ok thanks 2011-12-05T01:42:40 if you see one in a game, let us know 2011-12-05T01:42:56 and that is only enemy hills 2011-12-05T01:43:03 you can have your own hills within 20 2011-12-05T01:43:46 oh cool, lots of new restrictions 2011-12-05T01:44:00 maybe that will make my hill location inference slightly more efficient 2011-12-05T01:44:30 so the earliest possible hill razing is on turn 20? 2011-12-05T01:44:46 if you're stupid, yes :P 2011-12-05T01:44:52 Or lucky 2011-12-05T01:44:56 true 2011-12-05T01:45:21 Are those specifications likely to change before finals? 2011-12-05T01:45:30 antimatroid: does the mapgen.py do 3 or 5 players? 2011-12-05T01:45:38 Antimony: not likely 2011-12-05T01:45:41 but... 2011-12-05T01:45:42 ok good 2011-12-05T01:45:44 for translationally symmetric maps it should 2011-12-05T01:45:57 I guess I need to download the new maps for testing 2011-12-05T01:46:09 the ones in the starterpackage no longer meet the specifications 2011-12-05T01:46:37 antimatroid: if you could find the time to update mapgen so hills are generated in correct distances, that would be awesome 2011-12-05T01:46:47 i will try to do it this week 2011-12-05T01:46:49 I'm only getting a 5% success rate 2011-12-05T01:47:16 and only even numbers are passing :( 2011-12-05T01:47:19 of players 2011-12-05T01:47:37 i guess i need a new test map 2011-12-05T01:47:43 my current one is like 190x190 2011-12-05T01:47:55 oh, I got 1 3 player 2011-12-05T01:48:40 antimatroid: the part that makes the walls jagged, can that be applied to any map? 2011-12-05T01:49:09 So if we see a 45x195 map, that means we can immediately tell that it doesn't have 10 players? 2011-12-05T01:49:28 Antimony: probably 2011-12-05T01:49:44 WEll the specs say at least 900 sqaures per player 2011-12-05T01:49:54 and 45x195 is 8775 2011-12-05T01:50:01 then, yes 2011-12-05T01:50:06 McLeopold: I literally just bfs out and get the water border then randomly remove cells 2011-12-05T01:50:07 cool 2011-12-05T01:50:11 I was thinking not divisible by 10 2011-12-05T01:50:37 No, all you need is at least one dimension to be divisible by 5 2011-12-05T01:50:45 antimatroid: so yes, kinda. that would open up holes in my walls 2011-12-05T01:50:55 or possibly, the sum or difference of dimensions 2011-12-05T01:50:59 Antimony: but the other would need to be even? 2011-12-05T01:51:03 nope 2011-12-05T01:51:09 McLeopold: does that matter? 2011-12-05T01:51:15 there's a lot of cases 2011-12-05T01:51:16 well, it does in cell_mazes ;) 2011-12-05T01:51:20 you can't tell much from dimensions alone 2011-12-05T01:51:30 a 3x3 block will be able to traverse the map still, but it may be more open 2011-12-05T01:51:35 or you could try and thicken your walls 2011-12-05T01:51:47 Or you could do the reverse 2011-12-05T01:52:12 or only delete a cell with 3 water neighbours 2011-12-05T01:52:15 Anyway, I think it's extremely unlikely that the new restrictions will ever let my bot find a hill faster 2011-12-05T01:52:16 that would be hard with my maps, because the corridors are at angles 2011-12-05T01:52:21 but it can't hurt I guess 2011-12-05T01:52:41 I could pick a giant wall width and cell size, but then there isn't much variation 2011-12-05T01:54:12 I could ensure I don't open a wall with a quick local check probably 2011-12-05T01:54:32 closing off a passage would be more intense 2011-12-05T01:57:58 *** jstrong has quit IRC (Quit: Leaving.) 2011-12-05T01:58:09 <_flag> McLeopold: I've been noticing a larger disparity in the rankings of the players top bots are paired up with; top bots occasionally play games with players ranked ~2000 and lower 2011-12-05T01:58:18 <_flag> Is that intentional? 2011-12-05T01:58:36 Wait, does the 150 max distance mean no more 2 player maze maps? 2011-12-05T01:58:51 those were kind of cool 2011-12-05T02:02:08 <_flag> McLeopold: nevermind, I think their mus were just fairly high 2011-12-05T02:03:33 i don't see why that would mean that? 2011-12-05T02:04:54 _flag: a change was made this morning to matchmaking 2011-12-05T02:05:22 I thought the top bots were playing lower ranked bots too often 2011-12-05T02:05:41 <_flag> McLeopold: Maybe that's why I can't find any recent examples, thanks :) 2011-12-05T02:05:55 so, you should be losing more now :) 2011-12-05T02:06:13 wow, who decided that the best program to open .map files is Visual Studio? Thanks Microsoft 2011-12-05T02:06:16 <_flag> haha 2011-12-05T02:06:44 McLeopold: I thought we were going make a eucilidean and travel distance minimum for enemy hills? 2011-12-05T02:06:47 It always surprises me when my made up extensions get opened by MS software... 2011-12-05T02:06:57 janzert: I did 2011-12-05T02:07:00 * antimatroid is in favour of allowing enemy hills to start in view 2011-12-05T02:07:01 Anyway, the hill distance on maze_02p_01.map is definitely higher than 150, so I was asking it that kind of map is forbidden 2011-12-05T02:07:13 antimatroid: they can 2011-12-05T02:07:16 cool 2011-12-05T02:07:29 Who could've thought of .map before ;) 2011-12-05T02:07:32 looks like you have the eucilidean distance larger than the travel distance? 2011-12-05T02:07:41 well it's used for linker files 2011-12-05T02:07:48 Antimony: multi-hill or not? 2011-12-05T02:07:52 it's singlehill 2011-12-05T02:07:57 which might as well be just a eucilidean 2011-12-05T02:08:06 no, it's sqrt(25) which is 5 2011-12-05T02:08:11 Antimony: I'm pretty sure that one was removed 2011-12-05T02:08:14 ok 2011-12-05T02:08:47 janzert: yeah, it is squared, so just 5 2011-12-05T02:08:58 how can I download a pack of uptodate maps? 2011-12-05T02:09:07 Antimony: wait 10 minutes 2011-12-05T02:09:10 ok 2011-12-05T02:09:16 I'll be uploading a bunch soon 2011-12-05T02:09:47 _flag: you had a timeout? 2011-12-05T02:09:51 radius squared doesn't make much sense there to me, radius apparently == distance there? 2011-12-05T02:10:05 <_flag> McLeopold: very rare bug, I've fixed it already but it doesn't warrent a reupload 2011-12-05T02:10:26 good thing you still won :) 2011-12-05T02:10:38 also I would still prefer saying that the hills must be traversable by a 3x3 block no a minimum amount of the map 2011-12-05T02:10:38 <_flag> Yeah, that would've been a really embarassing loss 2011-12-05T02:10:56 janzert: that is there too 2011-12-05T02:11:06 it says 2/3rds traversable 2011-12-05T02:11:07 feel free to update the specs to make it clear 2011-12-05T02:11:17 hills must be in that 2/3rds 2011-12-05T02:11:40 I want to get rid of the 2/3rds is what I'm saying 2011-12-05T02:11:50 oh 2011-12-05T02:11:52 it could be 10% if you can travel through all the hills 2011-12-05T02:11:52 why? 2011-12-05T02:12:16 more general and accomplishes what we want 2011-12-05T02:12:27 yeah, ok 2011-12-05T02:13:44 janzert: I'm going to upload a bunch of maps, I'll add that check later 2011-12-05T02:13:46 *** treeform has quit IRC (Remote host closed the connection) 2011-12-05T02:14:08 can I change the min hill distance to be explicitly larger than 5 2011-12-05T02:14:14 ok 2011-12-05T02:14:28 are these more just cell maze maps? 2011-12-05T02:14:36 no, all types 2011-12-05T02:14:39 great 2011-12-05T02:14:47 I'm running the others through the check now 2011-12-05T02:14:54 can you balance the numbers back out a bit? 2011-12-05T02:15:01 which numbers? 2011-12-05T02:15:10 player count? 2011-12-05T02:16:19 *** Antimony has quit IRC (Ping timeout: 252 seconds) 2011-12-05T02:16:46 map types 2011-12-05T02:17:02 so there are roughly equal numbers of each type 2011-12-05T02:17:18 can we consider maze and multi-hill maze the same type? 2011-12-05T02:17:22 and, yes 100 of each 2011-12-05T02:17:53 yeah, fine with me 2011-12-05T02:18:04 did you put a limit on the number of hills? 2011-12-05T02:18:09 5 2011-12-05T02:18:25 sounds good 2011-12-05T02:18:36 those will mostly fail though 2011-12-05T02:18:53 until antimatroid can get some good checks into the gen 2011-12-05T02:18:54 https://github.com/aichallenge/aichallenge/wiki/Ants-Map-Format look good? 2011-12-05T02:19:54 does the close range sentence sound backwards? 2011-12-05T02:20:44 yeah, I was just thinking that 2011-12-05T02:20:56 I think change produce and can to Produce and Can at the end 2011-12-05T02:20:58 otherwise looks good 2011-12-05T02:21:00 above there is an A-Z when it should be A-J 2011-12-05T02:21:25 *** zyberkiddy has quit IRC (Ping timeout: 248 seconds) 2011-12-05T02:21:25 m [.%*!?a-jA-J0-9] there too 2011-12-05T02:21:38 yeah, that should be explained as a regex or something 2011-12-05T02:21:50 oh wait, is j the 10th letter? 2011-12-05T02:21:57 oh, i get it 2011-12-05T02:21:58 nm 2011-12-05T02:22:14 we can skip i, like in go :) 2011-12-05T02:22:58 ok, now good? 2011-12-05T02:24:32 yep 2011-12-05T02:25:15 yep 2011-12-05T02:25:51 *** magikmw has left #aichallenge 2011-12-05T02:26:30 *** magikmw has joined #aichallenge 2011-12-05T02:26:38 *** amstan has quit IRC (Ping timeout: 240 seconds) 2011-12-05T02:29:59 janzert: did you see my cutoff note? 2011-12-05T02:30:03 *** epicmonkey has joined #aichallenge 2011-12-05T02:30:08 http://aichallenge.org/visualizer.php?game=161906&user=871 2011-12-05T02:34:27 *** zyberkiddy has joined #aichallenge 2011-12-05T02:34:57 aichallenge: McLeopold epsilon * r90c317d / (88 files): add random walk maps - http://git.io/T5-U4g 2011-12-05T02:34:58 aichallenge: McLeopold epsilon * r01615fd / (93 files): add some maze maps - http://git.io/s8FK8w 2011-12-05T02:34:58 aichallenge: McLeopold epsilon * r4c8db1c / (15 files): add some cell mazes - http://git.io/f9XRkQ 2011-12-05T02:34:58 aichallenge: McLeopold epsilon * r6585eef / (ants/mapgen/cell_maze.py ants/mapgen/map.py): updates to cell maze, map.py checks other maps now - http://git.io/1vPcQw 2011-12-05T02:38:13 *** mleise has joined #aichallenge 2011-12-05T02:38:46 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has quit IRC (Quit: Lost terminal) 2011-12-05T02:41:16 nice, strcat_next is another improvement over the version I have uploaded atm 2011-12-05T02:41:18 :) 2011-12-05T02:41:58 http://aichallenge.org/ 2011-12-05T02:42:05 http://aichallenge.org/visualizer.php?game=163243 2011-12-05T02:42:07 oops :) 2011-12-05T02:42:55 good defense didn't win... 2011-12-05T02:43:20 one of the recent ones I won I think I took two hills after losing mine 2011-12-05T02:45:00 or maybe I'm confused and that was one of those new multi-hill cell maps 2011-12-05T02:45:31 nice, Arch updated to clang/llvm 3.0 - now I can remove my broken version :P 2011-12-05T02:46:54 *** Garf has joined #aichallenge 2011-12-05T02:47:33 MyBot.cpp:321:74: error: use of undeclared identifier 'loc'; did you mean 'log'? 2011-12-05T02:47:35 lol 2011-12-05T02:47:42 they have typo correction suggestions now 2011-12-05T02:48:17 thestinger: you're due for a resubmit 2011-12-05T02:48:23 on the site? 2011-12-05T02:48:29 on the site, yeah 2011-12-05T02:48:35 I actually did about a week ago 2011-12-05T02:48:39 http://aichallenge.org/profile.php?user=2255 2011-12-05T02:48:42 sigma is still 2 2011-12-05T02:49:11 huh, somehow I thought you'd played more games 2011-12-05T02:49:28 I forgot I hit the "game spurt" that comes with being deactivated :) 2011-12-05T02:50:06 clang doesn't seem to like one of my lambdas :( 2011-12-05T02:50:19 oh I managed to drop down a line while trying to hover your score 2011-12-05T02:51:25 a1k0n resubmitted 2011-12-05T02:51:30 http://ompldr.org/vYmxlcA this is pretty amusing though 2011-12-05T02:51:38 you don't mean loc, you mean log! 2011-12-05T02:51:54 antimatriod: yeah I noticed because I went up a place 2011-12-05T02:52:10 then I saw he wasn't at #5 anymore 2011-12-05T02:52:23 he was saying he's "done" 2011-12-05T02:52:33 yeah i saw him say that 2011-12-05T02:52:47 *** zyberkiddy has quit IRC (Ping timeout: 268 seconds) 2011-12-05T02:53:05 BenJackson: give him http://www.canyoucrackit.co.uk/ to distract him for a few days :P 2011-12-05T02:53:23 DARPA has a challenge going to piece together shredded docs 2011-12-05T02:54:01 is that the "shredded" image problem? 2011-12-05T02:54:22 no this is literally for shredded paper 2011-12-05T02:54:26 looks like someone already won that 2011-12-05T02:54:27 oh 2011-12-05T02:54:37 the challenge is a dataset of scans of shredded bits of paper 2011-12-05T02:55:13 Someone shreddeda document they shouldn't of? 2011-12-05T02:55:25 Quick, crodsource this! 2011-12-05T02:55:29 crowd* 2011-12-05T02:58:44 *** FlyinFish has joined #aichallenge 2011-12-05T02:59:52 *** analyst74 has quit IRC (Ping timeout: 240 seconds) 2011-12-05T02:59:53 *** FlyinFish is now known as analyst74 2011-12-05T03:00:09 * antimatroid wonders about the idea of minimal connecting paths between a set of targets being possibly useful? 2011-12-05T03:00:34 like a minimal spanning path or whatever they're called 2011-12-05T03:01:12 i quite like that idea i think 2011-12-05T03:02:47 *** epicmonkey has quit IRC (Ping timeout: 240 seconds) 2011-12-05T03:05:20 *** ikaros has joined #aichallenge 2011-12-05T03:05:55 ho, ho, i think i just worked out an awesome way to iteratively collect targets :D 2011-12-05T03:08:20 do tell 2011-12-05T03:08:36 wow, I wasn't preventing collisions for enemy move prediction 2011-12-05T03:09:24 above is a hint 2011-12-05T03:09:32 i'll try and describe but it might be a bit messy 2011-12-05T03:09:48 thestinger I still don't :) 2011-12-05T03:09:56 antimatroid: so you mean sending one ant on the ideal path to collect a few food? 2011-12-05T03:10:11 or ideal-ish 2011-12-05T03:10:59 BenJackson: btw, I figured out another way to trick gcc into optimizing more 2011-12-05T03:11:02 for each ant, find the a closest path target and add the "move" (aLoc, mLoc, direction, cLoc) to a priority queue, also do this for each target to another target and add these moves, then keep pulling off moves and making them if the aLocation is currently an ant and the food location hasn't been collected 2011-12-05T03:11:17 I put every class/struct into an anonymous namespace, and the binary is now 50% smaller 2011-12-05T03:11:20 food/target 2011-12-05T03:11:24 i think that works? 2011-12-05T03:11:25 so I assume it resulted in some crazy optimization.... 2011-12-05T03:11:31 that would be fantastic if it does 2011-12-05T03:12:01 probably prevents it from emiting the (unused) extern versions of everythign that was inlined 2011-12-05T03:12:17 well, now I don't get -Winline warnings for default constructors/destructors etc. 2011-12-05T03:12:20 what do people think of that idea? 2011-12-05T03:12:27 before it wasn't inlining all that stuff to prevent code from growing too much 2011-12-05T03:12:56 antimatriod: I think you've just described a transformation of a graph of ants to targets into ants and targets to targets 2011-12-05T03:13:07 and then did pathfindign on that graph, weighted by path length between each 2011-12-05T03:13:14 gcc has some sort of aversion to inlining something that could be used in another translation unit 2011-12-05T03:13:36 BenJackson: yeah pretty much 2011-12-05T03:13:38 did you try "flatten"? 2011-12-05T03:13:45 i like it though :P 2011-12-05T03:13:45 helped my combat eval 2011-12-05T03:13:54 otherwise there's some limit to how far the inlining will go 2011-12-05T03:14:15 ah, haven't tried that yet 2011-12-05T03:14:15 you should like flatten: it's the inlining equivalent of your putting everything in one file 2011-12-05T03:14:25 actually if you flattened main you might get a one-function bot ;-) 2011-12-05T03:15:06 McLeopold: do you like? 2011-12-05T03:15:37 wow, -fwhole-program speeds stuff up a _lot_ 2011-12-05T03:16:30 heh, -combine is the equivalent to your giant file 2011-12-05T03:16:49 "giant" :P 2011-12-05T03:16:51 1400 lines 2011-12-05T03:18:38 -flto probably accomplishes the same optimizations anyway 2011-12-05T03:22:07 antimatroid: reading... 2011-12-05T03:22:29 you might need to play around with it a bit 2011-12-05T03:22:54 like i think for each food location you want to find the closest ant not used yet 2011-12-05T03:23:07 *** analyst74 has quit IRC (Ping timeout: 252 seconds) 2011-12-05T03:23:15 *** mviel has joined #aichallenge 2011-12-05T03:23:16 I don't get it 2011-12-05T03:23:43 i'll paste bin a tiny example 2011-12-05T03:24:24 that will be worse :) 2011-12-05T03:25:07 wouldn't you send multiple ants to the same food then? 2011-12-05T03:25:32 if one ant collects, the path to the next target would be taken 2011-12-05T03:25:49 or do you mean if the food is not going to be collected in the future? 2011-12-05T03:27:02 http://pastebin.com/gRnEgL4z 2011-12-05T03:27:17 try now 2011-12-05T03:27:21 i had to do a captcha 2011-12-05T03:28:17 so for each ant and target you have a move to another target of shortest path 2011-12-05T03:28:20 it's not perfect 2011-12-05T03:28:25 but might work wellish 2011-12-05T03:28:36 that's similar to what I was talking about 2011-12-05T03:28:38 BenJackson: pure seems to work very well 2011-12-05T03:28:41 the ordering of the food makes it work 2011-12-05T03:28:49 pure helps on things like getLocation 2011-12-05T03:28:53 heh, sorry :P 2011-12-05T03:28:57 lets the compiler hoist things 2011-12-05T03:29:01 all my functions can be given pure basically... 2011-12-05T03:29:27 I find it strange that gcc can't figure that out itself 2011-12-05T03:30:20 oh 2011-12-05T03:30:33 so if you pass a function a reference to something and it alters it, it can't be pure? 2011-12-05T03:30:44 right 2011-12-05T03:30:55 pure means "function of arguments (and globals)" 2011-12-05T03:31:14 it just helps the compiler do CSE and hoisting 2011-12-05T03:31:23 antimatroid: so, d(a,F) would need to be the d(a,f) + d(f,F)? 2011-12-05T03:31:31 the visualizer is making me lazy 2011-12-05T03:31:36 McLeopold: yep 2011-12-05T03:31:42 I'm just visualizing my function over and over instead of really thinking 2011-12-05T03:31:43 yeah, I like it 2011-12-05T03:31:44 and you'd need to like combine the two lots of info 2011-12-05T03:32:10 I think that is what I'm doing now 2011-12-05T03:36:38 *** ikaros has quit IRC (Quit: Ex-Chat) 2011-12-05T03:37:39 hoooly crap if this idea I jsut tried worked as well on fluxid etc as it does in this test... 2011-12-05T03:37:45 wow this is nuts 2011-12-05T03:38:50 what idea? 2011-12-05T03:39:13 sorry this is a contest-winning idea 2011-12-05T03:39:15 poor Fluxid getting highlighted all the time :P 2011-12-05T03:39:25 heh didn't mean to beep fluxid 2011-12-05T03:39:27 BenJackson: ahaa~ :) 2011-12-05T03:39:29 np 2011-12-05T03:40:21 link to game? :P 2011-12-05T03:40:32 i wonder if it's what i think it might be 2011-12-05T03:40:57 i have a couple of things i'm keeping mostly to myself which i haven't really seen much talk about 2011-12-05T03:41:08 I know ChrisH is doing one of them 2011-12-05T03:41:22 yeah as I figure out things I spot other top players doing them 2011-12-05T03:43:51 i'm not capable of keeping things only to myself 2011-12-05T03:44:22 i already told everything about my bot, lol 2011-12-05T03:44:48 i am fairly terrible 2011-12-05T03:45:04 i shared a couple of things with ChrisH although i'm not sure if he'll use them and he already had some 2011-12-05T03:45:23 i bet BenJackson used the part of code i shared here xD 2011-12-05T03:45:38 no, I wrote that same thing several weeks before 2011-12-05T03:45:43 :) 2011-12-05T03:46:13 I may be totally wrong 2011-12-05T03:46:21 new goals are always neat to watch 2011-12-05T03:46:32 but sometimes it turns out it screws up something else mor important 2011-12-05T03:56:30 *** antimatroid1 has joined #aichallenge 2011-12-05T03:56:30 *** antimatroid has quit IRC (Read error: Connection reset by peer) 2011-12-05T03:58:08 thestinger: meh and I spend quite some time hacking together a working llvm 3.0 PKGBUILD yesterday without knowing what I did 2011-12-05T03:59:02 I got it to build myself but it didn't work properly xD 2011-12-05T04:00:23 I just needed it to build the qtcreator clang code model WIP 2011-12-05T04:00:41 so I don't know if the llvm part works 2011-12-05T04:01:15 McLeopold: still around? 2011-12-05T04:02:36 y 2011-12-05T04:03:17 I did see your note 2011-12-05T04:03:30 on the cutoff? 2011-12-05T04:03:46 basically, I agree with olexis that the game should have continued 2011-12-05T04:03:50 yes and I agree that is a bad thing, but also I want any change at this point to be as minimal as possible 2011-12-05T04:03:56 I'm not sure how to implement it 2011-12-05T04:04:16 I would like to have an additional check to the conditional at line 1493 of ants.py 2011-12-05T04:04:35 *** nalaginrut has quit IRC (Ping timeout: 244 seconds) 2011-12-05T04:04:39 just that the cut_off hasn't killed an ant on an enemy hill 2011-12-05T04:04:47 not sure if that's easy to check though 2011-12-05T04:05:12 so cutoff_turns doesn't increment if the hive is being wiped out basically 2011-12-05T04:05:12 oh, that's so easy 2011-12-05T04:05:22 why didn't I think of that 2011-12-05T04:05:41 notice that the check shouldn't go in the outer conditional at line 1492 though 2011-12-05T04:06:01 I think I'm off on line numbers 2011-12-05T04:06:40 just sec 2011-12-05T04:07:06 so, you want the count to reset if there is a hill collision? 2011-12-05T04:07:08 http://pastebin.com/r8khutL4 2011-12-05T04:07:15 I don't want it to reset 2011-12-05T04:07:19 just not increment 2011-12-05T04:07:38 oops 2011-12-05T04:08:03 yeah, the additional check would have to another nested if 2011-12-05T04:08:07 *** Conorach has joined #aichallenge 2011-12-05T04:08:07 yep 2011-12-05T04:08:13 okay, I'll put that in 2011-12-05T04:08:24 great 2011-12-05T04:08:25 so, collisions on hills stall the cutoff counter 2011-12-05T04:08:39 well, not just collisions but kills hopefully? 2011-12-05T04:08:44 or is that harder to check 2011-12-05T04:08:47 no 2011-12-05T04:08:52 *** mj41 has joined #aichallenge 2011-12-05T04:08:56 if there is a dead ant on a hill, don't increment 2011-12-05T04:09:03 yep, that should work 2011-12-05T04:09:17 on a enemy hill specifically 2011-12-05T04:10:30 of course if his own hive is getting wiped out most likely he's going to drop down below the cutoff percentage anyway 2011-12-05T04:11:24 we have rank and skill display stuff scattered all over the website code right? 2011-12-05T04:11:49 i.e. there wouldn't be an easy way to hide the rank and skill of top 100 bots for the end of the finals 2011-12-05T04:15:58 boost is available for c++ isn't it? and what version? 2011-12-05T04:16:20 janzert: no 2011-12-05T04:16:31 janzert: also, what if you suicide on your own hill? 2011-12-05T04:17:17 hmm, you'll just prolong the cutoff for the dominant bot? 2011-12-05T04:17:30 McLeopold: that will be a very costly way to stall the counter, since no ants can spawn for you 2011-12-05T04:17:35 yeah, probably not worth worrying about 2011-12-05T04:17:48 that is a good reason to only check enemies of the dominant bot though 2011-12-05T04:18:10 janzert: you could prolong your own cutoff if you are dominant, while searching 2011-12-05T04:18:15 jix: I don't think boost is available 2011-12-05T04:18:26 *** sigh has joined #aichallenge 2011-12-05T04:18:28 aww 2011-12-05T04:18:29 guess I wasn't clear before then 2011-12-05T04:18:34 it's mostly header only so you can try to include it in your zip, but an include path isn't set 2011-12-05T04:18:48 I meant to only check enemies of the dominant bot for deaths on their hills 2011-12-05T04:18:50 jix: which part of boost did you want? you can use C++11 which has a lot of the good stuff 2011-12-05T04:19:05 oh 2011-12-05T04:19:06 std::array, std::tuple, std::unordered_set, std::unordered_map, lambdas, etc 2011-12-05T04:19:09 ok 2011-12-05T04:19:26 so only 1 bot doesn't get to stall 2011-12-05T04:19:29 thestinger: yeah I'm using C++11 but gcc-4.5 used on the server doesn't support for(Foo bar: baz) loops 2011-12-05T04:19:33 right 2011-12-05T04:19:44 thestinger: so I'd like to use boost's foreach 2011-12-05T04:19:51 and generally it's in the best interests of the other bots to hurry the cutoff not stall it 2011-12-05T04:20:07 for situations I can think of at least 2011-12-05T04:20:13 jix: http://en.cppreference.com/w/cpp/algorithm/for_each it's different than this? 2011-12-05T04:20:35 thestinger: yeah, it's a macro that behaves likea builtin loop 2011-12-05T04:20:39 ah 2011-12-05T04:20:40 so you can use break etc 2011-12-05T04:21:07 aichallenge: McLeopold epsilon * re57de7e / ants/ants.py : prevent cutoff from occuring when ants die on hills - http://git.io/hBPrcQ 2011-12-05T04:21:12 janzert: okay, review that 2011-12-05T04:21:22 thestinger: I guess for_each would work ok-ish if you pass it a lambda (does that work? never used c++11 before) but the new c++11 for or alternativly boost's foreach is still nicer 2011-12-05T04:21:42 yeah, for (auto &v : container) is nice 2011-12-05T04:21:46 you can pass for_each a lambda though 2011-12-05T04:21:56 where did that logging come from :) 2011-12-05T04:22:13 for (auto it = container.begin(); it != end; ++it) { } isn't that bad :P 2011-12-05T04:22:26 aichallenge: McLeopold epsilon * r2beedd4 / ants/ants.py : prevent cutoff from occuring when ants die on hills - http://git.io/bbeHag 2011-12-05T04:22:30 it != container.end() * 2011-12-05T04:23:09 thestinger: but then you might end up evaluating container.end() and it might happen to be more costly than you think etc... with for( : ) or foreach you never have to think about that 2011-12-05T04:23:17 aichallenge: McLeopold epsilon * raf81ba0 / ants/ants.py : prevent cutoff from occuring when ants die on hills - http://git.io/LvEUEw 2011-12-05T04:23:21 +to often 2011-12-05T04:23:45 yeah, latest looks right to me without trying it 2011-12-05T04:24:07 jix: if you use cbegin() and cend() that won't happen 2011-12-05T04:24:54 thestinger: oh since they're const the compiler is free to move the .cend() out of the loop? 2011-12-05T04:25:10 yeah, because you can't change the container by using them 2011-12-05T04:25:59 thestinger: well I'll try to somehow bundle the boost headers then or convince some admin that providing boost would be a good thing 2011-12-05T04:26:04 janzert: okay, I'll let you update the workers 2011-12-05T04:26:10 I'll post to the forum 2011-12-05T04:26:21 jix: well, you just need the include path set to something 2011-12-05T04:27:24 you can't really do it without that, because all the boost headers assume the others are available in the include path 2011-12-05T04:27:36 and they do crazy stuff with macros 2011-12-05T04:28:40 thestinger: hmm yeah and ubuntu doesn't have the current boost release which aims for c++11 compatibility 2011-12-05T04:31:55 McLeopold: also any thoughts on worker scaling limits? 2011-12-05T04:32:26 specifically what number of workers we will run into problems with the current setup 2011-12-05T04:32:33 *** g0llum has joined #aichallenge 2011-12-05T04:33:26 what kind of problems? 2011-12-05T04:34:39 server load or the match making race condition becoming unbearably bad are my top two choices for contender of the first problem 2011-12-05T04:34:55 hmm 2011-12-05T04:35:03 I'm just not sure if we hit that at 20 workers or 50 2011-12-05T04:35:10 we can run a process on the server to generate matchups, instead of the php 2011-12-05T04:35:20 oh that reminds me 2011-12-05T04:35:45 if we keep it at workers+1 matches, we should be able to ensure the stored procedure doesn't run at the same time 2011-12-05T04:35:59 yeah, that would help 2011-12-05T04:36:13 I also want to change it so I can pregenerate matches anyway 2011-12-05T04:36:25 you mean pick the players? 2011-12-05T04:36:43 I'm thinking of doing a few rounds of random pairings at the start of the finals 2011-12-05T04:37:06 you can write another procedure to create the db records 2011-12-05T04:37:12 or a python program :) 2011-12-05T04:37:13 basically take the list of players shuffle it and then go through the maps and make matches just drawing off the top of the list 2011-12-05T04:38:04 we could start everyone with a 2 player game, then a 3 player and so on 2011-12-05T04:38:21 I think just go through all the maps 2011-12-05T04:38:32 janzert: would it be possible to add ``-isystem sysinclude'' to the arguments passed to g++ so we can bundle headers in the directory sysinclude that are found by #include ? 2011-12-05T04:38:45 I don't really want to bias the game type just get everyone an even random pairing 2011-12-05T04:38:54 for a couple games to get things started 2011-12-05T04:38:59 seed the rankings basically 2011-12-05T04:39:18 jix: probably not for this contest 2011-12-05T04:39:28 you would need to go through the list at least twice 2011-12-05T04:39:32 right 2011-12-05T04:39:36 janzert: too late? 2011-12-05T04:39:43 jix: yeah, pretty much 2011-12-05T04:40:03 maybe more if you want unique mu and sigma 2011-12-05T04:40:27 nah, don't need to go that far :) 2011-12-05T04:40:37 3 times should do it 2011-12-05T04:41:06 if the resources are there for it I was thinking 3 or 4 2011-12-05T04:41:16 but not sure if we will or not 2011-12-05T04:41:40 how many games does everyone get before cutoffs? 2011-12-05T04:41:54 right now I'm hoping for 7 2011-12-05T04:42:14 janzert: if someone would come up with a way for users to specify how to build bots (within safe limits) is there a chance for it to be included in a next contest? 2011-12-05T04:42:19 but it's going to be tight, if the financial stuff goes through I'm hoping for at least 10 2011-12-05T04:42:33 jix: yes, that's the plan actually 2011-12-05T04:42:58 cool :) 2011-12-05T04:43:28 janzert: what about max turns? are you ever going to update? 2011-12-05T04:43:53 at this point I'm not planning too 2011-12-05T04:44:11 why not? 2011-12-05T04:44:51 no time and it's getting close enough to the end for me not to be comfortable with it anymore 2011-12-05T04:45:00 ok 2011-12-05T04:46:02 the cutoffs do a fairly decent job and more flexibly anyway 2011-12-05T04:49:30 but max_turns is a cutoff :) 2011-12-05T04:49:46 just a very crude one :) 2011-12-05T04:49:47 I'd only lower it at this point 2011-12-05T04:49:53 1000 is find 2011-12-05T04:49:55 fine 2011-12-05T04:57:28 *** mviel_ has joined #aichallenge 2011-12-05T04:58:16 *** antimatroid1 has quit IRC (Ping timeout: 240 seconds) 2011-12-05T05:00:59 *** mviel has quit IRC (Ping timeout: 252 seconds) 2011-12-05T05:31:13 *** jnwhiteh has left #aichallenge ("WeeChat 0.3.5") 2011-12-05T05:38:40 *** Areks has quit IRC (Ping timeout: 268 seconds) 2011-12-05T05:52:09 *** praveen_ has joined #aichallenge 2011-12-05T05:58:26 *** mviel__ has joined #aichallenge 2011-12-05T06:02:13 *** mviel_ has quit IRC (Ping timeout: 252 seconds) 2011-12-05T06:05:25 *** Areks has joined #aichallenge 2011-12-05T06:18:06 *** Jak_o_Shadows has quit IRC (Read error: Connection reset by peer) 2011-12-05T06:23:47 *** AntDroid_ has quit IRC (Ping timeout: 265 seconds) 2011-12-05T06:25:20 *** ikaros has joined #aichallenge 2011-12-05T06:27:18 *** olexs has joined #aichallenge 2011-12-05T06:32:09 *** ruuhkis has joined #aichallenge 2011-12-05T06:32:18 Why my bot ALWAYS time out on bigger maps :( 2011-12-05T06:32:25 I mean it doesnt even get started :S 2011-12-05T06:33:10 how can I test bigger maps on local :/ if I change the map on my runonegame bat it never get started (not even parsing input not anything) 2011-12-05T06:42:52 *** mj41 has quit IRC (Quit: Leaving) 2011-12-05T06:44:40 *** antimatroid has joined #aichallenge 2011-12-05T06:48:59 *** ikaros has quit IRC (Ping timeout: 252 seconds) 2011-12-05T06:49:38 ruuhkis: use playgame.py 2011-12-05T06:49:42 *** thestinger has quit IRC (Quit: WeeChat 0.3.6) 2011-12-05T06:50:44 *** thestinger has joined #aichallenge 2011-12-05T07:06:01 *** TheLinker has joined #aichallenge 2011-12-05T07:11:18 *** olexs has quit IRC (Quit: Leaving.) 2011-12-05T07:11:20 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has joined #aichallenge 2011-12-05T07:18:39 *** AntDroid has quit IRC (Quit: Page closed) 2011-12-05T07:19:03 *** TwistedLogic has joined #aichallenge 2011-12-05T07:24:50 http://yannesposito.com/Scratch/en/blog/Higher-order-function-in-zsh/ lol. 2011-12-05T07:26:23 *** sorki has quit IRC (Ping timeout: 252 seconds) 2011-12-05T07:26:36 *** sorki has joined #aichallenge 2011-12-05T07:26:48 *** sorki has quit IRC (Changing host) 2011-12-05T07:26:48 *** sorki has joined #aichallenge 2011-12-05T07:44:56 yeah got to 1000 ants :) -http://aichallenge.org/visualizer.php?game=164257&user=8910 2011-12-05T07:47:18 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has quit IRC (Quit: Lost terminal) 2011-12-05T07:58:38 *** amstan_ has joined #aichallenge 2011-12-05T07:58:38 *** ChanServ sets mode: +o amstan_ 2011-12-05T07:58:47 *** delt0r_ has quit IRC (Ping timeout: 240 seconds) 2011-12-05T08:05:56 *** ikaros has joined #aichallenge 2011-12-05T08:10:43 *** UncleVasya has joined #aichallenge 2011-12-05T08:11:25 *** delt0r_ has joined #aichallenge 2011-12-05T08:20:07 thestinger: I found a very hackish way to bundle my local boost version with my bot 2011-12-05T08:21:43 *** Kommander has joined #aichallenge 2011-12-05T08:21:44 how many ants are being spawned per turn? in that game above the ant spawning is more than 1 per turn 2011-12-05T08:22:04 I rename all boost headers so they are in the same directory by replacing a / with _S_ then patch all headers accordingly and make them use "" instead of <> (all using a small python script)... after that I have to patch only one header which does very strange stuff with macro redefinitions and include 2011-12-05T08:26:54 *** mleise has quit IRC (Remote host closed the connection) 2011-12-05T08:29:25 *** mleise has joined #aichallenge 2011-12-05T08:30:29 there's a script for the on the forums somewhere 2011-12-05T08:32:07 stinger, I am using it 2011-12-05T08:32:11 it works on tutorial map 2011-12-05T08:32:17 but if i change it to something else 2011-12-05T08:32:18 nothing happens 2011-12-05T08:32:23 map is visible 2011-12-05T08:32:27 but the game just ends 2011-12-05T08:35:49 ruuhkis: don't use --scenario --food none 2011-12-05T08:35:55 and make sure you have enough bots playing 2011-12-05T08:35:58 *** mleise has quit IRC (Quit: Leaving.) 2011-12-05T08:36:14 jix: nice :) 2011-12-05T08:37:10 TwistedLogic: at most one ant per hill per turn. 2011-12-05T08:38:02 bqf: it seems not to be the case at this game: http://aichallenge.org/visualizer.php?game=164257&user=8910 2011-12-05T08:38:59 the number of ants is lower than the turn at midway yet when the turn limit was reached the number of ants is greater than the turn limit 2011-12-05T08:40:56 sorry, i've just noticed the map is multi-hill 2011-12-05T08:41:05 lol 2011-12-05T08:41:31 THANKS!! 2011-12-05T08:41:53 but I still dunno why this times out on official server :(:(: 2011-12-05T08:42:39 ruuhkis: how long does it take locally for a turn? 2011-12-05T08:42:44 on a big map with lots of ants/food 2011-12-05T08:43:19 the core you get on EC2 is probably a lot slower than a core on your CPU 2011-12-05T08:43:24 ruuhkis: still can't run it on other maps? 2011-12-05T08:44:01 The errors should be straightforward 2011-12-05T08:46:32 *** retybok has joined #aichallenge 2011-12-05T08:47:11 *** amstan_ has quit IRC (Ping timeout: 252 seconds) 2011-12-05T08:48:25 *** u_ has joined #aichallenge 2011-12-05T08:48:31 *** bergmark has joined #aichallenge 2011-12-05T08:48:31 *** yoden has joined #aichallenge 2011-12-05T08:49:59 *** sigh has quit IRC (Remote host closed the connection) 2011-12-05T08:52:58 where can i find the updated spec sheet? i read on the chant log 2011-12-05T08:52:59 2011-12-05T02:07:01 Anyway, the hill distance on maze_02p_01.map is definitely higher than 150, so I was asking it that kind of map is forbidden 2011-12-05T08:55:20 *** rajanaresh has quit IRC (Ping timeout: 252 seconds) 2011-12-05T08:56:21 *** amstan_ has joined #aichallenge 2011-12-05T08:56:22 *** ChanServ sets mode: +o amstan_ 2011-12-05T08:56:47 http://aichallenge.org/specification.php#map_generators 2011-12-05T08:59:03 *** TheLinker has quit IRC (Remote host closed the connection) 2011-12-05T08:59:46 *** Antimony has joined #aichallenge 2011-12-05T09:00:15 so every hill has to be within 150 with respect to every enemy hill? 2011-12-05T09:01:24 *** Kingpin13 has quit IRC (Read error: Connection reset by peer) 2011-12-05T09:01:52 *** Kingpin13 has joined #aichallenge 2011-12-05T09:04:19 I would assume it's within 150 of at least one enemy hill 2011-12-05T09:06:02 I think it's within 150 of every hill, but I could be wrong 2011-12-05T09:06:09 I gues they don't like mazes 2011-12-05T09:09:34 *** treeform has joined #aichallenge 2011-12-05T09:12:39 that makes a pretty big difference, hm 2011-12-05T09:21:28 it's about games not taking too long 2011-12-05T09:28:53 *** praveen_ has quit IRC (Ping timeout: 265 seconds) 2011-12-05T09:30:36 I'll check soon how long a turn takes and try to speed it up.. :D And I got it run locally 2011-12-05T09:30:40 thanks for help 2011-12-05T09:31:49 *** tobym has joined #aichallenge 2011-12-05T09:37:53 *** olexs has joined #aichallenge 2011-12-05T09:42:36 *** thestinger has quit IRC (Ping timeout: 244 seconds) 2011-12-05T09:42:42 the problem is, i might have to hardcode hill finding, and if every hill is going to be within 150 distance of mine, that would make my bot run so much faster 2011-12-05T09:45:54 *** thestinger has joined #aichallenge 2011-12-05T09:49:06 fscking rogers, internet keeps going down 2011-12-05T09:51:00 haha rogers hate 2011-12-05T09:51:07 why not teksavvy? 2011-12-05T09:52:53 *** avdg has joined #aichallenge 2011-12-05T09:53:30 i wanted to start over and use C++ instead of C. is the C++ starter package good enough? or there are other alternative starter package? 2011-12-05T09:54:04 the c++ starter package is amazing :P 2011-12-05T09:54:15 except the timer sucks, are you on linux? 2011-12-05T09:54:33 if you're on windows, for the love of god don't use the timer on your machine for serious testing 2011-12-05T09:54:45 i'm on win7 64 bit 2011-12-05T09:54:55 write your own timer for local testing 2011-12-05T09:54:59 i borked that :P 2011-12-05T09:55:24 i'm currently using this: 2011-12-05T09:55:26 uint64_t GetTime(void) { #if defined(_WIN32) || defined(_WIN64) static struct _timeb tv; _ftime(&tv); return(tv.time * 1000 + tv.millitm); #else static struct timeval tv; static struct timezone tz; gettimeofday (&tv, &tz); return(tv.tv_sec * 1000 + (tv.tv_usec / 1000)); #endif } 2011-12-05T09:55:37 http://pastebin.com/eKP6j7zZ 2011-12-05T09:55:50 but wont work on windows 2011-12-05T09:56:19 i'm using this: http://pastebin.com/07DgESeM 2011-12-05T09:56:26 thestinger: noticed a bug with the timer from yesterday 2011-12-05T09:56:40 wait, no i didn't 2011-12-05T09:57:42 anyway, i'm going to sleep 2011-12-05T09:57:59 *** amstan_ has quit IRC (Ping timeout: 252 seconds) 2011-12-05T09:58:45 I use a wristwatch 2011-12-05T10:07:30 Kommander: teksavvy looks great but it's more expensive 2011-12-05T10:07:48 $9.10 extra a month due to not having a landline to use 2011-12-05T10:08:50 and they're just reselling bandwidth from the same crappy lines :P 2011-12-05T10:09:42 having 300GB a month instead of a ridiculous 60GB makes the extra cost per month almost worth it 2011-12-05T10:11:21 Awww, quotas 2011-12-05T10:11:41 *** Vetox has joined #aichallenge 2011-12-05T10:11:47 pairofdice: https://en.wikipedia.org/wiki/Rogers_Hi-Speed_Internet#Bandwidth_caps look at the low end plan xD 2011-12-05T10:12:05 Holy shit 2011-12-05T10:12:12 Arch Linux updates are already ~300MB/day on average since I use [testing] 2011-12-05T10:12:23 maybe not that much 2011-12-05T10:12:28 I download 2GB fairly regularly 2011-12-05T10:12:30 but I use like 1GB a day without doing anything 2011-12-05T10:12:31 a day 2011-12-05T10:12:45 * antimatroid has 20gb/month fml 2011-12-05T10:13:01 every month I go up to ~58GB on the last day :P 2011-12-05T10:13:02 Yeah, devil's invention 2011-12-05T10:13:22 *** KP13 has joined #aichallenge 2011-12-05T10:13:28 yeah, and they don't warn me if I am near the cap or going over 2011-12-05T10:13:31 they don't send an email 2011-12-05T10:13:42 they give a browser warning, but it doesn't actually ever happen 2011-12-05T10:13:48 *** Kingpin13 has quit IRC (Ping timeout: 252 seconds) 2011-12-05T10:13:50 *** KP13 is now known as Kingpin13 2011-12-05T10:13:51 I assume you need to be using their slow as hell DNS for them to inject the content 2011-12-05T10:14:12 and http google instead of https 2011-12-05T10:14:22 maybe it only works on windows in internet explorer.... who knows 2011-12-05T10:14:56 Hi guys 2011-12-05T10:15:33 Hi. 2011-12-05T10:15:44 Hi again :) 2011-12-05T10:15:46 http://ompldr.org/vYmxqdA fml 2011-12-05T10:16:01 Have you tried it? 2011-12-05T10:16:18 Yeah I tried it and It worked!!! 2011-12-05T10:16:34 Which is odd cuz stuff usually breaks around me.... 2011-12-05T10:16:48 I have a new appreciation for the ISPs here 2011-12-05T10:16:50 But now Ive got another problem 2011-12-05T10:17:41 I knew it from the moment you said 'Hi guys' :D 2011-12-05T10:17:44 I actually have no bandwidth caps :D 2011-12-05T10:18:15 250gb cap ftl 2011-12-05T10:18:23 however, I double it every month 2011-12-05T10:18:26 I usually dont come on here................. 2011-12-05T10:18:32 and they don't even bother me 2011-12-05T10:18:52 I usually do like 400-550GB/mth 2011-12-05T10:19:00 anyone know which version of gcc will be used on official? 2011-12-05T10:19:12 bhasker: 4.5 2011-12-05T10:19:21 ah k 2011-12-05T10:19:22 so no range based for loops :( 2011-12-05T10:20:11 500gb a month!! I got a 150gb limit after which my speed falls back to 1mbps......but only use around 30gb per month........and another 30gb per month on a different connection..... 2011-12-05T10:20:12 heh 2011-12-05T10:20:41 Vetox: yea, I like my HD content for free ^^ 2011-12-05T10:21:33 How do you do that thing where your name comes up in red.........I guess only i can see it......something like a pm? 2011-12-05T10:22:00 ./msg or /query for a new window 2011-12-05T10:22:22 *** mviel_ has joined #aichallenge 2011-12-05T10:23:34 *** KP13 has joined #aichallenge 2011-12-05T10:24:48 *** mviel__ has quit IRC (Ping timeout: 268 seconds) 2011-12-05T10:25:07 *** Kingpin13 has quit IRC (Ping timeout: 252 seconds) 2011-12-05T10:25:07 What language do you use to program your bots? 2011-12-05T10:25:12 *** KP13 is now known as Kingpin13 2011-12-05T10:25:41 *** ruuhkis has quit IRC (Ping timeout: 252 seconds) 2011-12-05T10:25:59 Vetox: you can see language of every bot on the contest site 2011-12-05T10:26:57 .msg Garf Yeah, Just wanted to know what you guys used 2011-12-05T10:27:06 Wait that didnt work :P 2011-12-05T10:27:26 OMG..... 2011-12-05T10:27:27 ./msg Garf Yeah, Just wanted to know what you guys used 2011-12-05T10:27:39 ur a goblin 2011-12-05T10:27:47 Guess so... 2011-12-05T10:27:49 It's / 2011-12-05T10:27:50 :) 2011-12-05T10:28:35 Finally got it..... 2011-12-05T10:28:43 I must be jinxed... 2011-12-05T10:29:14 Broke 2 porcelain pots today,,,, 2011-12-05T10:31:51 *** Vetox has quit IRC (Quit: Page closed) 2011-12-05T10:31:59 *** amstan_ has joined #aichallenge 2011-12-05T10:31:59 *** ChanServ sets mode: +o amstan_ 2011-12-05T10:36:20 *** mviel_ has quit IRC (Ping timeout: 244 seconds) 2011-12-05T10:37:45 *** mviel_ has joined #aichallenge 2011-12-05T10:38:39 I haven't found he said something about problem he came here with :) 2011-12-05T10:45:53 *** TheLinker has joined #aichallenge 2011-12-05T10:48:13 *** amstan_ has quit IRC (Ping timeout: 244 seconds) 2011-12-05T10:51:12 *** Antimony has quit IRC (Ping timeout: 252 seconds) 2011-12-05T10:53:00 *** keith__ has quit IRC (Ping timeout: 265 seconds) 2011-12-05T10:58:56 *** praveen_ has joined #aichallenge 2011-12-05T10:59:00 *** mviel__ has joined #aichallenge 2011-12-05T11:02:27 *** mviel_ has quit IRC (Ping timeout: 240 seconds) 2011-12-05T11:02:53 *** jstrong has joined #aichallenge 2011-12-05T11:04:07 *** bergmark has quit IRC (Ping timeout: 240 seconds) 2011-12-05T11:04:10 *** Antimony has joined #aichallenge 2011-12-05T11:10:48 *** ChrisH_ has joined #aichallenge 2011-12-05T11:13:21 *** bretep has joined #aichallenge 2011-12-05T11:19:43 *** bergmark has joined #aichallenge 2011-12-05T11:19:53 *** speakeasy has joined #aichallenge 2011-12-05T11:20:48 *** JorgeB has joined #aichallenge 2011-12-05T11:26:08 *** Vetox has joined #aichallenge 2011-12-05T11:26:12 Hi 2011-12-05T11:26:51 hey! 2011-12-05T11:27:57 *** jstrong is now known as roflmao 2011-12-05T11:27:59 what's up 2011-12-05T11:29:30 *** mviel_ has joined #aichallenge 2011-12-05T11:32:47 *** mviel__ has quit IRC (Ping timeout: 240 seconds) 2011-12-05T11:34:39 *** Accoun has quit IRC (Remote host closed the connection) 2011-12-05T11:43:23 *** Palmik has quit IRC (Read error: Connection reset by peer) 2011-12-05T11:44:39 *** Palmik has joined #aichallenge 2011-12-05T11:45:56 *** foRei has joined #aichallenge 2011-12-05T11:47:10 *** ChrisH_ has quit IRC (Quit: Page closed) 2011-12-05T11:51:17 *** Vetox has quit IRC (Quit: Page closed) 2011-12-05T11:57:26 *** amstan_ has joined #aichallenge 2011-12-05T11:57:26 *** ChanServ sets mode: +o amstan_ 2011-12-05T12:01:09 *** Antimony has quit IRC (Ping timeout: 248 seconds) 2011-12-05T12:03:58 *** mviel__ has joined #aichallenge 2011-12-05T12:05:35 *** Antimony has joined #aichallenge 2011-12-05T12:07:27 *** mviel_ has quit IRC (Ping timeout: 240 seconds) 2011-12-05T12:08:13 Hooray! My bot won a game against the 44th ranked bot 2011-12-05T12:08:31 *** olexs has quit IRC (Quit: Leaving.) 2011-12-05T12:09:06 '/win 30 2011-12-05T12:09:37 *** bergmark has quit IRC (Ping timeout: 252 seconds) 2011-12-05T12:19:04 *** speakeasy has quit IRC (Ping timeout: 240 seconds) 2011-12-05T12:21:42 *** bergmark has joined #aichallenge 2011-12-05T12:24:51 *** McLeopold has left #aichallenge 2011-12-05T12:24:56 *** McLeopold has joined #aichallenge 2011-12-05T12:32:46 *** mleise has joined #aichallenge 2011-12-05T12:36:31 *** xathis has joined #aichallenge 2011-12-05T12:38:48 *** treeform has quit IRC (Remote host closed the connection) 2011-12-05T12:40:42 oh, pguillory kicked kicked me from the first place 10 minutes ago but just lost a game and is back to #2 now 2011-12-05T12:42:24 Bwahaha... ha... ha 2011-12-05T12:44:10 *** Antimony_ has joined #aichallenge 2011-12-05T12:46:30 *** zoli1 has joined #aichallenge 2011-12-05T12:46:53 *** Antimony has quit IRC (Ping timeout: 252 seconds) 2011-12-05T12:47:07 *** zoli1 has left #aichallenge ("Konversation terminated!") 2011-12-05T12:53:15 *** mj41 has joined #aichallenge 2011-12-05T12:53:36 What, all nine bots came shared first place 2011-12-05T12:53:58 That's a bit anticlimactic 2011-12-05T12:54:11 *** amstan_ has quit IRC (Ping timeout: 252 seconds) 2011-12-05T12:54:43 Too easily bottlenecked 2011-12-05T12:55:30 *** Accoun has joined #aichallenge 2011-12-05T12:55:51 http://aichallenge.org/visualizer.php?game=165286&user=589 2011-12-05T12:57:47 *** amstan_ has joined #aichallenge 2011-12-05T12:57:47 *** ChanServ sets mode: +o amstan_ 2011-12-05T12:58:04 *** speakeasy has joined #aichallenge 2011-12-05T12:58:33 low food has one benefit: not a stalemate: http://aichallenge.org/visualizer.php?game=164571&user=3473 2011-12-05T13:02:57 *** Israfel has quit IRC (Ping timeout: 244 seconds) 2011-12-05T13:05:08 *** amstan_ has quit IRC (Ping timeout: 244 seconds) 2011-12-05T13:15:07 *** xale has joined #aichallenge 2011-12-05T13:16:04 *** Israfel has joined #aichallenge 2011-12-05T13:17:36 Many top bots a surprisingly easily thwarted by inferior numbers 2011-12-05T13:17:39 are 2011-12-05T13:20:37 *** Antimony has joined #aichallenge 2011-12-05T13:26:05 *** olexs has joined #aichallenge 2011-12-05T13:26:15 *** kire has joined #aichallenge 2011-12-05T13:27:36 janzert: http://forums.aichallenge.org/viewtopic.php?f=27&t=2051&p=12506#p12506 some kind of threshold for favoring active over deactivated bots might be nice 2011-12-05T13:27:59 I think you just gave the wrong reason ;) 2011-12-05T13:28:11 *** goffrie_ has joined #aichallenge 2011-12-05T13:28:11 *** goffrie has quit IRC (Disconnected by services) 2011-12-05T13:28:12 *** goffrie_ is now known as goffrie 2011-12-05T13:28:56 *** keith__ has joined #aichallenge 2011-12-05T13:29:08 I suppose there could be a mild weighting though I think it should be even smaller than the "game spreading" weight 2011-12-05T13:29:25 but I'd also rather not mess with it at this stage 2011-12-05T13:30:47 *** bhasker has quit IRC (Ping timeout: 240 seconds) 2011-12-05T13:35:05 we're also up to 47% of deactivated bots have not had a single game in the last 24 hours so it's already doing a fine job I think 2011-12-05T13:35:29 overall deactivated bots average 2.1 games and active 6.5 2011-12-05T13:35:38 *** besh has joined #aichallenge 2011-12-05T13:37:28 *** Scryer has joined #aichallenge 2011-12-05T13:38:32 Woohoo - just noticed that pguillory was #1 on the overall ranking recently. 2011-12-05T13:39:54 Looking forward to seeing a xathis update on the official list. 2011-12-05T13:43:20 *** treeform has joined #aichallenge 2011-12-05T13:44:04 *** Apophis has quit IRC (Ping timeout: 260 seconds) 2011-12-05T13:44:35 *** zoli1 has joined #aichallenge 2011-12-05T13:44:57 *** zoli1 has left #aichallenge ("Konversation terminated!") 2011-12-05T13:45:52 *** Apophis has joined #aichallenge 2011-12-05T13:46:26 janzert: my thought is that if there are 2 bots to choose from that have nearly the same mu and sigma, pick the active one 2011-12-05T13:52:38 aichallenge: McLeopold epsilon * r18d47e1 / website/map.php : add pages - http://git.io/_DQC3A 2011-12-05T13:55:49 *** Elderwol1 is now known as Elderwolf 2011-12-05T14:02:56 *** besh has quit IRC (Quit: Page closed) 2011-12-05T14:05:00 *** kilae has joined #aichallenge 2011-12-05T14:07:17 *** keith__ has quit IRC (Ping timeout: 265 seconds) 2011-12-05T14:07:57 *** amstan has joined #aichallenge 2011-12-05T14:07:57 *** ChanServ sets mode: +o amstan 2011-12-05T14:07:58 dang http://aichallenge.org/visualizer.php?game=165286&user=589 2011-12-05T14:08:13 Dauer! 2011-12-05T14:09:01 flag's output is formatted nicely though 2011-12-05T14:09:32 tough crowd 2011-12-05T14:09:54 A* CALCULATIONS ABORDED :) 2011-12-05T14:10:35 *** speakeasy has quit IRC (Ping timeout: 252 seconds) 2011-12-05T14:10:42 yes 2011-12-05T14:11:05 McLeopold: we're still waiting for jeff 2011-12-05T14:11:28 uh, leaderboard is blank? 2011-12-05T14:11:41 Indeed it is 2011-12-05T14:11:52 dang memcache 2011-12-05T14:12:25 McLeopold: did you restart memcache? 2011-12-05T14:12:29 no 2011-12-05T14:12:32 page 2 is there :) 2011-12-05T14:12:43 I can 2011-12-05T14:12:45 well dang memcache, lol 2011-12-05T14:12:49 I'd rather wait 1 minute 2011-12-05T14:13:01 it's back 2011-12-05T14:14:07 *** rm-Rf_ has joined #aichallenge 2011-12-05T14:14:32 *** rm-Rf_ is now known as Guest79438 2011-12-05T14:17:06 *** rmRf has joined #aichallenge 2011-12-05T14:17:32 *** rmRf is now known as Guest40078 2011-12-05T14:17:58 *** Guest40078 has left #aichallenge 2011-12-05T14:19:22 *** praveen_ has quit IRC (Ping timeout: 265 seconds) 2011-12-05T14:23:04 *** jstrong has joined #aichallenge 2011-12-05T14:23:27 *** roflmao has quit IRC (Ping timeout: 252 seconds) 2011-12-05T14:25:31 *** jacob_strauss has joined #aichallenge 2011-12-05T14:28:41 *** kilae_ has joined #aichallenge 2011-12-05T14:29:20 *** treeform has quit IRC (Remote host closed the connection) 2011-12-05T14:29:52 *** kilae has quit IRC (Ping timeout: 244 seconds) 2011-12-05T14:29:53 *** treeform has joined #aichallenge 2011-12-05T14:32:06 *** Accoun has quit IRC () 2011-12-05T14:35:53 *** bhasker has joined #aichallenge 2011-12-05T14:44:14 McLeopold: sometimes the leaderboard shows nothing but entries in the "Other" organization 2011-12-05T14:46:24 a1k0n: it is bad memcache code 2011-12-05T14:46:29 probably my fault 2011-12-05T14:49:22 *** Accoun has joined #aichallenge 2011-12-05T14:49:24 *** Cyndre has joined #aichallenge 2011-12-05T14:51:34 *** amstan has quit IRC (Ping timeout: 244 seconds) 2011-12-05T14:53:08 *** UncleVasya has quit IRC (Read error: Connection reset by peer) 2011-12-05T14:54:56 http://stackoverflow.com/users/11138/jfm3 what a great user. asks a question and answers it immediately 2011-12-05T14:55:50 4 of 5 questions 2011-12-05T15:01:40 *** bergmark has quit IRC (Ping timeout: 245 seconds) 2011-12-05T15:02:41 *** mj41 has quit IRC (Ping timeout: 252 seconds) 2011-12-05T15:04:03 *** pairofdice has quit IRC (Quit: leaving) 2011-12-05T15:12:58 *** ikaros has quit IRC (Quit: Ex-Chat) 2011-12-05T15:14:12 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has joined #aichallenge 2011-12-05T15:14:35 <_flag> Interesting game: http://aichallenge.org/visualizer.php?game=165286 2011-12-05T15:14:42 *** Paradoxialian has joined #aichallenge 2011-12-05T15:14:45 <_flag> 10 player draw 2011-12-05T15:16:53 _flag are you flagcapper? 2011-12-05T15:17:05 *** bergmark has joined #aichallenge 2011-12-05T15:17:08 *** LouisMartin has joined #aichallenge 2011-12-05T15:17:26 *** Hexren has joined #aichallenge 2011-12-05T15:17:29 *** Hexren has left #aichallenge 2011-12-05T15:17:32 *** Paradoxialian has quit IRC (Client Quit) 2011-12-05T15:17:44 *** Paradoxial has joined #aichallenge 2011-12-05T15:18:27 *** mceier has joined #aichallenge 2011-12-05T15:19:12 *** mj41 has joined #aichallenge 2011-12-05T15:19:20 interesting, indeed 2011-12-05T15:19:40 I'm getting "playgame.py: error: option --food_rate: invalid integer value: '--food_turn=27' with playgame.py. the food_rate parameter is: --food_rate=8 2011-12-05T15:19:47 any idea why? 2011-12-05T15:20:31 try --food_rate 8 --food_turn 27 2011-12-05T15:20:59 my guess is it's doing something stupid like discarding the =8 and then interpreting your next flag as the value 2011-12-05T15:21:46 pretty sure I tried that and it failed too. 2011-12-05T15:22:00 I'll retry 2011-12-05T15:24:15 there's no '=' for the params there, just a blank for splitting key/value 2011-12-05T15:24:27 if it still fails, please pastebin the full commandline and error message 2011-12-05T15:24:36 so, what Zannick said 2011-12-05T15:27:21 still not working. http://pastebin.com/0dYLMCUw 2011-12-05T15:27:44 the error message is: You must specify a map file. playgame.py: error: option --food_rate: invalid integer value: '--food_turn' 2011-12-05T15:28:07 didn't paste it in the pastebin, sorry 2011-12-05T15:29:55 *** tdubellz has joined #aichallenge 2011-12-05T15:30:07 LouisMartin, check, if you put this all into one line, or many(as your in your paste) 2011-12-05T15:30:18 many is wrong 2011-12-05T15:30:48 okay, I'll check 2011-12-05T15:30:58 *** nomadpenguin has joined #aichallenge 2011-12-05T15:32:27 YES 2011-12-05T15:33:11 i rewrote my stuff using sys/queue.h and segfault disappeared.. who said implementing double-linked queues correctly is easy... :| 2011-12-05T15:35:44 LouisMartin: you provide two ints like this --food_rate 5 11 2011-12-05T15:37:19 numerator and denominator iirc 2011-12-05T15:37:23 bugnuts: ah! I thought the "game settings" section was specifying a range, as in from 5 to 11. So it's 5/11, given as 5 11? 2011-12-05T15:37:40 *** jacob_strauss has quit IRC (Ping timeout: 265 seconds) 2011-12-05T15:37:41 yes indeed. 2011-12-05T15:37:46 no quite 2011-12-05T15:37:51 right :) thanks. 2011-12-05T15:38:09 food_rate is numerator, food_turn is denominator 2011-12-05T15:38:16 McLeopold: but is --food_rate 5 11 correct as a parameter? 2011-12-05T15:38:29 yes, you give it a range to choose from randomly 2011-12-05T15:38:40 if you want to set it, do --food_rate 5, 6 2011-12-05T15:38:49 ah ok. I just did it to match the game settings. 2011-12-05T15:38:50 I think food_rate 5 5 will error out 2011-12-05T15:38:51 *** lhiug has joined #aichallenge 2011-12-05T15:39:37 I thought someone would have written a gui by now... 2011-12-05T15:39:50 what for? 2011-12-05T15:40:06 so you can click your way to a correct command line 2011-12-05T15:40:11 with explainations 2011-12-05T15:40:16 McLeopold, thanks 2011-12-05T15:40:59 UncleVasya's efforts come close ? 2011-12-05T15:42:08 *** lhiug has quit IRC (Client Quit) 2011-12-05T15:43:46 nvm. 2011-12-05T15:46:06 McLeopold: When watching a game, is there any way to know what were the settings such as food_rate, food_turn, food_start etc? 2011-12-05T15:47:30 Fluxid: lol :) 2011-12-05T15:47:38 McLeopold: I might be able to help with a GUI 2011-12-05T15:50:14 11:44 < a1k0n> McLeopold: sometimes the leaderboard shows nothing but entries in the "Other" organization 2011-12-05T15:50:32 it bugs me that I am not winning in the Other organization ;-) 2011-12-05T15:51:05 in fact "Other" competition is getting fierce 2011-12-05T15:52:13 *** ikaros has joined #aichallenge 2011-12-05T15:53:01 i hope i remain winning in my own organization 2011-12-05T15:56:45 doh 2011-12-05T15:58:32 move, pretty interesting, was just reading up monte carlo methods, 2011-12-05T15:58:32 thinking i will try out something similar 2011-12-05T15:58:47 hmm the emacs irc client is kinda weird 2011-12-05T15:58:49 *** Redgis has joined #aichallenge 2011-12-05T15:59:07 *** delt0r_ has quit IRC (Ping timeout: 240 seconds) 2011-12-05T15:59:38 *** Antimony has quit IRC (Ping timeout: 240 seconds) 2011-12-05T16:00:21 *** epicmonkey has joined #aichallenge 2011-12-05T16:04:36 *** ChrisH_ has joined #aichallenge 2011-12-05T16:05:50 BenJackson: ping 2011-12-05T16:10:15 @later tell BenJackson congrats on making it to #5, your latest submission plays very well 2011-12-05T16:10:15 ChrisH_: As you wish. 2011-12-05T16:10:29 *** bergmark has quit IRC (Ping timeout: 252 seconds) 2011-12-05T16:11:01 a1k0n: haha 2011-12-05T16:11:26 *** roflmao has joined #aichallenge 2011-12-05T16:11:37 *** delt0r_ has joined #aichallenge 2011-12-05T16:13:33 *** g0llum has quit IRC (Read error: Connection reset by peer) 2011-12-05T16:13:37 ChrisH_: Thanks 2011-12-05T16:13:38 *** jstrong has quit IRC (Ping timeout: 240 seconds) 2011-12-05T16:14:21 BenJackson: a few good games and you could move into #4 2011-12-05T16:14:56 BenJackson: you're mu is plenty good enough to get there 2011-12-05T16:15:17 I think a1k0n will be back soon 2011-12-05T16:15:25 he had 5th before 2011-12-05T16:15:28 yeah, although he just lost a head scratcher 2011-12-05T16:15:37 woo, 5 games in and i'm up to... 722nd. 2011-12-05T16:15:38 with his latest 2011-12-05T16:15:56 my bot is not really reliable enough against midlevel opponents 2011-12-05T16:16:02 not really sure what happened with that cell maze 2011-12-05T16:16:12 i hope i didn't break my hill defense entirely 2011-12-05T16:16:20 oh the one with me and GreenTea and pguillory? 2011-12-05T16:16:27 a1k0n: seemed like you had several 1v1 suicides early on that stunted your growth 2011-12-05T16:16:53 no, this one http://aichallenge.org/visualizer.php?game=165251&user=432 2011-12-05T16:16:55 oh, I see what happened 2011-12-05T16:17:00 because I've seen my bot do it 2011-12-05T16:17:03 you went almost entirely south at first 2011-12-05T16:17:08 a little bit 2011-12-05T16:17:26 i was just too spread out 2011-12-05T16:17:55 my hill defense was just too desperate to kill the intruders instead of putting its two ants together in a defensive formation 2011-12-05T16:18:35 oh sorry we're talking about different games 2011-12-05T16:18:42 I was talking about one against your previous version 2011-12-05T16:18:49 oh yeah 2011-12-05T16:18:53 *** Palmik has quit IRC (Remote host closed the connection) 2011-12-05T16:19:18 yeah that loss like 165251 is what i need to do better too 2011-12-05T16:19:31 I had a loss where another bot did what yellow did to you: send EVERYTHING very early 2011-12-05T16:19:42 in that one he got about 12-15 ants and just jumped on my head 2011-12-05T16:19:46 yeah 2011-12-05T16:19:47 lost his hill before even reaching mine 2011-12-05T16:19:53 somehow yellow kept his hill 2011-12-05T16:19:57 but my defenders were engaged on another front and I lost my hill 2011-12-05T16:20:10 yeah, that happened to me recently on a 5 hill/player map, annoying 2011-12-05T16:20:57 my bot is in a game now, i can't handle the suspense. ;) 2011-12-05T16:21:03 a1k0n: well when you figure out what to do different in the early game (esp with low food) let me know 2011-12-05T16:21:10 your positioning was good to win a longer game 2011-12-05T16:21:13 but you didn't get there 2011-12-05T16:21:14 *** kilae_ has quit IRC (Quit: ChatZilla 0.9.87 [Firefox 8.0/20111104165243]) 2011-12-05T16:21:16 same thing happens to me 2011-12-05T16:21:43 yep. shit happens. 2011-12-05T16:21:44 a1k0n: i was surprised how well Jaladan's static hill defense worked against your bot in the game ChrisH_ pasted (165251) 2011-12-05T16:21:52 ChrisH_: probably against me 2011-12-05T16:21:54 I'm also in a game 2011-12-05T16:22:14 the thing is, bots that rush everything at hills early like that are much more inonsistent so they don't rank up as well, even though they occassional take down good bots 2011-12-05T16:22:20 static defense works pretty well in low food games 2011-12-05T16:22:29 lack of map vision doesn't matter 2011-12-05T16:22:35 yeah one of my ants did something stupid there 2011-12-05T16:22:35 and lone ants can't do anything against it 2011-12-05T16:23:06 yeah. didn't have enough ants in there to take it down, and the ants i did have failed to work together 2011-12-05T16:23:35 *** Scryer has quit IRC (Quit: Page closed) 2011-12-05T16:23:47 ChrisH_: every time I scroll by 161855 and the page has put me on top I am surprised I beat you again 2011-12-05T16:23:53 until I realize (again) that we tied for 1st 2011-12-05T16:24:19 BenJackson: lol, i've done that before in the other direction, that was a cool game I thought 2011-12-05T16:24:49 bunch of stalemates 2011-12-05T16:24:54 my most recent game agains xathis 1on1 (in which I beat him solo for the first time) is interesting to analyze as well 2011-12-05T16:24:56 janzert: can you tell me who the seed was in 161194? I think I had deactivated by then, but I wonder why I was thrown into that mix 2011-12-05T16:25:31 *** ltriant has joined #aichallenge 2011-12-05T16:26:04 xathis has a weakness in that he likes to chase enemy ants back into his own territory and it leaves an opening for the opponent to collapse his borders and gain a territorial advantage 2011-12-05T16:26:18 ChrisH_: wow nice job 2011-12-05T16:26:41 I made a slight tweak just before uploading version 10 which caused me to be more willing to slip by stalemates rather than fight them 2011-12-05T16:26:55 *** Antimony has joined #aichallenge 2011-12-05T16:26:56 *** kire has quit IRC (Remote host closed the connection) 2011-12-05T16:26:57 so sometimes you'll see fights where they kind of rotate sideways and then I go by the old stalemate, letting a bunch of ants IN 2011-12-05T16:27:04 are you doing a minimax type of scoring for moves? my bot would attack much more aggressively instead of hemming him in 2011-12-05T16:27:24 BenJackson: Paratrechina was seed 2011-12-05T16:27:47 ouch 2011-12-05T16:27:52 heyyyyyyy! pguillory finally is in 1st 2011-12-05T16:27:54 (my last game, not Paratrechina) 2011-12-05T16:28:01 xathis toppled on game 200 2011-12-05T16:28:20 my guess would be you were second player chosen then randomly a very low player got pulled in and that weighted it so the rest were quite low as well 2011-12-05T16:28:20 http://aichallenge.org/visualizer.php?game=163870&user=10 watch the two ants around 42, 79 starting on turn 246 and see how they drag a bunch xathis's ants away from the border 2011-12-05T16:28:33 oh man he got screwed: http://aichallenge.org/visualizer.php?game=165956&user=4513 2011-12-05T16:28:37 oh man, I only needed to hold out for a few more turns to not be last 2011-12-05T16:28:53 ah, and it's a perfect example of what I was talking about 2011-12-05T16:29:21 they just left the fight 2011-12-05T16:30:24 oh well, that's one of the things V11 will fix for sure :) 2011-12-05T16:30:43 *** jstrong has joined #aichallenge 2011-12-05T16:31:05 I though pguillory was #1 briefly earlier today as well 2011-12-05T16:31:07 *** roflmao has quit IRC (Ping timeout: 240 seconds) 2011-12-05T16:31:46 He is now 2011-12-05T16:32:08 oh duh see you noticed :) 2011-12-05T16:34:19 *** amstan has joined #aichallenge 2011-12-05T16:34:19 *** ChanServ sets mode: +o amstan 2011-12-05T16:34:29 *** tdubellz is now known as jinglebellz 2011-12-05T16:37:36 *** McLeopold has left #aichallenge 2011-12-05T16:38:21 my bot is playing another game, fun 2011-12-05T16:46:41 *** TheLinker has quit IRC (Remote host closed the connection) 2011-12-05T16:49:15 *** Anilm3 has joined #aichallenge 2011-12-05T16:49:33 Hi 2011-12-05T16:49:39 hi 2011-12-05T16:55:26 ow, I had a bit of a bad run there 2011-12-05T16:57:53 yeah, tough series of games 2011-12-05T16:58:48 cumbuz seems to win a lot of games against top players 2011-12-05T16:59:13 but with a huge variance 2011-12-05T16:59:54 yeah, although it's a top 20 bot too, so not totally strange 2011-12-05T17:00:31 oh it just resubmitted 2011-12-05T17:00:52 yeah, previous submit was at skill ~84, so around 15 i think 2011-12-05T17:02:30 Rule of acquisition 168 : Whisper your way to success 2011-12-05T17:04:05 a1k0n: how much time do you spend every day on this? 2011-12-05T17:04:42 *** mceier has quit IRC (Quit: leaving) 2011-12-05T17:05:04 This is one of the more unusual games I have seen ever. http://aichallenge.org/visualizer.php?game=166036 2011-12-05T17:07:29 hah 2011-12-05T17:07:35 wow sir macelon is nowhere near where he used to be 2011-12-05T17:07:39 Really up and down ant counts during the game and some of the bots do some very interesting things like delineate giving up on attacking my defended hill around turn 440 2011-12-05T17:08:16 wow xathis NÂș2 now 2011-12-05T17:08:33 *** Jak_o_Shadows has joined #aichallenge 2011-12-05T17:08:33 @rankings 2011-12-05T17:08:34 amstan: Top 10 players: pguillory(90.8), xathis(90.2), ChrisH(89.7), delineate(87.6), BenJackson(86.6), ThisIsNotABug(86.1), RVeerdonk(86.0), MomoBot(85.9), Migi32(85.7), Memetix(85.6) 2011-12-05T17:08:41 oh man, look at that 2011-12-05T17:11:19 *** sigh has joined #aichallenge 2011-12-05T17:13:00 time for xathis to resubmit and show us what he's been up to for the last 5 weeks. ;) 2011-12-05T17:13:27 ChrisH_: don't expect too much 2011-12-05T17:13:47 *** Paradoxial has quit IRC (Ping timeout: 240 seconds) 2011-12-05T17:13:50 ChrisH_: i think i'll reupload on the weekend 2011-12-05T17:14:02 xathis: I know, I'm finding it difficult to squeeze much more out of my bot too 2011-12-05T17:14:04 *** Redgis has quit IRC (Quit: ... mains libres) 2011-12-05T17:14:32 a few bugs that affect edge cases, but nothing paradigm changing 2011-12-05T17:14:47 xathis: omg, you're on irc? 2011-12-05T17:15:24 =O 2011-12-05T17:15:28 don't you remember the debate over the "xathis trap" we had during beta? 2011-12-05T17:15:31 amstan: uhm, yes! I've been here pretty often but didn't post very much 2011-12-05T17:15:52 ChrisH_: nope 2011-12-05T17:16:00 xathis: i tought you were this guy that nobody knew anything about 2011-12-05T17:16:10 amstan: haha 2011-12-05T17:16:20 ahh, xathis was the first one to point out that you could use two ants to drain the hive 2011-12-05T17:16:28 even pguillory was on tcp two days ago 2011-12-05T17:17:21 ChrisH_: i really expected someone to implement that but nobody did, probably it's not worth it 2011-12-05T17:17:24 and there was a big discussion with McLeopold and janzert about whether to change the game rules to prevent that, but it was decided all the alternatives were much worse 2011-12-05T17:17:38 *** tobel has joined #aichallenge 2011-12-05T17:17:57 how long did the beta last? 2011-12-05T17:18:44 a few months but one or two weeks before the start the game was changed to contain hills, it was different before 2011-12-05T17:18:54 xathis: you mean to not step on the hill on a multi-hill map to keep draining the hive even if the ants are spawning continuously? 2011-12-05T17:19:46 ChrisH_: if there are ants spawning continously you wouldn't be able to raze the hill anyway or are you? 2011-12-05T17:20:24 xathis: no, you're not, but you could stupidly suicide your ants instead of staying in combat range and taking now casualties while the hive is drained 2011-12-05T17:20:36 now=no 2011-12-05T17:20:59 *** mj41 has quit IRC (Quit: Leaving) 2011-12-05T17:21:34 http://appsumoforlife.com/~rBaP ;) 2011-12-05T17:21:52 ChrisH_: the problem is that if your enemy has two hills and you get control of one of them, then it would be clever to not raze it, so that every second ant he spawns would be killed right away 2011-12-05T17:22:45 xathis: right, but you also need to be clever enough to step on the hill before anyone else can get to it or kill your ants, and you also need to avoid the "ants not razing hills" cutoff 2011-12-05T17:22:53 but i don't know if it's worth it because then a third player could raze the other hill more easily 2011-12-05T17:23:08 also a good point 2011-12-05T17:23:31 and you may not know if there is another hill still alive 2011-12-05T17:23:49 ChrisH_: Ants not razing hills is not often in multi hill maps and if you see other enemies approaching you can just step on the hill before them 2011-12-05T17:24:19 ChrisH_: but yeah, lots of problems to consider 2011-12-05T17:24:40 xathis: I could see it as possible in a 2 hill/player map, and on maps with only two or three players 2011-12-05T17:25:27 if your strategy was to not step on hills until the last minute you are making that outcome more likey as you (hopefully) gain control of more and more of the hills on the map 2011-12-05T17:26:49 ChrisH_: yeah. i'm happy noone implemented it though because it's against the spirit of the game not to raze hills on purpose and games would take longer 2011-12-05T17:26:58 I think most peole (myself included) are plenty busy trying to make their bots smart in the general case and don't have time to work on such specialty strategies 2011-12-05T17:28:13 i'm not sure they would take longer, because more ants would die and hasten the end of the game, but i agree that it seems against the spirit of the game 2011-12-05T17:29:13 xathis: are you planning to do a post-mortem when the contest is over? 2011-12-05T17:37:38 *** Antimony has quit IRC (Ping timeout: 240 seconds) 2011-12-05T17:40:00 *** McLeopold has joined #aichallenge 2011-12-05T17:41:27 *** Antimony has joined #aichallenge 2011-12-05T17:44:36 *** besh has joined #aichallenge 2011-12-05T17:47:30 *** tobym has quit IRC (Remote host closed the connection) 2011-12-05T17:48:26 *** Antimony has quit IRC (Ping timeout: 252 seconds) 2011-12-05T17:59:01 a1k0n, ive read your forum thread about your strategy. very nice of you to share it. you say you use this for all movements.. does this mean you include collecting food, razing hills and exploring all into your eval function? 2011-12-05T18:00:42 *** bhasker has left #aichallenge ("Killed buffer") 2011-12-05T18:01:08 *** bhasker has joined #aichallenge 2011-12-05T18:09:41 *** SejeChristian has joined #aichallenge 2011-12-05T18:11:08 *** Conorach has quit IRC (Ping timeout: 240 seconds) 2011-12-05T18:11:08 *** Antimony has joined #aichallenge 2011-12-05T18:15:33 ikaros: nice to him indeed. got the link to this post? 2011-12-05T18:16:27 *** Kommander has quit IRC (Ping timeout: 240 seconds) 2011-12-05T18:17:53 LouisMartin, http://forums.aichallenge.org/viewtopic.php?f=24&t=2044 2011-12-05T18:18:19 thanks ikaros 2011-12-05T18:19:56 *** Guest64586 has quit IRC (Changing host) 2011-12-05T18:19:56 *** Guest64586 has joined #aichallenge 2011-12-05T18:20:35 np 2011-12-05T18:20:35 *** Guest64586 is now known as Ttech 2011-12-05T18:21:18 i had a similar idea some weeks ago.. monte carlo for everything.. but i didnt try it because i thought that the eval function would be way too slow 2011-12-05T18:21:24 probably i was wrong :) 2011-12-05T18:22:42 well, I spent 5 mins coding a new crappy idea so I'll see how that does overnight on tcp :P 2011-12-05T18:24:02 *** treeform_ has joined #aichallenge 2011-12-05T18:24:06 http://ants.fluxid.pl/replay.14808 I just reused foraging code for killing off enemy ants 2011-12-05T18:24:10 so I gather them like food :) 2011-12-05T18:25:24 =) 2011-12-05T18:25:51 *** ikaros has quit IRC (Quit: Ex-Chat) 2011-12-05T18:27:28 *** treeform has quit IRC (Ping timeout: 255 seconds) 2011-12-05T18:28:34 *** epicmonkey has quit IRC (Ping timeout: 244 seconds) 2011-12-05T18:33:08 *** besh has quit IRC (Quit: Page closed) 2011-12-05T18:35:18 *** Paradoxial has joined #aichallenge 2011-12-05T18:35:37 *** ikaros has joined #aichallenge 2011-12-05T18:38:12 ikaros: yep 2011-12-05T18:38:24 one function to rule them all 2011-12-05T18:38:56 Anilm3: practically zero lately. maybe an hour every night for a week, two weeks ago? 2011-12-05T18:39:24 i'm basically giving up as i went back to work today. i had some time off cuz we just had a baby 2011-12-05T18:39:40 ah thx for info a1k0n 2011-12-05T18:41:32 ChrisH_: i will write a post mortem though my code's a mess. And i jope i won't be the only 2011-12-05T18:41:45 if i may ask.. how many moves can you simulate each round? 2011-12-05T18:42:41 i guess i probably will too, as my blog's pretty bare lately 2011-12-05T18:42:56 me? roughly 1us/move, so 475000 2011-12-05T18:43:23 i precompute parts of my scoring function such that it's simply additive as ants move 2011-12-05T18:43:34 xathis: cool, i'll probably try to write one as well, but I'm not going to promise that I will get it done quickly. 2011-12-05T18:44:00 ok that sounds like a good amount :) 2011-12-05T18:44:11 ChrisH_: nice 2011-12-05T18:44:16 xathis: are you just going to resubmit right before the deadline? 2011-12-05T18:44:49 a1k0n: i will resubmit but there are still a few things to fix, i hope to be able to submit on the weekend 2011-12-05T18:47:15 *** treeform_ has quit IRC (Remote host closed the connection) 2011-12-05T18:47:48 *** treeform has joined #aichallenge 2011-12-05T18:48:56 * antimatroid is hoping to submit just once 2011-12-05T18:50:02 a1k0n: thanks for answering and congratulations for the baby! 2011-12-05T18:50:42 thanks 2011-12-05T18:52:17 re: the hill trap comments above 2011-12-05T18:52:27 *** bretep has quit IRC (Ping timeout: 265 seconds) 2011-12-05T18:52:28 I thought of that but was afraid to say anything if no one else was thinking of it :) 2011-12-05T18:53:00 I'm kind of expecting some strategies like that to show up in last minute updates 2011-12-05T18:54:33 *** tobel has left #aichallenge ("ERC Version 5.3 (IRC client for Emacs)") 2011-12-05T18:58:19 is it fair if the game gets cutoff from not razing hills while an ants hive is positive? 2011-12-05T18:58:42 *** jstrong has quit IRC (Quit: Leaving.) 2011-12-05T19:00:01 antimatroid: no, but avoiding that problem was just fixed by McLeopold yesterday 2011-12-05T19:00:23 * antimatroid still doesn't like that games get called off before rankings are finalised 2011-12-05T19:01:01 * ChrisH_ understands antimatroid's concern, but wonders if some games could go forever without the cutoff rules. 2011-12-05T19:01:10 i don't mind a max turn limit 2011-12-05T19:01:24 but if we want to cut games shorter than that we need to do it when rankings are finalised imo 2011-12-05T19:01:35 otherwise it's sort of like a bonus for being the last person the better bot tried to attack 2011-12-05T19:01:39 what about a roomfull of starter bots all going up? 2011-12-05T19:01:42 which is insane because that can largely depend on the map 2011-12-05T19:03:31 ie. something like a.b.c.d. and c takes out b and d first 2011-12-05T19:03:40 c gets second place only because c didn't get to kill them yet 2011-12-05T19:03:46 a sorry 2011-12-05T19:03:55 a gets second place* 2011-12-05T19:04:44 i agree with you on that point 2011-12-05T19:05:02 it is a problem that "rank stabilized" doesn't mean ALL ants ranks are stabilized 2011-12-05T19:05:02 i got cutoffs on some maze maps 3 turns before i razed the enemy hill :) 2011-12-05T19:05:09 which the trueskill algo does care about 2011-12-05T19:05:11 but they removed alot of maps i recognized 2011-12-05T19:05:22 *** amstan_ has joined #aichallenge 2011-12-05T19:05:23 *** ChanServ sets mode: +o amstan_ 2011-12-05T19:05:46 yeah, i don't think it should be called "rank stabilised" if we're going to do it as now, perhaps "no bots can increase in ranking"? 2011-12-05T19:05:53 because that's what it really is 2011-12-05T19:05:57 indeed 2011-12-05T19:06:37 well, no bots still participating can increase their ranking 2011-12-05T19:07:47 *** amstan has quit IRC (Ping timeout: 240 seconds) 2011-12-05T19:07:52 nor can bots eliminated 2011-12-05T19:08:06 yes they can :P 2011-12-05T19:08:14 *** Antimony has quit IRC (Ping timeout: 244 seconds) 2011-12-05T19:08:18 oh, heh. yes, true 2011-12-05T19:09:32 *** foRei has quit IRC (Read error: Connection reset by peer) 2011-12-05T19:10:34 really? it isn't actually that the rankings have fully stabilized? 2011-12-05T19:12:05 if you have a really strong bot up against a bunch of weak ones, you'll see 1. strong bot 2. didn't-get-to-kill-him-yet 3. weak #1 3. weak #2 3. weak #3, etc 2011-12-05T19:12:16 no, only that all bots with an active hill cannot go up in rank anymore 2011-12-05T19:14:55 it's a bit iffy 2011-12-05T19:15:16 it's probably unideal to change at this point too 2011-12-05T19:15:19 *** rebelxt has joined #aichallenge 2011-12-05T19:15:26 because some people will have taken that into account with their bot 2011-12-05T19:15:26 *** rebelxt has left #aichallenge 2011-12-05T19:16:50 yeah, definitely not something to change this late in the game 2011-12-05T19:17:32 *** mleise has quit IRC (Quit: Leaving.) 2011-12-05T19:18:07 *** yoden has quit IRC (Ping timeout: 240 seconds) 2011-12-05T19:18:22 @later tell McLeopold "rank stabilised" should really read as "no participating bots can increase in ranking" 2011-12-05T19:18:22 antimatroid: OK 2011-12-05T19:19:00 I finally made 'state' global to avoid some really awkward passing of state 2011-12-05T19:19:09 performance got slightly worse, which was unexpected 2011-12-05T19:19:10 heh, i changed mine back 2011-12-05T19:19:17 heh, i should have done that 2011-12-05T19:19:17 turns out I had introduced a slight bug 2011-12-05T19:19:22 *** xathis has quit IRC (Read error: Connection reset by peer) 2011-12-05T19:19:37 where some grids were being intialized at the wrong size 2011-12-05T19:19:42 so yay for performance testing 2011-12-05T19:20:02 (I'm also diffing the output of a test game) 2011-12-05T19:20:21 BenJackson: you were complaining about not leading in org "Other", I guess I can complain about not leading my country or even programming language. ;) 2011-12-05T19:20:52 * antimatroid got 1st in australia for planet wars :) 2011-12-05T19:20:54 You'd think "Go" would have given you a solid chance :) 2011-12-05T19:21:01 And there are only 44 of us using the language. 2011-12-05T19:21:06 I should switch to C++11 2011-12-05T19:21:11 @rankings 2011-12-05T19:21:12 antimatroid: Top 10 players: pguillory(90.8), xathis(90.2), ChrisH(89.7), delineate(87.6), BenJackson(86.6), ThisIsNotABug(86.1), RVeerdonk(86.0), MomoBot(85.9), Migi32(85.7), Memetix(85.6) 2011-12-05T19:21:15 and pguillory *just* rewrote his bot in go, just to spite you 2011-12-05T19:21:15 for no other reason than to win C++11 2011-12-05T19:21:18 xathis: time to resubmit :P 2011-12-05T19:21:47 antimatroid: you just missed him, he said he's planning to resubmit on the weekend 2011-12-05T19:21:54 *** yoden has joined #aichallenge 2011-12-05T19:22:07 ahhh i saw something about resubmitting, i thought that was before the end of the contest 2011-12-05T19:22:12 although that did seem rather strange :P 2011-12-05T19:22:17 took me about 5 days to stabilize (in part because I didn't win reliably enough) so I may get in 2 more submits 2011-12-05T19:22:29 hopefully I'll have the discipline not to submit after the 13th :) 2011-12-05T19:22:31 meh, all rankings reset at the end 2011-12-05T19:22:48 not to carry over rank 2011-12-05T19:22:51 to avoid last minute bugs 2011-12-05T19:22:57 oh sure 2011-12-05T19:23:12 i *almost* resubmitted my tron bot right at the end, but didn't 2011-12-05T19:23:34 a tale of caution, if not a cautionary tale 2011-12-05T19:23:35 I was ready to be ok with top 20 2011-12-05T19:23:36 no rufes band near the top this time? 2011-12-05T19:23:38 BenJackson: I think it's pretty cool that there are six Go bots in the top 100, and I really hope pguillory writes a postmortem because I'm curious about his experience with Go as well. 2011-12-05T19:23:59 you guys have got me interested in go :P 2011-12-05T19:24:00 BenJackson: haha, seriously. the bug bites you when you realize it's possible 2011-12-05T19:24:06 ChrisH_: I'm really interested in the Go bots because I had a passing interest in Go but I didn't see anything I really liked 2011-12-05T19:24:19 having some examples in a domain I'm not intimately familiar with would be great 2011-12-05T19:24:59 sounds like strcat has done some interesting things with C++11 as well 2011-12-05T19:25:06 Yeah, with PW I was set to be happy with top 400, then 200, then 100, then 50, and was proud and amazed to pull off top 25. 2011-12-05T19:25:22 tron ruined my expectations without results :P 2011-12-05T19:25:25 i had basically the opposite experience in PW and got demoralized 2011-12-05T19:25:36 a1k0n: bummer 2011-12-05T19:25:46 i tried to do a similar minimax-simulated-annealing thing and it didn't work out at all 2011-12-05T19:25:51 * antimatroid enjoyed kicking a1k0ns ass in planet wars though :P 2011-12-05T19:25:53 but understable considering you won tron right 2011-12-05T19:25:55 I got a bit down when I went about a week and half between resubmits and the skill in the top 50 had gone way up 2011-12-05T19:25:59 so I thought I'd broken everything 2011-12-05T19:26:12 but the contest opened with me in 1st place with my stupid greedy bot, purely by luck 2011-12-05T19:26:25 I was actually shocked when I hit 6th on saturday or whatever 2011-12-05T19:26:32 I was somewhere with no internet so I looked from my phone 2011-12-05T19:26:37 hehe 2011-12-05T19:26:53 yeah i don't get how my bot got up to 5th 2011-12-05T19:27:02 and on tcp your bot kicks mine's ass consistently now 2011-12-05T19:27:14 I need to restart my fluxid bot 2011-12-05T19:27:26 I never did figure out why it consumed all file descriptors on my system 2011-12-05T19:27:26 so i'll be happy with the top 10 but if someone takes my advice in the forum and beats me with it i won't feel too bad about it 2011-12-05T19:27:35 haha that sounds bad 2011-12-05T19:27:43 *** Kommander has joined #aichallenge 2011-12-05T19:27:56 a1k0n: luckily your description of what you do is scaring people off 2011-12-05T19:28:00 hahaha 2011-12-05T19:28:02 so people admire you for being helpful 2011-12-05T19:28:05 but can't make any use of it 2011-12-05T19:28:08 a1k0n: maybe they will give you credit for the idea. :) 2011-12-05T19:28:12 it's easy! 2011-12-05T19:28:12 a1k0n: for strategy ideas like that it often comes down to implementation rather than the general idea no? 2011-12-05T19:28:18 antimatroid: precisely 2011-12-05T19:28:20 I meant to follow up with some links on simulated annealing 2011-12-05T19:28:37 that was definitely the game in tron. everyone knew exactly what to implement, but *how* was tricky 2011-12-05T19:28:39 i share what i do generally, but some bits of information or whatever i prefer not to openly share 2011-12-05T19:29:03 ah I see Hungarian came up 2011-12-05T19:29:16 yep, but i don't see how to use that honestly 2011-12-05T19:29:16 I actually implemented a Kuhn Munkres for this 2011-12-05T19:29:22 but I couldn't figure out how to USE it 2011-12-05T19:29:26 hey, my bot doesn't do anything magical either, pretty straightforward stuff, but I've found ways to do it fast and I know how to tweek it to get the desired behavior 2011-12-05T19:29:48 (Kuhn Munkres is the O(n^3) version of the naive Hungarian O(n^4) maximum matching) 2011-12-05T19:30:03 ChrisH: same here 2011-12-05T19:30:04 yeah. i honestly don't feel like spending the time to tweak it anymore, but here i am in irc blabbing about it 2011-12-05T19:30:32 *** SejeChristian has quit IRC (Quit: Page closed) 2011-12-05T19:30:44 my new goal isn't to beat the top bots 2011-12-05T19:30:50 I want to crush the >150 bots reliably 2011-12-05T19:30:58 even in the edge conditions I'm bad at like low food 2011-12-05T19:31:18 so my next goal is to resubmit and win like 6 in a row 2011-12-05T19:31:18 that will improve your mu and skill, which is a good thing 2011-12-05T19:31:48 low food is very hard IMHO 2011-12-05T19:32:04 yeah, low food is the main diff for my V10 vs V9 2011-12-05T19:32:08 I did a bunch of sub-min-food sims 2011-12-05T19:32:22 until my tuned bot decisively beat even a fleet of V9 2011-12-05T19:32:26 do you count up food over time and adjust accordingly? 2011-12-05T19:32:32 no 2011-12-05T19:32:33 *** rebelxt has joined #aichallenge 2011-12-05T19:32:39 *** rebelxt has left #aichallenge 2011-12-05T19:32:45 so it's an overall strategy to conserve ants? 2011-12-05T19:33:10 I think conserving ants is nearly always good. 2011-12-05T19:33:18 true. i don't bother. 2011-12-05T19:33:44 mainly I had screwed up my defense to be more reliant on spawning ants 2011-12-05T19:33:52 ah yes 2011-12-05T19:34:01 so when they didn't I just wandered away 2011-12-05T19:34:16 my thory was that I could eat more food faster than I could send an ant back 2011-12-05T19:34:23 hehe 2011-12-05T19:34:27 i considered doing that and went nope 2011-12-05T19:34:35 yeah, my bot could be vunlerable that way as well, but since low food is rare enough it hasn't hurt me too much 2011-12-05T19:34:49 I got a string of them for a while 2011-12-05T19:35:12 <_flag> ChrisH_: are you on tcp? 2011-12-05T19:35:18 sometimes 2011-12-05T19:35:39 I use Ombedor on Fluxid. 2011-12-05T19:35:54 <_flag> I'm playing the game of to reupload or not to reupload and I need to know who I'm beating/losing too :) 2011-12-05T19:36:07 ahh 2011-12-05T19:36:09 <_flag> s/too/to 2011-12-05T19:36:36 i ran 10 games yesterday, but none today 2011-12-05T19:36:49 *** ikaros has quit IRC (Quit: Ex-Chat) 2011-12-05T19:37:01 i've still got a problem with my latest version I need to fix before i do more testing on TCP 2011-12-05T19:37:07 *** Antimony has joined #aichallenge 2011-12-05T19:37:13 I can put a bot back up if there's a request 2011-12-05T19:37:19 I had kind of learned everything I could 2011-12-05T19:37:30 and then it ran my system out of files :) 2011-12-05T19:38:28 <_flag> Well I'm kind of just looking to find out who the people who are currently playing are, as there's enough bots on anyway but few of them have the same names on the main server 2011-12-05T19:38:53 I got a kick out of "B" when it showed up 2011-12-05T19:39:01 because my personal "B" bot is my last pre-combat bot I use for testing 2011-12-05T19:39:02 was it good? 2011-12-05T19:39:40 <_flag> I think I might upgrade A to B sometime soon 2011-12-05T19:39:45 <_flag> Maybe at the next server reset 2011-12-05T19:41:55 <_flag> For example, does anyone know anything about "M4" or "bruno5"? 2011-12-05T19:45:49 hopefully m4 is written in m4 which via extraordinary macros emits c++ as an intermediate language. 2011-12-05T19:49:14 *** treeform has quit IRC (Remote host closed the connection) 2011-12-05T19:49:28 *** treeform has joined #aichallenge 2011-12-05T19:56:31 *** arscan has joined #aichallenge 2011-12-05T19:57:06 hey guys -- I'm getting a "Unpack Error: error while unzipping submission file" when trying to upload my code to the game server... anybody have that issue before? 2011-12-05T20:02:53 are you compressing on to a zip file? 2011-12-05T20:07:56 yeah 2011-12-05T20:07:59 strangest thing 2011-12-05T20:08:10 arscan is this from linux or windows? 2011-12-05T20:08:19 zipping in windows 2011-12-05T20:08:34 i was able to zip up the starter package and upload and that worked 2011-12-05T20:08:48 but when i zipped up my version that's what it gave me 2011-12-05T20:10:11 do you have any file names? 2011-12-05T20:10:29 file name with possible illegal characters for a linkx file 2011-12-05T20:11:52 hm, nothing that looks very suspicious 2011-12-05T20:12:05 on linux you can do unzip -lv file.zip 2011-12-05T20:12:20 just to test it out? 2011-12-05T20:12:21 or unzip -t file.zip and get a bunch of diagnostics 2011-12-05T20:12:26 cool 2011-12-05T20:12:28 i'll give that a shot 2011-12-05T20:12:42 don't know if windows unzip has the same flags or not 2011-12-05T20:14:32 "No errors dettected in compressed data of zippy.zip" 2011-12-05T20:15:08 that error is only from not being able to unzip, as far as you know? 2011-12-05T20:16:35 I don't know really you could ask an admin or look in the source aichallenge/worker/worker.py 2011-12-05T20:16:42 yep 2011-12-05T20:16:45 i'll take a look 2011-12-05T20:16:47 thanks for your help 2011-12-05T20:16:51 *** NoirSoldats has joined #aichallenge 2011-12-05T20:17:12 I'm getting this error on every submission now and I'm zipping the files the exact same way as always: Unpack Error: error while unzipping submission file 2011-12-05T20:19:20 sounds like there must be a problem on the server side… worker.py is unchanged since oct 26. 2011-12-05T20:22:33 McLeopold, janzert: j3camero has showed signs of life by replying to aarossig's text 2011-12-05T20:24:30 *** Imaguys has joined #aichallenge 2011-12-05T20:24:58 *** ace1-1- has joined #aichallenge 2011-12-05T20:27:03 *** ace1-1- has quit IRC (Client Quit) 2011-12-05T20:30:47 well, glad somebody else is having the same problem as me 2011-12-05T20:30:56 kinda 2011-12-05T20:34:56 *** pguillory has joined #aichallenge 2011-12-05T20:35:29 oh good, no more submissions 2011-12-05T20:36:46 ? 2011-12-05T20:36:54 oh, it's totally broken? 2011-12-05T20:37:03 what? 2011-12-05T20:37:03 I guess that would free up my time for my Skyrim 2011-12-05T20:37:05 im guessing 2011-12-05T20:38:43 so I have shaved 15% off my execution time 2011-12-05T20:38:54 that's 5% each I can devote to xathis, chrish, pguillory 2011-12-05T20:40:07 lol 2011-12-05T20:40:17 hehe 2011-12-05T20:41:15 better save some for memetix, he's coming on strong 2011-12-05T20:41:27 pguillory: how do you feel being on top after such a long streak from xathis? 2011-12-05T20:41:59 *** amstan_ is now known as amstan 2011-12-05T20:42:22 * amstan feel like he's holding a microphone 2011-12-05T20:42:50 grrr 2011-12-05T20:44:24 pguillory: yeah, congrats, btw 2011-12-05T20:44:52 @amstan: well not super excited yet 2011-12-05T20:44:53 pguillory: User error, it's not my fault. 2011-12-05T20:44:54 thanks 2011-12-05T20:45:07 what impresses me most about xathis is how long his bot survived the transition to cell maze maps 2011-12-05T20:45:51 <_flag> pguillory: Can you play some games on tcp? I'm in the mood to lose 2011-12-05T20:46:22 @tcp 2011-12-05T20:46:23 amstan: tcp could be http://ants.fluxid.pl/howto. 2011-12-05T20:46:26 aarossig: ^ 2011-12-05T20:46:35 amstan: ty 2011-12-05T20:46:57 *** Nescio has joined #aichallenge 2011-12-05T20:47:03 yeah sure, i'll pull out my last submission and run it 2011-12-05T20:47:05 aarossig: you run your bot in matches from the comfort of your own cpu? 2011-12-05T20:47:09 s/?/./ 2011-12-05T20:47:16 cool 2011-12-05T20:47:47 aarossig: people go there when they get bored on the official servers waiting for the workers to get to them 2011-12-05T20:47:48 my current build is in shambles, buggy and half complete 2011-12-05T20:47:57 amstan: based on that.. the rankings page could be pranked, no? 2011-12-05T20:48:09 the tcp rankings page 2011-12-05T20:48:23 aarossig: yes, i still want to see a human/bot hybrid dominating the tcp scores 2011-12-05T20:48:31 lol 2011-12-05T20:48:34 I fired up my current sub on fluxid as well 2011-12-05T20:49:01 amstan: can't live without alt+clicking a window now, ever since you showed it to me 2011-12-05T20:49:16 started with diffusion, threw it out and rewrote using BFS (my last submission), then threw it out and rewrote again with something else 2011-12-05T20:49:29 I just realized I must be beating _flag on aichallenge.org because he's not in thet op 4 2011-12-05T20:49:40 but due to early conditioning on fluxid I still think of A as beating my ass :) 2011-12-05T20:50:01 pguillory: isn't diffusion better for going toward groups of more food? doesn't BFS ignore the food quantity and just goes for closest? 2011-12-05T20:50:06 _flag: it's like with dogs: you've established early dominance 2011-12-05T20:50:20 <_flag> BenJackson: I keep resubmitting mine 2011-12-05T20:50:29 <_flag> I'm fairly confident I'm still at least top 3 2011-12-05T20:50:58 amstan: yes and yes, but there's more to it 2011-12-05T20:51:07 too bad no one made that top-20-mu list before my late losing streak 2011-12-05T20:53:33 diffusion handles groups of food well but that's about it, otherwise i found it to have all the advantages of bfs but requiring more computation and not working over long distance 2011-12-05T20:53:52 *** jstrong has joined #aichallenge 2011-12-05T20:53:57 *** jstrong is now known as roflmao 2011-12-05T20:57:04 BFS doesn't help with distribution though, getting ants to spread out efficiently 2011-12-05T21:00:20 my opening game with BFS was crap, like in aichallenge.org/visualizer.php?game=165974 look at how far behind i get between turns 50 and 100 because BFS is sending bursts of ants at the nearest thing 2011-12-05T21:05:00 yeah, I had to give that up after V7 2011-12-05T21:05:14 if it got randomly distributed by some other means it did ok 2011-12-05T21:05:20 if it ever got clumpy it never de-clumped 2011-12-05T21:06:38 i currently have the same problem with BFS. my ants just trail each other and not spreading over the map 2011-12-05T21:07:12 i might implement something like that described by a1k0n 2011-12-05T21:07:23 I kept bfs as informational 2011-12-05T21:07:29 but now I choose moves more globally 2011-12-05T21:07:41 actually I'm rewriting the bfs code right now to be more powerful 2011-12-05T21:07:50 BFS is only good in mazes 2011-12-05T21:08:19 but not in randomwalk or cellmazes 2011-12-05T21:08:35 TwistedLogic: what did a1k0n describe? 2011-12-05T21:09:05 Anilm3: the random sampling stuff 2011-12-05T21:09:22 look it up in the forums under strategy 2011-12-05T21:09:41 thx 2011-12-05T21:10:43 got it 2011-12-05T21:14:05 *** TheLinker has joined #aichallenge 2011-12-05T21:14:13 has anyone tried minimax/alpha-beta with heavy pruning? lets say just consider the first 2 moves per ant. those moves should be based on an evaluation function that maximizes the score for that move 2011-12-05T21:15:03 I think more people use normal form 2011-12-05T21:15:18 which i guess is a form of prumed minimax loosely 2011-12-05T21:24:15 *** olexs has quit IRC (Quit: Leaving.) 2011-12-05T21:25:49 *** JorgeB has quit IRC (Ping timeout: 252 seconds) 2011-12-05T21:27:14 *** Nescio has quit IRC (Quit: Page closed) 2011-12-05T21:29:05 *** Anilm3 has quit IRC (Quit: Lost terminal) 2011-12-05T21:32:07 *** Anilm3 has joined #aichallenge 2011-12-05T21:32:14 wow pguillory you're still going up 2011-12-05T21:32:27 @rankings 2011-12-05T21:32:28 amstan: Top 10 players: pguillory(91.2), xathis(90.5), ChrisH(89.6), delineate(87.6), BenJackson(86.6), RVeerdonk(86.0), ThisIsNotABug(86.0), lazarant(85.7), Migi32(85.6), Memetix(85.6) 2011-12-05T21:32:33 way off now 2011-12-05T21:32:38 I thought Go was kind of slow, what do you think? 2011-12-05T21:32:50 Anilm3: go was designed to replace C, wasn't it? 2011-12-05T21:33:21 "replace" yes, but that doesn't mean the compilers are up to the task... 2011-12-05T21:33:34 *** Antimony has quit IRC (Quit: ChatZilla 0.9.87 [Firefox 8.0/20111104165243]) 2011-12-05T21:35:21 isn't that the purpose of llvm? allow for optimizations regardless of language? 2011-12-05T21:35:35 * antimatroid has no idea about go, but i'm very tempted to learn it 2011-12-05T21:35:43 me too antimatroid 2011-12-05T21:35:51 haskell's first 2011-12-05T21:36:04 I already know haskell and that's also slow.. 2011-12-05T21:37:45 But haskell is a really nice language though 2011-12-05T21:44:21 bb guys, time to sleep 2011-12-05T21:45:53 *** Anilm3 has quit IRC (Quit: Lost terminal) 2011-12-05T21:46:37 it does have speed problems, but it lets you get close enough to C speed where it counts 2011-12-05T21:47:34 go, i mean 2011-12-05T21:48:41 it's in a sweet spot, close enough to python/ruby in terms of convenience, close enough to C in speed 2011-12-05T21:49:16 no way i'll ever write another line of C or C++ if go is an option 2011-12-05T21:49:30 but i wouldn't write a web app in it 2011-12-05T21:52:44 *** rajanaresh has joined #aichallenge 2011-12-05T21:53:31 *** lethalwire has joined #aichallenge 2011-12-05T21:54:35 Quick noob question: I've downloaed a starter packge zip file, and reuploaded it but cannot get past the "Unpack Error: error while unzipping submission file" How would i fix tihs? 2011-12-05T21:54:40 I don't think there is really any reason go can't be as fast as C (discounting the GC and bounds checking). 2011-12-05T21:55:33 just a question of the compilers getting there... 2011-12-05T21:56:29 lethal wire - other people are having the same problem. hopefully the admins will have it sorted soon. 2011-12-05T21:56:52 out of curiousity, what language lethalwire 2011-12-05T21:56:52 Oh ok thanks. I was checking the forums and couldn't find anything. Thanks for the response though. I'll keep checking back in. 2011-12-05T21:57:17 I tried java, and cpp. Both are fail 2011-12-05T21:57:50 post here with someone having the same problem http://forums.aichallenge.org/viewtopic.php?t=2053&p=12533#p12533 2011-12-05T21:58:42 I seen this post but no replies :\. I get anxious sometimes! =) 2011-12-05T21:59:36 lethalwire: what are you using to zip? 2011-12-05T22:00:16 *** bhasker has quit IRC (Ping timeout: 240 seconds) 2011-12-05T22:00:22 bugnuts: I think the go team is less concerned with raw cpu perf as long as it's withing a reasonable percentage of C 2011-12-05T22:00:24 rmmh: I downloaded the starter package (.zip), and just reuploaded it. I never unzipped (as stated from the 5 minute starter guide) 2011-12-05T22:00:48 hum, do you happen to have any hashing (md5sum, etc) utilities handy? 2011-12-05T22:01:17 negative 2011-12-05T22:01:41 three other people have mentioned the same problem in the last couple hours. I really doubt it's a problem on your end. 2011-12-05T22:01:49 I tried the download/upload in chrome as well as firefox. Same problem. (unsure if it matters) 2011-12-05T22:02:12 bugnuts: I'm just wondering if maybe some data rot happened on the archives 2011-12-05T22:02:35 *** Friblurks has joined #aichallenge 2011-12-05T22:02:43 I seriously doubt it. 2011-12-05T22:02:49 regarding comments about BFS 30 minutes ago: my bot has two ways to move ants, combat logic and Djikstra's algorithm, which for most of my ants is really just BFS because most of my movement costs are 1. I wouldn't blame BFS for ants clumping together, I would say it's just a naive use of BFS. 2011-12-05T22:03:40 I would try and grab an admin I think janzert and McLeopold are the server guys but amstan might be able to help too 2011-12-05T22:03:55 i've added the option to not move in my bot and it doesn't move at the first turn. i was just using the 4 directions before. now the highest score at the first turn is the option not to move. so the ant just sits there in the hill. lol. need to debug this one 2011-12-05T22:03:57 hey, i'm a server guy too! :( lol 2011-12-05T22:04:20 @serverguy, any ideas? =) 2011-12-05T22:04:21 lethalwire: I have no idea what you mean. 2011-12-05T22:04:22 lethalwire: i could get you the md5 from the server? 2011-12-05T22:04:38 if you give me your submission id 2011-12-05T22:05:51 ams tan - no offence dude just going by the credits page. 2011-12-05T22:06:10 @amstan noob question, where can i locate submission id? 2011-12-05T22:06:11 lethalwire: An error occured while trying to show the previous error. 2011-12-05T22:06:34 stuff with @ is interpreted as a command by contestbot 2011-12-05T22:06:50 don't worry about it, i got the same error, something fishy going with the servers 2011-12-05T22:07:09 >8... I've got to learn irc shortcuts now 2011-12-05T22:07:50 if you're talking about unpack errors, I got one too 2011-12-05T22:08:11 space problems? 2011-12-05T22:08:43 workers running out of disk space would be the simplest solution 2011-12-05T22:08:57 bugnuts: have you been using gopprof much? 2011-12-05T22:09:05 a bit. 2011-12-05T22:09:11 it's pretty handy 2011-12-05T22:09:31 disasm can be useful for making sure you aren't doing horrendously inefficient things 2011-12-05T22:09:32 I have also been looking at the code generation 2011-12-05T22:09:43 unfortunately the server version is really old :( 2011-12-05T22:09:49 * amstan is efforting 2011-12-05T22:10:11 I don;t think it matters too much. 2011-12-05T22:10:33 probably not... it would be neat if cgo worked on the servers 2011-12-05T22:11:02 yeah although I like not using a c crutch since I wanted to do this to learn go 2011-12-05T22:11:10 same :) 2011-12-05T22:11:41 I just wish I could compile my core DFS function in gcc -O2 2011-12-05T22:11:48 BFS* 2011-12-05T22:12:55 rmmh: I have made very heavy use of gopprof 2011-12-05T22:13:08 can anyone tell me when submissions worked last? 2011-12-05T22:13:29 my bot wouldn't have time to hardly anything if i didn't have that tool to find the slow spots and tune them up 2011-12-05T22:13:41 to *do* hardly anthing 2011-12-05T22:13:46 gah 2011-12-05T22:13:52 *** Paradoxial has quit IRC (Quit: :) 2011-12-05T22:13:53 can't type 2011-12-05T22:14:11 mine failed at Dec 6th 2:55am so probably some time before that :P 2011-12-05T22:14:14 I wrote a lot of benchmark and test things and use gotest a lot. 2011-12-05T22:14:56 amstan: this user got one to work within the last 7 hours: http://aichallenge.org/profile.php?user=4940 2011-12-05T22:16:08 amstan: this one was with 4 hours: http://aichallenge.org/profile.php?user=483 2011-12-05T22:16:20 i could try restarting the workers 2011-12-05T22:17:00 maybe someone ran your instances out of space by writing huge files? 2011-12-05T22:17:10 maybe 2011-12-05T22:18:27 well, i've got bot improvements to make, so IRC distractions must go 2011-12-05T22:18:44 dude, multiple windows 2011-12-05T22:18:45 ;-) 2011-12-05T22:19:21 that's not the problem, my brain doesn't have multiple pathways for coding and IRC though 2011-12-05T22:19:40 I'm single core for sure. 2011-12-05T22:19:48 ;) 2011-12-05T22:20:03 *** ChrisH_ has quit IRC (Quit: Page closed) 2011-12-05T22:23:23 shit, timeout again 2011-12-05T22:24:33 crap, i have to resubmit with logging disabled 2011-12-05T22:25:53 ok 2011-12-05T22:25:56 restarted workers 2011-12-05T22:25:59 hopefully it'll be better 2011-12-05T22:26:24 a1k0n: your bot doesn't build with your makefile 2011-12-05T22:26:30 so if it's under ifdef it won't debug 2011-12-05T22:29:41 it worked, my new version is ready to play 2011-12-05T22:30:06 i know, i put the defines in a header 2011-12-05T22:30:36 *** treeform has quit IRC (Ping timeout: 240 seconds) 2011-12-05T22:33:11 amstan: can you check free space on the workers? 2011-12-05T22:33:52 rmmh: not really 2011-12-05T22:35:12 rmmh: i just restarted them, it was a probably a jail that didn't get cleaned or something 2011-12-05T22:35:17 now it seems to do it fine 2011-12-05T22:35:36 *** matthewd has joined #aichallenge 2011-12-05T22:35:37 lethalwire: try resubmitting 2011-12-05T22:35:50 my bot is doing good: http://aichallenge.org/profile.php?user=2065 2011-12-05T22:35:58 ada starter package :P 2011-12-05T22:39:27 *** Jak_o_Shadows has quit IRC (Quit: Leaving.) 2011-12-05T22:40:47 hahaha nice 2011-12-05T22:45:08 *** avdg has quit IRC (Quit: Leaving.) 2011-12-05T22:49:34 *** lethalwire has quit IRC (Quit: Page closed) 2011-12-05T22:51:11 contestbot: seen j3camero 2011-12-05T22:51:11 amstan: j3camero was last seen in #aichallenge 6 weeks, 2 days, 7 hours, 37 minutes, and 35 seconds ago: If you are finding that some of the testing tools suck, please consider making better ones. We generally release whatever tools at the beginning, but the contestants always end up making better ones. 2011-12-05T22:51:17 aarossig: i guess not today 2011-12-05T22:51:55 aarossig: indeed. 2011-12-05T22:52:07 amstan: ^* 2011-12-05T22:52:27 I'm disappointed. 2011-12-05T22:54:10 *** dvladim has joined #aichallenge 2011-12-05T22:57:20 *** Jak_o_Shadows has joined #aichallenge 2011-12-05T22:58:30 *** pguillory has quit IRC (Quit: Page closed) 2011-12-05T23:03:27 *** ritwik has joined #aichallenge 2011-12-05T23:04:09 *** ritwik has quit IRC (Client Quit) 2011-12-05T23:07:05 *** Jak_o_Shadows has quit IRC (Read error: Connection reset by peer) 2011-12-05T23:10:35 *** Jak_o_Shadows has joined #aichallenge 2011-12-05T23:18:03 *** dvladim has quit IRC (Ping timeout: 252 seconds) 2011-12-05T23:24:35 *** Jak_o_Shadows1 has joined #aichallenge 2011-12-05T23:25:03 one problem which was cool for tron was longest path 2011-12-05T23:25:39 i don't know what we did there, i did the game tree stuff and my friend that 2011-12-05T23:27:21 *** Jak_o_Shadows has quit IRC (Ping timeout: 268 seconds) 2011-12-05T23:28:04 *** Jak_o_Shadows1 has quit IRC (Remote host closed the connection) 2011-12-05T23:28:08 *** TheLinker has quit IRC (Remote host closed the connection) 2011-12-05T23:28:35 *** Jak_o_Shadows has joined #aichallenge 2011-12-05T23:28:37 *** amstan has quit IRC (Ping timeout: 248 seconds) 2011-12-05T23:30:51 *** amstan has joined #aichallenge 2011-12-05T23:30:51 *** ChanServ sets mode: +o amstan 2011-12-05T23:59:07 *** delt0r_ has quit IRC (Ping timeout: 240 seconds)