2011-12-11T00:01:41 McLeopold: btw, the change to make seed selection and insert one statement did help but not eliminate the problem, basically went from 17-20% down to 9-12% 2011-12-11T00:02:10 I'll try and put together an external script to keep a buffer of matches soon 2011-12-11T00:03:13 the only problem with that is we are getting close to the point where a pairing takes longer to produce than the speed we're using them 2011-12-11T00:05:21 janzert: thanks for the help, i'll check the code you emailed me to see what orders it outputs 2011-12-11T00:05:37 janzert: ok 2011-12-11T00:06:46 *** zyberkiddy has quit IRC (Remote host closed the connection) 2011-12-11T00:09:21 *** Paradoxial has quit IRC (Quit: :) 2011-12-11T00:11:56 *** Antimony has joined #aichallenge 2011-12-11T00:26:48 *** besh has quit IRC (Quit: Page closed) 2011-12-11T00:45:45 having been smacked around by bj_v5, I think it's time for combat code. Any suggestions? 2011-12-11T01:05:11 bmh: minimax :) 2011-12-11T01:06:26 antimatroid1: I'm going to stick to monte carlo techniques 2011-12-11T01:06:55 do you know how i'm doing minimax?= 2011-12-11T01:07:08 it's like taking a tiny sample of the possible moves and running minimax on those 2011-12-11T01:07:17 how about this: Consider all ants within combat radius 2. Pick an ant and tell everyone to move toward or away from that ant 2011-12-11T01:07:31 not very strategic :P 2011-12-11T01:07:41 and i don't like the combat + 2 thing 2011-12-11T01:07:48 why? 2011-12-11T01:07:56 a..%b and a%..b 2011-12-11T01:07:59 yeah yeah.. 2011-12-11T01:08:12 it isn't going to produce bad results 2011-12-11T01:08:23 it could just be more expensive than optimal 2011-12-11T01:09:22 something i thinks worthwhile doing is working out the maximum enemies each location your ants can move into could possibly be within battle range next turn 2011-12-11T01:09:30 then minimise that or minimise positive that 2011-12-11T01:09:46 that's a bit of a mouthful :P 2011-12-11T01:10:31 I really ought to have studied AI in university. 2011-12-11T01:10:44 To all the kids out there: Take a machine learning class. You'll regret it if you don't. 2011-12-11T01:10:57 the "computing school" at my university is a joke, i would have done better taking more maths classes 2011-12-11T01:11:10 i did both the ai and machine learning classes, they were a joke :P 2011-12-11T01:11:24 i'm very tempted to do that stanford ml class though 2011-12-11T01:11:40 where are you Sydney? NSW? 2011-12-11T01:11:46 tasmania 2011-12-11T01:11:47 utas 2011-12-11T01:11:52 down down under! 2011-12-11T01:12:00 aha yeah, the deep south 2011-12-11T01:15:33 I certainly talk to more Australians on the internet than when I was living in the UK 2011-12-11T01:16:28 smiley1983 and i are always up at odd hours anyway 2011-12-11T01:35:18 antimatroid1: how's your bot coming along? 2011-12-11T01:35:29 ChrisH_: not amazingly 2011-12-11T01:35:45 i'm just trying to get it functional to submit at this point :P 2011-12-11T01:36:00 and thinking about my battle stuff 2011-12-11T01:36:40 I will be interested to see how your battle code does when you get it going. 2011-12-11T01:37:11 ie. when evaluating a state, i'll add enemyDeaths-friendDeaths to the payoff, but i think something like 10*(eDeaths-fDeaths) + eDeaths/(fDeaths+1) might work better? 2011-12-11T01:37:43 ie. (eDeaths, fDeaths), (2,1) is better than (3,2) right? 2011-12-11T01:38:39 yeah, 2,1 is better than 3,2 2011-12-11T01:38:59 if you can achieve that each time there are casualties you come out with more in the end 2011-12-11T01:39:18 but 3,2 is better than a stalemate, so it's a balancing act 2011-12-11T01:39:35 between making progress and being too conservative 2011-12-11T01:41:46 yeah i know, just trying to work out how to order the outcomes properly 2011-12-11T01:41:55 i'm going to add in a third set of moves for each set of ants too 2011-12-11T01:42:05 which doesn't move into the attack radius of any current enemy locations 2011-12-11T01:42:14 *** dvladim has joined #aichallenge 2011-12-11T01:47:33 http://paste.aichallenge.org/Hf3RV/ 2011-12-11T01:48:55 *** taeke has joined #aichallenge 2011-12-11T01:49:12 Hi 2011-12-11T01:50:06 How does this work? 2011-12-11T01:50:27 Is there anybody out there? 2011-12-11T01:50:31 hi 2011-12-11T01:50:53 Hi Leopold 2011-12-11T01:51:28 I am looking for some answer about the current games on the servers 2011-12-11T01:51:40 do you have a bot submitted? 2011-12-11T01:51:42 i see strange behavier 2011-12-11T01:51:59 my bot playing two games on the same time 2011-12-11T01:52:17 Yes i have a bot up and running 2011-12-11T01:53:09 so, when scheduling games, often similar bots are chosen in a row, and you are more likely to be pulled into a games during that time 2011-12-11T01:54:13 so you can end up playing in two games at the same time? 2011-12-11T01:54:18 sure 2011-12-11T01:54:31 i don't mind but had not seen that before 2011-12-11T01:54:37 we have 25 servers now 2011-12-11T01:54:41 *** dvladim has quit IRC (Ping timeout: 252 seconds) 2011-12-11T01:54:50 each with 2-10 players 2011-12-11T01:55:12 and somehow i don't regonise the behavier of my bot 2011-12-11T01:55:16 potentially 50-250 players in a game at any one time 2011-12-11T01:55:34 great 2011-12-11T01:55:36 I always feel like that too 2011-12-11T01:55:39 ChrisH_: I posted on the forum about timeouts too 2011-12-11T01:55:44 :) yeahh 2011-12-11T01:55:54 BenJackson: better or worse with the new servers? 2011-12-11T01:55:55 one game where I "timed out" against pguillory I downloaded the input and fed it to the same version locally 2011-12-11T01:55:56 it isn't doing to bad 2011-12-11T01:56:05 earlier turns in that same game took 5x longer to compute than the one that "timed out" 2011-12-11T01:56:21 <_flag> BenJackson: This happens to me ocassionally too 2011-12-11T01:56:22 taeke: it looks like you pick random directions and just send ants in a straight line 2011-12-11T01:56:27 nothing in the last 30 or so turns took more than 200ms on my machine, which is slower than the contest machines 2011-12-11T01:56:36 <_flag> Sometimes two players timeout in the same moves 2011-12-11T01:56:41 <_flag> same move* 2011-12-11T01:56:47 <_flag> Which is awfully suspicious 2011-12-11T01:56:49 yeah but that is not the behavier i have locally 2011-12-11T01:57:13 <_flag> For example: http://aichallenge.org/visualizer.php?game=179756&user=31 2011-12-11T01:57:26 ChrisH_: Also re analyzing games, I was saying on irc earlier that my technique is basically to look at the number-of-ants graph and exmine the point where it diverges in favor of the ultimate winner 2011-12-11T01:57:30 and try to see why it happened 2011-12-11T01:57:46 yeah 2011-12-11T01:57:46 taeke: it looks like you submitted leftybot? 2011-12-11T01:58:25 in one test game at home where the map had a hill near a dead end the winning bot ignored the initial food that was deeper in the dead end and went out instead 2011-12-11T01:58:25 but that isn't the case and my result are also not matching lefty bot 2011-12-11T01:58:30 leaving that food for a future ant 2011-12-11T01:58:42 the losing bot moved backwards to the first food 2011-12-11T01:58:45 everything followed from that 2011-12-11T01:58:53 skill of 50 and up with lefty bot? 2011-12-11T01:59:05 I don't know if you saw my conversation with janzert earlier, but I had a game where my bot wasn't moving all of it's ants even early in the game. When I run it with that game input locally the orders are issued, but when janzert ran it on a worker he got the same results as the game replay showed, which is really scary to me. 2011-12-11T01:59:21 wow 2011-12-11T01:59:40 so your thing may not be timing 2011-12-11T01:59:47 is your local system 32 or 64 bit? 2011-12-11T01:59:56 ChrisH_: do you know if we was doing the ec2 instances or the new ones for that test? 2011-12-11T02:00:31 BenJackson: do you ever look at the won at turn? 2011-12-11T02:00:54 no, but I did have one timeout recently that I posted in the forums about and that I think was a server thing, because my code is pretty good about not timing out. 2011-12-11T02:01:46 McLeopold: on the aichallenge site I note it when I'm skimming over games to see how decisive they were 2011-12-11T02:01:47 McLeopold: I don't know which kind of worker janzert tested that on, and I don't know which type the particular game ran on, but it was this game if you are interested: http://aichallenge.org/visualizer.php?game=186986&user=10 2011-12-11T02:02:19 http://aichallenge.org/visualizer.php?game=188704&user=9213 is not lefty bot but http://aichallenge.org/visualizer.php?game=186506&user=9213 looks like lefty bot but is is all version 28 2011-12-11T02:02:33 ChrisH_: the worker id should be in the replay, we can trace that to the worker ip, which would probably let us know the type 2011-12-11T02:03:32 BenJackson: my local system is 32 bit, but Go should make that a non-issue, unless it is due to a difference in the 32 bit or 64 compiler, the language itself doesn't allow implicit conversions between different bit numbers, so it is all explicit. 2011-12-11T02:04:17 oh Go 2011-12-11T02:04:28 I guess a compiler issue is an order of magnitude more likely with Go than with, say, C++ 2011-12-11T02:04:35 yes 2011-12-11T02:04:47 I have to remind myself of that when I use GCC on obscure architectures 2011-12-11T02:05:58 ChrisH_: that game was worker_id 661 at ip 77.95.X.X, which is a new worker 2011-12-11T02:06:00 but the behavior of my bot in the weird game was consistent with it either thinking it had less time left in the turn than reality (but janzert's test pretty much refuted that) or that it was occassionally dropping the last few ant orders on the floor before they get sent. 2011-12-11T02:06:26 and then the next turn it would work 2011-12-11T02:06:42 ChrisH_: so, you have to send a go line after all orders 2011-12-11T02:06:43 did it emit the stale order right at the start of the NEXT turn? 2011-12-11T02:06:51 there was a stretch of about 15 turns (around 130, still early in the game) where several ants just didn't move 2011-12-11T02:07:06 no, the order just didn't happen 2011-12-11T02:07:28 unfortunately the way my bot works it isn't really possible to stop computing orders early 2011-12-11T02:07:36 and my bot doesn't cache any orders, paths or any info about ants between turns either 2011-12-11T02:07:38 how many ways can your bot skip to the go line? 2011-12-11T02:07:47 one 2011-12-11T02:07:54 and given the way I timed out one time on the official site it must have been in a way my bot didn't even run 2011-12-11T02:08:35 ChrisH_: could it be something to do with how the sandboxing code affects the runtime? 2011-12-11T02:08:45 McLeopold could you take a look at http://aichallenge.org/visualizer.php?game=188704&user=9213 and http://aichallenge.org/visualizer.php?game=186506&user=9213 same version but tottaly different behavier the latest does not look like my bot the first does but it is all version 28 2011-12-11T02:08:47 all orders are collected in one structure and held there until there is nothing left to do or time is up, then a three line function loops to send the orders and when that returns the final "go" is sent 2011-12-11T02:08:52 I don't know how feasible it is for someone to run under an equivalent sandbox 2011-12-11T02:10:52 McLeopold: have any of my other games run on server 661? 2011-12-11T02:11:21 ChrisH_: let me check... 2011-12-11T02:11:40 taeke: those are both submission 32527, there is no way we run the wrong bots 2011-12-11T02:13:21 ChrisH_: game ids 186986 and 188450 2011-12-11T02:13:27 the behavior isn't that obviously different 2011-12-11T02:13:52 for taeke, no, especially the first turn pause and bounce after hitting a wall 2011-12-11T02:15:32 McLeopold: 186986 is the weird game, 188450 is my most recent one and there are no apparent problems with that one, in fact my bot dominated that matchup 2011-12-11T02:15:38 ChrisH_: I don't think I see static ants in the second game 2011-12-11T02:15:53 no, it looks perfect to me 2011-12-11T02:16:17 maybe more ants makes you go faster :) 2011-12-11T02:16:17 in fact, I had already checked it but didn't know it was the same server as the other one. 2011-12-11T02:16:24 LOL, I wish 2011-12-11T02:16:53 the only static ants in the second game are late and it is normal for my bot in that version 2011-12-11T02:17:13 too many ants and I hadn't seen the last enemy hill yet 2011-12-11T02:17:19 so they had nothing to do 2011-12-11T02:17:44 I'm wondering if unseeable water would kill my bot 2011-12-11T02:17:59 I think they might all surround the lake... 2011-12-11T02:18:35 trying to explore the middle? 2011-12-11T02:18:49 yeah, I should run a test 2011-12-11T02:19:00 it might break my path finding 2011-12-11T02:19:06 my bot would put a goal in there, but since there is not path to it the ants would ignore it 2011-12-11T02:19:18 I've seen my current bot do stupid things when a stalemate is blocking explorable area 2011-12-11T02:19:49 I actually restructured my pathing so I could do things like avoid stalemate areas 2011-12-11T02:19:56 but never did 2011-12-11T02:19:58 Has anyone seen bots controlling ant spawning by standing on their own hills? 2011-12-11T02:20:01 I think I would need to detect no path spots and mark them water 2011-12-11T02:20:10 no 2011-12-11T02:20:21 but I've seen some maps where it would help 2011-12-11T02:20:52 ChrisH_: I thought Xathis does it 2011-12-11T02:20:55 Yeah, me too, so I've coded it up and it's mostly working, but I haven't run enough tests yet to decide if I'll keep it. 2011-12-11T02:21:05 when do you do it? 2011-12-11T02:21:20 well, that's the interesting part isn't it. 2011-12-11T02:21:20 *** epicmonkey has joined #aichallenge 2011-12-11T02:21:37 I did implement code to keep track of my hive 2011-12-11T02:21:49 but usually if I have ants in my hive I'm fine 2011-12-11T02:21:53 the goal is to spawn ants as close to targets as possible to avoid wasting the time traveling from the "wrong" hill 2011-12-11T02:21:54 I get screwed on maps with no food 2011-12-11T02:22:25 but I also don't want to leave any ants in the hive if it can be avoided 2011-12-11T02:22:39 McLeopold: Ok thanks. It must be me looking at it the wrong way. Thanks for the information. 2011-12-11T02:22:40 and the resulting code started to remind me of the future state tracking I did for PW. 2011-12-11T02:22:58 I didn't realize how bursty food was until I saw how bursty hive depth was and then looked into why 2011-12-11T02:22:59 yeah, I'm totally reusing PW code :) 2011-12-11T02:23:22 *** bmh has quit IRC (Quit: Page closed) 2011-12-11T02:23:49 I like implementing things like hive counting and symmetry detection because it's something I can solve 2011-12-11T02:23:58 whereas balancing my strategy heuristics is open ended 2011-12-11T02:24:16 and currently my tweaking has made a bot which loses 100% of the time to my last bot in some situations 2011-12-11T02:24:29 the only concern I have is that it means I have to leave an ant on each of my hills to control the spawning, but the bonus is that none of my hills can get ambushed and I can spawn defenses there faster as well 2011-12-11T02:25:02 all assuming a multi-hill map of course 2011-12-11T02:25:06 if you are that worried, then you are trying to control 1 ant spawn, probably not worth it 2011-12-11T02:25:36 after you get a bunch of food, just pick a hill closest to the good stuff, then don't move the new ants off the others 2011-12-11T02:25:51 i think it will be an advantage in some cases, but not sure how much of an advantage 2011-12-11T02:26:05 McLeopold: that's what I'm hoping will happen 2011-12-11T02:26:15 there is a cell maze that I need to find... 2011-12-11T02:26:21 my "solution" to this is to not worry about my worst hills being taken in multi-hill 2011-12-11T02:26:21 also, I think my bot does better with fewer hills 2011-12-11T02:26:38 if I have a hill near/between a strong enemy better to let it die than feed ants into a bottleneck 2011-12-11T02:26:55 that was my solution back when I had a "static" defense 2011-12-11T02:27:16 *** Kurnevsky has joined #aichallenge 2011-12-11T02:27:17 what is driving me nuts about my bot is that my "active" defense lets things by 2011-12-11T02:27:20 it doesn't die 2011-12-11T02:27:25 it just turns sideways and slips past 2011-12-11T02:27:31 and I'm willing to allow that to happen still, but we'll see how it goes, i need to get this code tested and then upload it to see how it does 2011-12-11T02:27:38 *** Antimony has quit IRC (Ping timeout: 240 seconds) 2011-12-11T02:27:40 my attempts to stop that have been mostly futile 2011-12-11T02:28:09 BenJackson: yeah, that is tricky to get right 2011-12-11T02:29:11 btw I hope you Go guys release source 2011-12-11T02:29:20 my reaction to Go tutorials and so on has been "eww" 2011-12-11T02:30:00 not sure my code is very "pretty" 2011-12-11T02:33:20 http://aichallenge.org/map.php?map=cell_maze/cell_maze_p05_09.map 2011-12-11T02:37:15 yep, that's a good example McLeopold 2011-12-11T02:37:29 *** Palmik has joined #aichallenge 2011-12-11T02:37:32 its not the one I was looking for 2011-12-11T02:38:06 but I think the situation can come up dynamically as well when you have one hill deep in your own area and another closer to the front lines or an enemy hill. 2011-12-11T02:38:08 its a map where you have 3 hills in front of a large snaking cave and 1 hill on the other side of the map that is surrounded 2011-12-11T02:38:17 it is a cell_maps, I think at least 4 players 2011-12-11T02:39:14 at least in the map I found, you have a hill inside a cave, which can just be blocked 2011-12-11T02:41:00 this map could be like that: http://aichallenge.org/visualizer.php?game=166036 2011-12-11T02:41:07 no 2011-12-11T02:41:35 there was a main channel that had a slightly negative slope everyone had to fight over 2011-12-11T02:41:36 no not it, but one hill out in the open and other inside a horseshoe could lead to interesting spawning strategies 2011-12-11T02:43:29 that's a crazy map 2011-12-11T02:44:17 yeah, and that was a crazy game, one of the few "good games" I posted in the forums 2011-12-11T02:45:42 my pathfinding would explorer from the center of a lake (if unseen) and stop at the water, and then quit. so I think I'll lose 5ms in a game for maps that have those 2011-12-11T02:46:02 *** Antimony has joined #aichallenge 2011-12-11T02:47:45 not an issue, and it's not the total time lost during the game that matters, but the maximum time lost on any single turn that really matters 2011-12-11T02:53:17 ChrisH_: how many ants to you commit to razing a hill? 2011-12-11T02:53:26 *** amstan has quit IRC (Ping timeout: 248 seconds) 2011-12-11T02:54:19 I commit at least 3 plus any ants with nothing else to do 2011-12-11T02:54:28 why 2011-12-11T02:54:29 ? 2011-12-11T02:54:58 I'm working on a formula 2011-12-11T02:55:08 I started with 2 and added more if needed 2011-12-11T02:55:52 the thing is, my bot also attacks enemy ants, so the more there are around the enemy hill, the more ants I send, plus the 3 2011-12-11T02:56:09 that was how I was deciding to add more 2011-12-11T02:56:15 ChrisH_: so the test I did earlier was on one of the new workers 2011-12-11T02:56:29 janzert: ok 2011-12-11T02:56:29 just repeated it on one of the old workers with the same result though 2011-12-11T02:56:34 ok 2011-12-11T02:57:01 while I'm sure it's worse for you, I'm rather relieved ;) 2011-12-11T02:57:17 I haven't seen this happening a lot, so I'm not going to worry about it now, my next version has changed enough hopefully it won't happen when I resubmit 2011-12-11T02:57:35 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has quit IRC (Quit: Lost terminal) 2011-12-11T02:58:23 *** dvladim has joined #aichallenge 2011-12-11T03:00:00 janzert: here's $5 to omit another batch of ChrisH_'s mvoes 2011-12-11T03:00:13 LOL 2011-12-11T03:00:25 shh, you're supposed to keep that to IM's :P 2011-12-11T03:01:14 oh god how did this get here I am not good with computer 2011-12-11T03:02:46 the amazing thing is that I tied for 1st in that game anyway, but my last hill was under serious attack and I lost the ant count war when the turn limit hit, so I easily could have lost if the game had gone another few turns, but even tying for 1st my mu went down because the competition all had lower mu's 2011-12-11T03:03:19 do you actually estimate scores while playing? 2011-12-11T03:03:25 so, i did ok even with a couple fingers tied behind my back 2011-12-11T03:03:41 no, i have no idea how to do that accurately. 2011-12-11T03:04:07 I don't think it's possible 2011-12-11T03:04:27 you'd have to do serious work just to know for sure how many players there were 2011-12-11T03:05:09 ChrisH_: mu went down because you tied with a lower mu 2011-12-11T03:05:24 you could play a whole game and not see all the players 2011-12-11T03:05:31 ie me 2011-12-11T03:05:35 janzert: yes, I understand, not a complaint 2011-12-11T03:05:53 recent game, I tie chrish for 4th, 2 games back (for me) he wins and I come in last 2011-12-11T03:05:59 that is basically the problem with V10 of my bot 2011-12-11T03:06:04 it's a bit... bi-modal 2011-12-11T03:07:38 i think you see that for a lot of bots when they are playing roughly equal competition 2011-12-11T03:08:27 the margin for error in a game can be pretty slim sometimes 2011-12-11T03:09:18 at some point this week I may have to knuckle down and quit playing with new ideas and just do another bugfix pass 2011-12-11T03:09:33 *** Antimony has quit IRC (Ping timeout: 268 seconds) 2011-12-11T03:23:39 *** ChrisH_ has quit IRC (Quit: Page closed) 2011-12-11T03:44:31 *** ChrisH_ has joined #aichallenge 2011-12-11T03:44:42 McLeopold: http://ants.fluxid.pl/replay.25353 2011-12-11T03:47:37 McLeopold: It's looking promissing, there were some nice behaviors in that game. 2011-12-11T03:48:33 *** dvladim has quit IRC (Read error: Connection reset by peer) 2011-12-11T03:53:22 *** ChrisH_ has quit IRC (Quit: Page closed) 2011-12-11T03:54:29 *** dvladim has joined #aichallenge 2011-12-11T03:54:58 *** Redgis has joined #aichallenge 2011-12-11T04:15:04 *** replore_ has quit IRC (Remote host closed the connection) 2011-12-11T04:15:59 *** foRei has joined #aichallenge 2011-12-11T04:24:43 *** jon1 has joined #aichallenge 2011-12-11T04:27:31 nice game against xathis here: http://ants.fluxid.pl/replay.25082 makes me aware of the weakness of my combat. xathis strategy is to outflank the opponent. can't figure out yet how to command my ants to do the same formation against the enemy 2011-12-11T04:36:40 *** GeorgeSebastian has joined #aichallenge 2011-12-11T04:36:47 *** GeorgeSebastian has joined #aichallenge 2011-12-11T04:40:02 *** pairofdice has joined #aichallenge 2011-12-11T04:46:02 *** Anilm3 has joined #aichallenge 2011-12-11T05:08:29 *** djstrong has joined #aichallenge 2011-12-11T05:09:15 *** GeorgeSebastian_ has joined #aichallenge 2011-12-11T05:09:40 *** GeorgeSebastian_ has left #aichallenge 2011-12-11T05:11:02 is there any good solution how to deal with timeouts in java? i found out that GC can take 500ms and it is the problem 2011-12-11T05:12:12 ...ofc except making everything "static" ;) 2011-12-11T05:31:08 *** dvladim has quit IRC (Ping timeout: 240 seconds) 2011-12-11T05:37:54 *** Anilm3 has quit IRC (Quit: Lost terminal) 2011-12-11T05:45:04 *** Akranis has joined #aichallenge 2011-12-11T05:51:28 *** taeke has quit IRC (Quit: Page closed) 2011-12-11T05:52:41 *** kire has joined #aichallenge 2011-12-11T06:02:20 *** nha has joined #aichallenge 2011-12-11T06:04:54 *** mj41 has joined #aichallenge 2011-12-11T06:08:20 *** kilae has joined #aichallenge 2011-12-11T06:12:03 in this game: http://ants.fluxid.pl/replay.25581 my ants are not moving at the end due to an absence of goals. i can see that there is one enemy hill still remaining but my ants can seem to see it because it is covered by an enemy ant 2011-12-11T06:12:53 my question now is if the hill is still being included in the input even if it is covered? 2011-12-11T06:13:04 it should 2011-12-11T06:13:05 *** heinrich5991 has quit IRC (Excess Flood) 2011-12-11T06:15:07 It's visible 2011-12-11T06:15:43 ok. it seems like a bug in my setting the hill being razed or not. so the enemy could hide it's hill to my ants by just covering it. lol 2011-12-11T06:16:10 It's a bit odd though 2011-12-11T06:16:15 *** heinrich5991 has joined #aichallenge 2011-12-11T06:16:19 :) 2011-12-11T06:17:34 i set a hill razed or not if it is visible. problem is that the map table is overwritten by an ant instead of a hill. so when i loop over the map to check for hills, it couldn't find it 2011-12-11T06:17:35 *** ikaros has joined #aichallenge 2011-12-11T06:17:52 Yeah 2011-12-11T06:19:59 I have suspected this bug for so long but it is only now that I've verified it. Thanks guys for the clarification. 2011-12-11T06:27:37 this is actually something that came up a few times in this channel; i suspect "hiding" your hills like that might turn out to be a viable option when fighting lower-ranked bots ;) 2011-12-11T06:32:14 *** codetiger has joined #aichallenge 2011-12-11T06:32:34 anybody tried submitting pypy code 2011-12-11T06:34:44 *** sigh has quit IRC (Remote host closed the connection) 2011-12-11T06:42:35 http://aichallenge.org/language_profile.php?language=PyPy 2011-12-11T06:42:35 *** Anilm3 has joined #aichallenge 2011-12-11T06:42:39 @rankings 2011-12-11T06:42:40 Anilm3: Top 10 players: xathis(92.6), pguillory(92.5), fourmidable(90.2), ChrisH(90.0), lazarant(89.9), GreenTea(89.3), delineate(88.9), Memetix(87.7), RVeerdonk(86.9), Speedy_Consoles(86.8) 2011-12-11T06:42:48 :O 2011-12-11T06:43:04 Whaat 2011-12-11T06:47:04 And my bot is at 231... ;_; 2011-12-11T06:47:19 #2 in Py3 rankings though :D 2011-12-11T06:49:13 we're near then 2011-12-11T06:51:03 My bot has been plummeting 2011-12-11T06:51:27 I guess that means others aren't standing still :) 2011-12-11T06:51:27 what's plummeting? 2011-12-11T06:52:09 collapse, crash, decrease, descend, dip, dive... 2011-12-11T06:52:12 *** foRei has quit IRC (Ping timeout: 244 seconds) 2011-12-11T06:52:18 oh I see 2011-12-11T06:52:24 thanks 2011-12-11T06:52:40 I don't know if I will have time to do anything new 2011-12-11T06:52:46 :( 2011-12-11T06:53:38 Yeah, I'm a bit demotivated to do anything to my bot 2011-12-11T06:53:41 ok, I successfully submitted my bot in pypy. Seems I should only change the extension of MyBot.pypy and not ant.py 2011-12-11T06:54:57 codetiger: indeed 2011-12-11T06:55:15 codetiger: pypy is nice, I am using it 2011-12-11T06:55:28 pairofdice: I'm not demotivated, I just have a lot of work 2011-12-11T06:55:29 So much faster than cpython 2011-12-11T06:55:58 It would be nice if the contest deadline was extended.. 2011-12-11T06:56:04 heh 2011-12-11T06:56:05 but that's not going to happen 2011-12-11T06:56:35 My friends and I will be improving our bots and competing among ourselves for a while after the competition ends, since we started into the comp late 2011-12-11T06:57:02 *** flowenol has joined #aichallenge 2011-12-11T06:57:06 too bad I don't have any friends on the contest lol 2011-12-11T06:57:23 I have two in the top 100 but they started a month before the rest of us 2011-12-11T06:57:31 most of us were too busy until last week 2011-12-11T06:57:43 :) I wish i got into the contest when it was on beta 2011-12-11T06:57:59 codetiger: me too 2011-12-11T06:57:59 We also plan on tossing any bots we can find afterwards that people open source into our pool of bots to play against 2011-12-11T06:58:01 :P 2011-12-11T06:58:05 yea ill try that next time too codetiger :) 2011-12-11T06:58:26 Wraithan: that's interesting!! 2011-12-11T06:58:57 coz, they displayed "You will regret if you upload your test bot secretly", I thought I'll only work after the beta is removed 2011-12-11T07:00:16 *** jstemmer has quit IRC (Quit: leaving) 2011-12-11T07:01:18 *** codetiger has quit IRC (Remote host closed the connection) 2011-12-11T07:01:35 Wraithan: planning on making your minicontest open? :P 2011-12-11T07:02:18 anyone having timeout issues? 2011-12-11T07:02:31 We are still discussing it, having it closed means security is easy, as well having limit server resources 2011-12-11T07:02:54 I see 2011-12-11T07:02:59 brb 2011-12-11T07:03:00 *** Anilm3 has quit IRC (Quit: Lost terminal) 2011-12-11T07:04:18 my bot had some timeouts wich seem impossible to me 2011-12-11T07:04:29 i even ran the input on my side 2011-12-11T07:10:03 *** bretep has joined #aichallenge 2011-12-11T07:20:37 *** g0llum has joined #aichallenge 2011-12-11T07:23:39 *** Jacob_Strauss has joined #aichallenge 2011-12-11T07:27:35 *** Anilm3 has joined #aichallenge 2011-12-11T07:43:05 wow i still dont get memetix stuff 2011-12-11T07:44:04 my last commit was november 1st :( 2011-12-11T07:44:37 i was hoping to have a few days at least so i could submit something.. maybe i still can 2011-12-11T07:44:39 *** Kommander has joined #aichallenge 2011-12-11T07:55:56 *** jon1 has quit IRC (Quit: Leaving.) 2011-12-11T07:58:43 *** sigh has joined #aichallenge 2011-12-11T07:59:53 *** lilEzek has joined #aichallenge 2011-12-11T07:59:56 hi 2011-12-11T08:00:06 anyone can help me with an easy task? 2011-12-11T08:00:39 I would like to determine the direction an ant should take to get close to another point 2011-12-11T08:00:54 and I can't handle torus 2011-12-11T08:01:34 I mean, given two points, determine the direction that should the first point take to get close to second point 2011-12-11T08:02:46 *** GeorgeSebastian has quit IRC (Read error: Connection reset by peer) 2011-12-11T08:03:39 *** Lithosphere has quit IRC (Remote host closed the connection) 2011-12-11T08:03:55 *** Lithosphere has joined #aichallenge 2011-12-11T08:03:55 *** Lithosphere has joined #aichallenge 2011-12-11T08:04:14 lilEzek: you realize that if you don't use pathfinding your ant can get stuck right? 2011-12-11T08:04:30 I know 2011-12-11T08:04:35 I use bfs 2011-12-11T08:04:50 if you use bfs you have stored the direction 2011-12-11T08:04:53 or the path 2011-12-11T08:05:01 I'm storing a stack of steps 2011-12-11T08:05:17 follow the steps then 2011-12-11T08:05:19 that is, a stack in c++ STL 2011-12-11T08:05:23 yeah 2011-12-11T08:05:32 but I need a function that 2011-12-11T08:05:35 In my case 2011-12-11T08:05:41 pointsToDirection(Location,Location) 2011-12-11T08:05:43 I use A* 2011-12-11T08:05:46 to know the direction to follow 2011-12-11T08:05:47 and get the whole path 2011-12-11T08:06:21 I have a BFS for the purpose of exploration and for that I just store the direction 2011-12-11T08:06:39 so when I find the interesting node on the BFS I just go to that direction 2011-12-11T08:07:01 yeah 2011-12-11T08:07:04 I imagine so 2011-12-11T08:07:24 the problem is I'm not storing all the locations on the stack 2011-12-11T08:07:27 in your case I think you would have to reconstruct the path or store it on each node 2011-12-11T08:07:46 imagine I need to go from 1,0 to 200,0 2011-12-11T08:07:56 if no obstacle is in the path 2011-12-11T08:08:02 the stack only stores 1,0 and 200,0 2011-12-11T08:08:10 because I can deduce the direction 2011-12-11T08:08:14 the first step of the bresenham line algorithm 2011-12-11T08:08:25 bresenham line algorithm? 2011-12-11T08:08:28 yup 2011-12-11T08:08:32 google it 2011-12-11T08:08:54 what does it gives? 2011-12-11T08:08:57 what does it give? 2011-12-11T08:09:10 it's an algorith to draw a line on a screen of pixels 2011-12-11T08:09:32 in this case you adapt it to draw a line without diagonal moves 2011-12-11T08:09:42 and since no obstacles are in the way 2011-12-11T08:09:45 the problem is I'm in a torus 2011-12-11T08:09:58 so I can't get two points and draw that line 2011-12-11T08:10:08 because it could not be the path the BFS calculated 2011-12-11T08:10:42 BFS get the shortest path 2011-12-11T08:10:44 then use the BFS path dude 2011-12-11T08:10:48 ... 2011-12-11T08:10:56 sorry if you are not understanding 2011-12-11T08:11:09 my BFS returns a stack of paths 2011-12-11T08:11:13 sorry, a stack of points 2011-12-11T08:11:28 that I should follow in straight line 2011-12-11T08:11:29 the next point 2011-12-11T08:11:33 from your actual point 2011-12-11T08:11:38 not the next point 2011-12-11T08:11:53 the last point I can follow in a straight line before changing direction 2011-12-11T08:12:21 ok 2011-12-11T08:12:28 so that point would be 2011-12-11T08:12:35 in a normal bfs it returns 1,0 -> 2,0 -> 3,0 -> ... 200,0 2011-12-11T08:12:38 the difference between initial-last 2011-12-11T08:12:46 would be (dX, dY) 2011-12-11T08:13:08 if you're going on a straight line (N, S, E, W) 2011-12-11T08:13:21 that difference will have either dX or dY equal to 0 2011-12-11T08:13:37 yes 2011-12-11T08:14:03 divide that difference between the norm of the vector (the distance between the two points) 2011-12-11T08:14:34 which vector? 2011-12-11T08:14:40 and you will get (1, 0), (-1, 0), (0, 1), (0, -1) 2011-12-11T08:14:42 the distance? 2011-12-11T08:14:46 yup 2011-12-11T08:14:52 so you know where you have to go 2011-12-11T08:15:19 even if it is a torus? 2011-12-11T08:15:27 ||p0-p1|| 2011-12-11T08:15:40 I'm not sure 2011-12-11T08:15:52 the problem is that the world is a torus 2011-12-11T08:15:58 wait 2011-12-11T08:16:02 ok 2011-12-11T08:16:07 by the way, thank you 2011-12-11T08:16:55 have a look at the distance function 2011-12-11T08:17:04 it does some math trick to deal with the torus 2011-12-11T08:17:07 just do the same thing 2011-12-11T08:17:21 I don't know 2011-12-11T08:17:24 I'm confused now 2011-12-11T08:18:55 *** GeorgeSebastian has joined #aichallenge 2011-12-11T08:20:50 who is Q on tcpserver? seems to be very strong 2011-12-11T08:21:39 *** sigh has quit IRC (Remote host closed the connection) 2011-12-11T08:22:13 Q is Q 2011-12-11T08:22:18 from the Q continuum 2011-12-11T08:22:24 *** TheLinker has joined #aichallenge 2011-12-11T08:22:56 lol. i have a feeling it's flagcapper 2011-12-11T08:23:48 fast games now on aichallenge server but my bot is paired with a lot of one-on-one match so descent to higher rank is slow 2011-12-11T08:24:01 That's the opposite 2011-12-11T08:24:09 Duels affect the rank the most 2011-12-11T08:25:13 well, i notice in my games that if my bot won against many opponents that the skill increased considerably 2011-12-11T08:26:01 it might depend on the quality of the opponent though, be it one-on-one or against many opponents 2011-12-11T08:26:03 There's a few more variables at play 2011-12-11T08:27:14 i'm thinking that since there are a lot of servers now that there are only a few remaining bots at that level to play with so there are a lot of one-on-one matches 2011-12-11T08:29:26 Yeah, that makes no sence either. 2011-12-11T08:29:30 sense? 2011-12-11T08:30:34 it is possible to challenge another player? 2011-12-11T08:31:47 i don't think so. that could have been a cool feature. 2011-12-11T08:32:07 Well, it is kinda possible if you just send your bot to the other player. 2011-12-11T08:33:07 or you could play on a tcpserver where their are only a few bots so there's a big chance that you'll be paired most of the time 2011-12-11T08:37:00 *** jon1 has joined #aichallenge 2011-12-11T08:38:07 *** kire has quit IRC (Remote host closed the connection) 2011-12-11T08:39:22 *** jon1 has quit IRC (Client Quit) 2011-12-11T09:03:59 *** Bluedgis has joined #aichallenge 2011-12-11T09:05:38 *** cyphase has quit IRC (Read error: Connection reset by peer) 2011-12-11T09:07:37 *** cyphase has joined #aichallenge 2011-12-11T09:17:11 *** goffrie_ has joined #aichallenge 2011-12-11T09:17:11 *** goffrie has quit IRC (Disconnected by services) 2011-12-11T09:17:12 *** goffrie_ is now known as goffrie 2011-12-11T09:41:00 I have a problem 2011-12-11T09:41:07 relationed with AI 2011-12-11T09:41:24 two ants want to go to the same Location 2011-12-11T09:41:35 if this happens, I "told" them not to move 2011-12-11T09:41:43 so they freeze 2011-12-11T09:41:58 do you know a better solution for this problem? 2011-12-11T09:46:34 *** Kurnevsky1 has joined #aichallenge 2011-12-11T09:47:55 *** Kurnevsky has quit IRC (Ping timeout: 268 seconds) 2011-12-11T09:56:35 *** GeorgeSebastian has quit IRC (Read error: Connection reset by peer) 2011-12-11T09:56:50 *** GeorgeSebastian_ has joined #aichallenge 2011-12-11T09:58:49 You just have to pick another move for one of them 2011-12-11T10:01:45 You can let one ant move there, just not both 2011-12-11T10:02:18 *** Akranis has quit IRC (Quit: Lämnar) 2011-12-11T10:03:07 *** foRei has joined #aichallenge 2011-12-11T10:10:08 lilEzek: move ants recursively 2011-12-11T10:16:04 *** jon1 has joined #aichallenge 2011-12-11T10:16:30 *** _flag <_flag!~flag@69-165-173-172.dsl.teksavvy.com> has joined #aichallenge 2011-12-11T10:17:43 *** Antimony has joined #aichallenge 2011-12-11T10:25:32 *** kire has joined #aichallenge 2011-12-11T10:28:36 *** TheLinker has quit IRC (Quit: Bye) 2011-12-11T10:47:02 *** jon1 has quit IRC (Quit: Leaving.) 2011-12-11T10:54:43 @rankings 2011-12-11T10:54:45 Anilm3: Top 10 players: pguillory(92.9), xathis(92.6), ChrisH(90.4), fourmidable(90.1), lazarant(90.1), GreenTea(89.8), delineate(89.6), Memetix(87.3), Speedy_Consoles(86.9), RVeerdonk(86.7) 2011-12-11T10:57:02 *** Paradoxial has joined #aichallenge 2011-12-11T11:05:26 *** epicmonkey has quit IRC (Read error: No route to host) 2011-12-11T11:05:46 *** epicmonkey has joined #aichallenge 2011-12-11T11:09:58 *** avdg has joined #aichallenge 2011-12-11T11:11:00 *** mj41 has quit IRC (Ping timeout: 252 seconds) 2011-12-11T11:15:02 *** u_ has joined #aichallenge 2011-12-11T11:16:11 my bfs takes 150 ms to find a 65-long path 2011-12-11T11:16:16 is that acceptable 2011-12-11T11:16:44 no 2011-12-11T11:16:52 probably not working right 2011-12-11T11:18:40 I use multi-source BFS to make distance maps (so they fill a 2d int array with distance values, to get paths/distances for every tile to a target) - takes ~0.1ms for one target 2011-12-11T11:19:12 ~1ms if I put 7k targets on the search queue at the start (putting more actually makes it faster) 2011-12-11T11:19:13 Either not working right or Python 2011-12-11T11:19:19 ;p 2011-12-11T11:19:22 no, it's still fast in python 2011-12-11T11:19:50 in pypy it would only be ~10x slower than C if you were using array.array and a deque for the fifo 2011-12-11T11:20:31 I think pypy actually optimizes a list of things -> a packed array of them if it can figure out that's all you do anyway 2011-12-11T11:20:46 well a python 'list' is an array of pointers to things :P 2011-12-11T11:20:50 array.array is packed 2011-12-11T11:21:38 Anilm3: What do you mean with recursively? 2011-12-11T11:22:39 u_: My bfs takes 0.4 ms to find the worst case path in a big map 2011-12-11T11:29:11 *** bob_ has joined #aichallenge 2011-12-11T11:30:29 Is there a way to find out what test case caused a failure or what the error message was? 2011-12-11T11:34:38 bob_: you mean the test script on the server? you can run that locally 2011-12-11T11:34:44 fuckin' haskell 2011-12-11T11:35:15 I beleive test_bot.cmd works locally 2011-12-11T11:35:26 but they don't specify what output you should be looking for 2011-12-11T11:35:50 I get 'status survivied eliminated' after 15 rounds, which I assume means it worked 2011-12-11T11:37:41 Are there other test scripts? 2011-12-11T11:40:05 well, you could play test games or test on the tcp server 2011-12-11T11:40:33 maybe your bot times out on the server? I'm not sure what the conditions are that count as failure 2011-12-11T11:41:38 Could be 2011-12-11T11:41:48 maybe I'll download more maps and try them 2011-12-11T11:41:57 It's worked on the maps I've tried so far 2011-12-11T11:42:28 *** arscan has joined #aichallenge 2011-12-11T11:49:51 Trying to come up with something original in regards to combat is difficult as hell. :| In other news, today is sunday. 2011-12-11T11:51:36 *** mj41 has joined #aichallenge 2011-12-11T11:52:21 lilEzek: I mean that you should move each ant individually and then move the next and so on 2011-12-11T11:53:05 *** besh has joined #aichallenge 2011-12-11T11:54:27 bob_: is your bot writing to a file? 2011-12-11T11:54:45 *** lilEzek has quit IRC (Ping timeout: 258 seconds) 2011-12-11T11:57:08 *** xathis has joined #aichallenge 2011-12-11T11:57:36 *** GeorgeSebastian_ has quit IRC (Quit: popped out) 2011-12-11T11:58:00 *** GeorgeSebastian_ has joined #aichallenge 2011-12-11T11:58:44 *** GeorgeSebastian_ is now known as georgesebastian 2011-12-11T11:59:05 *** georgesebastian has joined #aichallenge 2011-12-11T11:59:33 *** Blkt has joined #aichallenge 2011-12-11T12:03:11 *** pguillory has quit IRC (Ping timeout: 258 seconds) 2011-12-11T12:08:14 @rankings 2011-12-11T12:08:15 Anilm3: Top 10 players: pguillory(93.2), xathis(92.3), ChrisH(90.6), lazarant(90.3), fourmidable(89.7), delineate(89.7), GreenTea(89.6), Memetix(87.4), RVeerdonk(86.9), FlagCapper(86.8) 2011-12-11T12:21:53 somehow my ants act like attackradius2 is 25 not 5 (they run away when enemy is 5 cells away) 2011-12-11T12:25:23 *** georgesebastian has quit IRC (Quit: popped out) 2011-12-11T12:25:25 maybe you're using attackradius+2? 2011-12-11T12:27:43 *** bob_ has quit IRC (Ping timeout: 258 seconds) 2011-12-11T12:31:04 *** Antimony has quit IRC (Ping timeout: 255 seconds) 2011-12-11T12:34:50 nope, i found what was that. when i'm collecting data for given ant i use attackradius*9 for searching ants nearby. and ant was always scared whenever there was enemy nearby, no matter what it could do, my ant wanted to run away, lol 2011-12-11T12:35:05 hah 2011-12-11T12:39:33 *** Blkt has quit IRC (Quit: ERC Version 5.3 (IRC client for Emacs)) 2011-12-11T12:39:58 *** amstan has joined #aichallenge 2011-12-11T12:39:58 *** ChanServ sets mode: +o amstan 2011-12-11T12:40:17 http://www.bhickey.net:2080/replay.6525 2011-12-11T12:40:21 wow that cutoff is bad 2011-12-11T12:40:29 I am 1 turn from winning 2011-12-11T12:41:29 it happens :) 2011-12-11T12:42:09 i had similar situation some time ago, but this time it would be my hill 2011-12-11T12:42:11 ;) 2011-12-11T12:46:58 *** jstrong has joined #aichallenge 2011-12-11T12:47:03 *** jstrong is now known as roflmao 2011-12-11T12:47:34 *** Antimony has joined #aichallenge 2011-12-11T13:12:23 *** Antimony has quit IRC (Ping timeout: 244 seconds) 2011-12-11T13:16:36 *** mj41 has quit IRC (Ping timeout: 244 seconds) 2011-12-11T13:17:45 *** sigh has joined #aichallenge 2011-12-11T13:18:56 *** Israfel has quit IRC (Ping timeout: 240 seconds) 2011-12-11T13:19:38 *** amstan has quit IRC (Ping timeout: 240 seconds) 2011-12-11T13:22:56 *** Jacob_Strauss has quit IRC (Quit: Page closed) 2011-12-11T13:23:06 *** lilEzek has joined #aichallenge 2011-12-11T13:24:20 *** Conorach has joined #aichallenge 2011-12-11T13:31:35 *** Israfel has joined #aichallenge 2011-12-11T13:32:12 *** raemde_ has joined #aichallenge 2011-12-11T13:36:17 *** raemde has quit IRC (Ping timeout: 252 seconds) 2011-12-11T13:37:25 k, either I'm really bad at C, or really good at cython... 2011-12-11T13:37:34 my cython module is faster than my c module.... 2011-12-11T13:37:50 I choose to think it's both 2011-12-11T13:38:18 since cython -> C anyway, and I've gotta think it doesn't optimize it more than I can. 2011-12-11T13:38:54 oh, nevermind. :P Left in something in the C code that was tripling time to traverse each node. 2011-12-11T13:51:58 *** Hexren has joined #aichallenge 2011-12-11T13:52:02 *** Hexren has left #aichallenge 2011-12-11T13:56:42 *** bmh has joined #aichallenge 2011-12-11T13:56:48 *** bmh has joined #aichallenge 2011-12-11T14:00:51 *** bearoff has joined #aichallenge 2011-12-11T14:11:56 *** Anilm3 has quit IRC (Quit: Lost terminal) 2011-12-11T14:12:26 anyone other than antimatroid1 want to talk about combat? :) 2011-12-11T14:12:27 *** tobiassjosten has quit IRC (Ping timeout: 240 seconds) 2011-12-11T14:13:30 *** tobiassjosten has joined #aichallenge 2011-12-11T14:14:51 *** Antimony has joined #aichallenge 2011-12-11T14:16:17 i'm struggling with combat now... but i'm still not pleased 2011-12-11T14:16:38 *** dom7b5 has joined #aichallenge 2011-12-11T14:16:58 *** dom7b5 has joined #aichallenge 2011-12-11T14:20:14 Fluxid: Same here. :| 2011-12-11T14:21:25 Fluxid: How are you approaching combat? 2011-12-11T14:21:31 Fluxid: watching xathis on fluxid.pl it's obvious his combat is way beyond mine 2011-12-11T14:21:38 fuck, i'm backing off all my changes, it's getting worse 2011-12-11T14:21:46 it's less like he min-maxes fights and more like he plans in advance what formation to take 2011-12-11T14:21:51 bmh: i try to do something like payoff matrix 2011-12-11T14:22:02 *** UncleVasya has joined #aichallenge 2011-12-11T14:22:16 Fluxid: ah, I didn't think I was clever enough to try something like that 2011-12-11T14:22:44 well, i'm not clever enough either 2011-12-11T14:23:21 While taking a shower I had an idea that I think can improve on the monte carlo approaches. 2011-12-11T14:24:04 This is clearly obvious: It seems that you either want to move your ants toward an enemy ant or away from it. 2011-12-11T14:25:10 So grab an ant, and find an enemy within (combatRadius + n), and then nudge the move probabilities of nearby ants to either 1) move toward that enemy or 2) away from it 2011-12-11T14:25:14 *** sigh has quit IRC (Remote host closed the connection) 2011-12-11T14:25:36 *** Kurnevsky1 has quit IRC (Read error: Connection reset by peer) 2011-12-11T14:26:26 Compute a score* for 1 & 2 and permanently update the distributions of the nearby ants according to whichever is superior 2011-12-11T14:26:55 i do payoff matrix myself 2011-12-11T14:27:01 but it gets tricky 2011-12-11T14:27:09 i mean the concept is solid imo 2011-12-11T14:27:25 but the approach you take MUST be more nuanced than just comparing the min values on the payoff matrix 2011-12-11T14:27:49 bmh: yeah that's basically a payoff matrix 2011-12-11T14:27:56 but it's a little more complicated than just that 2011-12-11T14:28:01 because you want to get the positioning right 2011-12-11T14:28:41 roflmao: I think it's strictly dumber than a payoff matrix because I'm just jittering the universe until the distributions produce good results 2011-12-11T14:28:59 it might actually be better -.- 2011-12-11T14:29:04 err I meant :) 2011-12-11T14:29:34 bmh: not having read your proposal in detail it sounds like you are reinventing Simulated Annealing 2011-12-11T14:29:45 meh, distracted by coding other stuff now xD 2011-12-11T14:29:53 metasploit is too fun :( 2011-12-11T14:29:56 BenJackson: that sounds accurate ;) 2011-12-11T14:29:56 which is essentially how I do what a1k0n described but without dirchlet distributions 2011-12-11T14:30:31 simulated annealing is very easy 2011-12-11T14:31:19 basically it's: try something "close" to what you are doing now (maybe one ant move changes) and score that 2011-12-11T14:31:27 if that's the best score ever, note it 2011-12-11T14:31:50 if it's a "good enough score" to keep working on (that's where the magic of simulated annealing comes in) then continue 2011-12-11T14:31:54 otherwise undo that move and continue 2011-12-11T14:32:22 early on "good enough" to keep working on is almost anything including getting much worse 2011-12-11T14:32:33 i should try that 2011-12-11T14:32:42 i just have a payoff matrix of offense defense 2011-12-11T14:32:45 but slowly as you "reduce the temperature" you accept less and less worse moves 2011-12-11T14:32:46 for both me and enemy 2011-12-11T14:32:48 and then only better moves 2011-12-11T14:33:23 you should go read a more formal description of it because the selection has a mathematical basis I'm glossing over 2011-12-11T14:35:26 sucks there's not that much time left 2011-12-11T14:35:29 roflmao: does your payoff matrix consider "distance from my hill" and "distance to their hill"? 2011-12-11T14:35:59 nope but it was something i was considering adding 2011-12-11T14:36:05 cause one of the problems is that I'd get boxed in 2011-12-11T14:36:38 i mean if I only had more time 2011-12-11T14:36:44 I could really refine my newfound working combat system 2011-12-11T14:36:48 (because it works, its solid) 2011-12-11T14:36:51 but not enough time :( 2011-12-11T14:37:01 i have like 4-5 things I need to do 2011-12-11T14:37:41 okay, i'm uploading and approaching combat once more 2011-12-11T14:38:01 good luck :) 2011-12-11T14:39:22 For payoffs, I was considering: Killing enemy ants is more valuable near your hill, losing your own ants is more valuable near their hill. I suspect that has the potential to go horribly wrong 2011-12-11T14:40:02 *** astrog has joined #aichallenge 2011-12-11T14:41:48 *** Accoun has quit IRC () 2011-12-11T14:42:20 *** Palmik has quit IRC (Remote host closed the connection) 2011-12-11T14:42:31 *** astrog has quit IRC (Client Quit) 2011-12-11T14:42:42 *** Palmik has joined #aichallenge 2011-12-11T14:44:29 yeah no 2011-12-11T14:44:35 i would do the exact opposite actually 2011-12-11T14:44:41 nvm 2011-12-11T14:44:42 you got it 2011-12-11T14:44:47 you want to be way more aggressive near your own hill 2011-12-11T14:44:50 to avoid being boxed in 2011-12-11T14:45:03 just play around with your scoring function 2011-12-11T14:45:17 like enemyantsdead- (myantsdead * nudger) 2011-12-11T14:45:29 my current bot uses a nudger of 1.1 2011-12-11T14:47:01 roflmao: hrm, I think you want to be less aggressive than that. 2011-12-11T14:47:14 i thought so too 2011-12-11T14:47:19 which is why i used *2 initially 2011-12-11T14:47:20 er, misread that 2011-12-11T14:47:29 i changed that to 1.1 and my skill jumped up 5 points on tcp 2011-12-11T14:47:54 I need to buckle down today and actually implement combat. 2011-12-11T14:48:15 you can get a basic payoff matrix working relatively easily 2011-12-11T14:48:16 I also need to tell my ants to go for food closest to the armistice line before eating safe food 2011-12-11T14:48:37 err no i would not do that 2011-12-11T14:48:45 obv give it a try 2011-12-11T14:48:53 but the key to having good combat is having a SOLID formation 2011-12-11T14:49:04 your ants have to organize all evenly 2011-12-11T14:49:17 that's why pguillory rules cause his formation is downright perfect 2011-12-11T14:49:33 if the ants on your frontline are dancing around to get the nearby food 2011-12-11T14:49:38 then your formation is going to get screwed up 2011-12-11T14:49:43 at least that's what I've experienced 2011-12-11T14:51:10 oh, no. I won't do something so daft. I'm thinking of the case: b...%..a.% 2011-12-11T14:51:30 ah 2011-12-11T14:51:40 well I'm not super guy to follow (my bot aint that good) 2011-12-11T14:51:44 but food is no1 priority on my bot 2011-12-11T14:51:55 every idle food i see has an ant assigned to it 2011-12-11T14:52:09 I roll over BenJackson v4, so I figure my forage code is pretty OK 2011-12-11T14:52:19 roll on! 2011-12-11T14:52:29 what's the name of your bot? 2011-12-11T14:52:51 skynet http://bhickey.net:2080/player/skynet 2011-12-11T14:53:10 cool! 2011-12-11T14:53:46 oh no, bj_v5 has slipped to #1 on bhickey.net 2011-12-11T14:53:54 "slipped" 2011-12-11T14:54:16 er #2 2011-12-11T14:54:17 typo 2011-12-11T14:54:27 the mysterious UV_222_Sveta 2011-12-11T14:54:40 :) 2011-12-11T14:55:31 I may have made my current bot so bad it could revert to bhickey.net :) 2011-12-11T14:55:37 sounds like a soviet submarine... 2011-12-11T14:55:45 bj: i feel you 2011-12-11T14:55:47 i totally 2011-12-11T14:55:48 feel 2011-12-11T14:55:48 you 2011-12-11T14:55:52 Why misterious? 2011-12-11T14:55:57 its like "AH! This is going to be so awesome!" 2011-12-11T14:56:02 "... wait, I dropped 10 points" 2011-12-11T14:56:07 didn't connect UV w/ you at first 2011-12-11T14:56:58 tcpants down? 2011-12-11T14:57:20 Ben, is bhickey.com your server? 2011-12-11T14:57:27 no, bmh's 2011-12-11T14:57:35 ok 2011-12-11T14:57:36 I just provide cannon fodder 2011-12-11T14:58:07 So now you will upload v7 to bhickey.net? 2011-12-11T14:58:12 yeah, I see 2011-12-11T14:58:21 I'm so amazed that my vm hasn't caught on fire 2011-12-11T14:59:01 It's chewed through 5gb of bandwidth, which is sort of impressive 2011-12-11T14:59:10 BenJackson: if you wanna kill guy who hosting UV_22, it is Dlayne. 2011-12-11T14:59:25 *** Accoun has joined #aichallenge 2011-12-11T14:59:26 sure, I can put up v7 2011-12-11T14:59:33 mind if i play on hickey? 2011-12-11T14:59:38 bmh it's your server i assum 2011-12-11T15:00:15 there, 7 just got a game vs v4 2011-12-11T15:01:42 BenJackson: go for it :) 2011-12-11T15:01:58 time for me to watch The West Wing... 2011-12-11T15:03:26 Ben, roll out bj_v9 cannon against UV_222_Sveta soviet submarine ;) 2011-12-11T15:04:11 *** Antvolution has joined #aichallenge 2011-12-11T15:04:23 *** Antvolution has left #aichallenge 2011-12-11T15:04:26 v8 and v9 were retired pretty fast 2011-12-11T15:04:36 Maybe v7 is enough. 2011-12-11T15:04:38 (v6 didn't build on the aichallenge server due to compiler version difference) 2011-12-11T15:04:46 v10 is a lot better than v7 2011-12-11T15:05:00 sounds like engine types 2011-12-11T15:05:04 v7 still only knows about getting advantage in combat, not exactly who lives and dies 2011-12-11T15:05:16 I wanna WAG W12 2011-12-11T15:05:28 wow 2011-12-11T15:05:31 you track that BJ? 2011-12-11T15:05:32 (in v10) 2011-12-11T15:05:38 if V10 charges into V7 then 7 gets a bit wide and 10 gets much wider and V7 is destroyed about as fast as V4 vs V5 2011-12-11T15:06:26 *** amstan has joined #aichallenge 2011-12-11T15:06:26 *** ChanServ sets mode: +o amstan 2011-12-11T15:06:31 I just mean that V7 was maximizing the condition that EITHER an enemy is attacked by 0 of my ants OR 2 or more 2011-12-11T15:06:36 since 1 would be a tie 2011-12-11T15:06:55 same with all my combat before V8 2011-12-11T15:07:05 you can see how it's unwilling to trade 1 for 1 but it will trade 2 for 2 2011-12-11T15:07:13 ah 2011-12-11T15:07:22 i solve that problem with a small multiplier on my score 2011-12-11T15:07:28 but I'm not willing to trade 2 for 2 2011-12-11T15:07:31 :P 2011-12-11T15:07:36 V8+ will see that 2 for 2 is also a trade and not attack until it's better 2011-12-11T15:07:45 ah 2011-12-11T15:07:47 which is what you want, right? 2011-12-11T15:07:50 you don't want to trade 2011-12-11T15:07:55 mostly yes 2011-12-11T15:08:18 looking at xathis I think you could really fuck up xathis if you were willing to do big trades 2011-12-11T15:08:24 he's very efficient at making single layer defenses 2011-12-11T15:08:33 i was thinking of adding density 2011-12-11T15:08:39 and all the top ants dutifully hold their ground 3 spaces away 2011-12-11T15:08:39 based on the combat islands 2011-12-11T15:08:43 *** bmh has quit IRC (Ping timeout: 258 seconds) 2011-12-11T15:09:01 if no of my ants > no of enemy ants * 3 2011-12-11T15:09:08 the score would become enemy ants dead 2011-12-11T15:09:13 and would just completely disregard my ants dead 2011-12-11T15:09:19 since i so overwhelm the enemy to push 2011-12-11T15:09:27 might be stupid 2011-12-11T15:09:44 pguillory is great at that too btw 2011-12-11T15:09:53 he'll have a single layer defense fighting a horde 2011-12-11T15:09:57 kind of like 300 vs the persians 2011-12-11T15:10:09 yeah, because no one is looking through to see the advantage of just killing his front line 2011-12-11T15:10:13 Yeah, you're willing to trade you could push lines much of the time 2011-12-11T15:10:14 yeah 2011-12-11T15:10:17 +if 2011-12-11T15:10:31 i think that's a problem a lot of the bots currently have 2011-12-11T15:10:36 that's one thing that makes it hard to rise through the ranks 2011-12-11T15:10:39 that wouldn't be too hard to fix with some simple checks and balances 2011-12-11T15:10:46 at the top everyone avoids trading ants which works out fine 2011-12-11T15:10:54 in the mid level where ants are "blind" they will suicide you 2011-12-11T15:10:59 which is bad for both of you 2011-12-11T15:11:04 haha yes! 2011-12-11T15:11:21 that's why at home I test against several versions of my ants 2011-12-11T15:11:25 ok, first game: http://aichallenge.org/visualizer.php?game=195741&user=757 2011-12-11T15:11:29 including the blind/greedy ones 2011-12-11T15:11:32 it could be better 2011-12-11T15:11:37 that's fast 2011-12-11T15:11:57 nice 2011-12-11T15:12:01 you don't seem to cap the hills though 2011-12-11T15:12:31 (my bot does exactly the same) 2011-12-11T15:12:33 Yeah, stalling around Khazuki hill :| 2011-12-11T15:12:50 a surprising number of bots are defeated by the simple timeout 2011-12-11T15:13:01 *** Kurnevsky has joined #aichallenge 2011-12-11T15:13:44 bj: do you think there is any clear advantage to creating combat islands 2011-12-11T15:13:48 and resolving combat inside those islands? 2011-12-11T15:13:50 yeah, i was afraid that it could be something nasty in my bot but they did timeout many times before 2011-12-11T15:13:57 right now I just resolve combat for attackradius+1 of each enemy ant 2011-12-11T15:14:11 roflmao: my algorithm is something like quadratic in the number of ants 2011-12-11T15:14:13 which leads to a lot of needless overlap of course but meh i have plenty of time left 2011-12-11T15:14:17 so I break into islands for performance 2011-12-11T15:14:22 you get some metadata too 2011-12-11T15:14:26 *** Garf has quit IRC (Read error: Connection reset by peer) 2011-12-11T15:14:31 yeah 2011-12-11T15:14:31 when I did it globally I couldn't tell where I was outnumbered locally 2011-12-11T15:14:40 well I do it locally 2011-12-11T15:14:44 but locally to each enemy ant 2011-12-11T15:14:49 and their attackradius+1 2011-12-11T15:14:56 I find all ants that are in combat 2011-12-11T15:15:08 then use a connected area coloring to group them 2011-12-11T15:15:28 then I collect the groups 2011-12-11T15:15:31 and resolve combat in each group 2011-12-11T15:15:34 yeah 2011-12-11T15:15:49 that's what I want to do, I know how, but it involves some coding and time is short 2011-12-11T15:15:52 it helped a lot on some of those 190x190 open cell maps 2011-12-11T15:15:59 where I'd be in 50 1v1 combats all over 2011-12-11T15:16:13 I could optimize the 1v1 case pretty easily too 2011-12-11T15:16:18 but I never did 2011-12-11T15:16:21 I don't care about performance since it's not an issue but I'm wondering if it will make my bot any better 2011-12-11T15:16:24 in its fighting skills 2011-12-11T15:16:32 didn't change my algorithm at all 2011-12-11T15:16:38 other than being able to direct more ants to local problems 2011-12-11T15:16:58 ah that's interesting 2011-12-11T15:17:00 reinforcements 2011-12-11T15:17:01 ha 2011-12-11T15:17:44 man I just wish i had started earlier 2011-12-11T15:17:51 i started early november 2011-12-11T15:18:01 i hear the top bots had 3 months in beta to do their crap 2011-12-11T15:19:19 *** dvladim has joined #aichallenge 2011-12-11T15:19:26 I was started at May 28 :D 2011-12-11T15:25:56 *** Antimony has quit IRC (Ping timeout: 252 seconds) 2011-12-11T15:42:10 pff, I started on the last weekend of November, so stop complaining :P 2011-12-11T15:46:28 I stopped making progress some time ago 2011-12-11T15:46:52 *** vjacob has joined #aichallenge 2011-12-11T15:47:10 I just started making progress :v 2011-12-11T15:47:20 *** Garf has joined #aichallenge 2011-12-11T15:47:29 well, the first few iterations of my bot made clear progress, but I kind of hit a wall this weekend 2011-12-11T15:47:47 *** mj41 has joined #aichallenge 2011-12-11T15:47:58 exploring well, eating efficiently, adding combat 2011-12-11T15:48:00 those are big boosts 2011-12-11T15:48:18 now you're in the top 100 at least, maybe 50 2011-12-11T15:48:22 now it gets harder :) 2011-12-11T15:48:35 yeah exactly what bj said 2011-12-11T15:48:40 I'm trying an alternative exploration method now, and trying some metaheuristics to tweak the parameters offline 2011-12-11T15:48:44 but the results are not convincing 2011-12-11T15:48:49 at least so far 2011-12-11T15:48:58 protip: 9 out of 10 changes 2011-12-11T15:49:00 will make your bot worse 2011-12-11T15:49:11 theory != reality 2011-12-11T15:49:18 yes 2011-12-11T15:49:40 the version that is currently on aichallenge actually has a "bug" in combat 2011-12-11T15:49:54 but that bug happens to cause it to make trades of ants relatively well 2011-12-11T15:50:13 when I fixed that bug, things got worse because of that, now I try to randomly be more aggressive based on number of my vs. enemy ants 2011-12-11T15:50:53 same thing happened to me 2011-12-11T15:51:00 that was my biggest delay between V7 and the one after 2011-12-11T15:51:10 *** TheLinker has joined #aichallenge 2011-12-11T15:51:11 V8+ saw trades V7 didn't and avoided them 2011-12-11T15:51:23 so I had to build intentional aggressiveness in to replace accidental aggressiveness 2011-12-11T15:51:28 hahahaha yes!! 2011-12-11T15:51:31 although I must say 2011-12-11T15:51:35 there is that one out of 10 change 2011-12-11T15:51:39 that just gives you a huge boost 2011-12-11T15:51:46 man that's so satisfying when you hit the nail 2011-12-11T15:51:59 yeah I made some parameter tweak to my working version 2011-12-11T15:52:08 ran it against my "main" version and lost again 2011-12-11T15:52:18 so I went off and did some other things (no behavior changes) 2011-12-11T15:52:23 ran again to test some visualization 2011-12-11T15:52:24 won 2011-12-11T15:52:26 ran again 2011-12-11T15:52:27 won 2011-12-11T15:52:38 realized I had actually improved it that last time but given up too quickly 2011-12-11T15:54:23 well 2011-12-11T15:54:26 I'll have to do a big shoot-out of all my local versions next weekend, and then submit whoever ends up winning 2011-12-11T15:54:27 i beat your b4 and b5 consistently 2011-12-11T15:54:34 but you beat me with your b7 it appears 2011-12-11T15:55:46 I'm looking at my git log 2011-12-11T15:55:50 Next weekend? I thought it ended this weekend 2011-12-11T15:55:54 v7 is where I rewrote food gathering 2011-12-11T15:56:00 bretep: 18th 2011-12-11T15:56:07 *** amstan has quit IRC (Ping timeout: 240 seconds) 2011-12-11T15:56:10 oooh 2011-12-11T15:56:16 but 2011-12-11T15:56:20 this is just the last weekend for hacking on it 2011-12-11T15:56:21 isn't the 13th the deadline or something? 2011-12-11T15:56:23 yeah 2011-12-11T15:56:25 are you really going to submit a brand new idea on the last day? 2011-12-11T15:56:26 oh, ok. For some reason I thought it was the 11th 2011-12-11T15:56:47 not sure bretep 2011-12-11T15:56:49 is today the last day? 2011-12-11T15:56:51 Not brand new, probably fixing something 2011-12-11T15:56:51 The current phase of the contest will end December 18th at 11:59pm EST 2011-12-11T15:56:54 if so I need to get my bot in NOW 2011-12-11T15:56:56 right on home page 2011-12-11T15:57:11 hey my bot is on the home page game 2011-12-11T15:57:41 so is mine :) 2011-12-11T15:58:08 dang that's a nice bot you have nha :) 2011-12-11T15:58:37 holy shit look at around turn 750 2011-12-11T15:58:54 giant green monster headed for my thin little wall 2011-12-11T16:00:27 I guess my bot got lucky with both neighbors destroyed fairly early in the game 2011-12-11T16:00:36 *** dvladim has quit IRC (Ping timeout: 240 seconds) 2011-12-11T16:01:02 I'd say you beat BJ fair and square (sorry BJ) 2011-12-11T16:01:36 there's no "fair and square" with that many players, but I don't begrudge him the win 2011-12-11T16:02:26 http://aichallenge.org/visualizer.php?game=195998 2011-12-11T16:02:28 that's the game 2011-12-11T16:04:53 *** ltriant has joined #aichallenge 2011-12-11T16:05:14 *** Kurnevsky has left #aichallenge 2011-12-11T16:06:37 do any of you attempt to detect map symmetry? I wrote code to do that, to figure out where enemy hills are, but now I've disabled it again because it didn't really seem to help 2011-12-11T16:07:49 *** bluegaspode has joined #aichallenge 2011-12-11T16:09:59 nha: Antimony is very interested in it 2011-12-11T16:10:01 I'm like you 2011-12-11T16:10:10 I wrote code, I Found hills, then I attacked them before I was ready 2011-12-11T16:10:12 so I took it out 2011-12-11T16:10:33 I keep thinking I'll put it back in and accumulate hidden hills and throw them in the mix when I hit the endgame 2011-12-11T16:11:33 *** Harpyon has joined #aichallenge 2011-12-11T16:11:53 BenJackson: no wonder I am getting my ass kicked by your bot on bhickey, it's v7 lol 2011-12-11T16:12:00 yup, attacking too early was also the symptom that made me take it out again 2011-12-11T16:13:10 rwest_: there was a request :) 2011-12-11T16:13:15 4, 5, and 7 are all running now 2011-12-11T16:13:33 I beat 4 every time 2011-12-11T16:13:36 5 50% 2011-12-11T16:13:51 7 looks like it beats me or ties 2011-12-11T16:14:14 10 crushes 7 so I have a reserve when the bhickey competition heats up ;-) 2011-12-11T16:14:19 *** Palmik has quit IRC (Remote host closed the connection) 2011-12-11T16:14:32 I'm trying to get that V11 crushes V10 for my next submit but I'm not getting there 2011-12-11T16:15:15 my combat needs work 2011-12-11T16:17:02 a1k0n's method is scarily effective 2011-12-11T16:17:07 it's actually kind of embarrassing 2011-12-11T16:22:25 *** kire has quit IRC (Quit: Leaving) 2011-12-11T16:25:08 *** mj41 has quit IRC (Ping timeout: 240 seconds) 2011-12-11T16:25:16 nha: you implemented from his post? 2011-12-11T16:25:30 the most basic variant, yes 2011-12-11T16:25:46 just today, as an experiment 2011-12-11T16:25:54 and it's pretty competitive with the combat I have so far 2011-12-11T16:26:11 *** kire has joined #aichallenge 2011-12-11T16:26:44 *** epicmonkey has quit IRC (Ping timeout: 244 seconds) 2011-12-11T16:27:24 *** Conorach has quit IRC (Ping timeout: 252 seconds) 2011-12-11T16:32:16 *** sigh has joined #aichallenge 2011-12-11T16:32:44 *** sigh has quit IRC (Remote host closed the connection) 2011-12-11T16:33:29 "Implementing combat with random sampling" This one? 2011-12-11T16:33:46 that's the one 2011-12-11T16:34:15 BenJackson: v7 won Sveta. 2011-12-11T16:35:06 v7 isn't even close to #1, though 2011-12-11T16:35:36 *** Ttech is now known as PhthaloFox 2011-12-11T16:35:38 look like the trajectory would be to finish above v5 and < Sveta 2011-12-11T16:36:08 Exploration is what my bot is sucking at the most 2011-12-11T16:37:26 "go toward what you haven't seen" 2011-12-11T16:37:28 BAM 2011-12-11T16:37:31 NEXT 2011-12-11T16:38:58 :) 2011-12-11T16:39:09 *** koalajol has joined #aichallenge 2011-12-11T16:39:57 *** bluegaspode has quit IRC (Ping timeout: 258 seconds) 2011-12-11T16:52:27 *** Extrarius has quit IRC (Ping timeout: 258 seconds) 2011-12-11T16:53:20 *** kilae has quit IRC (Quit: ChatZilla 0.9.87 [Firefox 8.0/20111104165243]) 2011-12-11T16:54:57 *** Extrarius has joined #aichallenge 2011-12-11T16:55:09 *** bluegaspode has joined #aichallenge 2011-12-11T16:59:53 *** koalajol has quit IRC (Ping timeout: 258 seconds) 2011-12-11T17:01:37 *** tdubellz_ has joined #aichallenge 2011-12-11T17:05:45 *** ikaros has quit IRC (Quit: Ex-Chat) 2011-12-11T17:12:48 *** Anilm3 has joined #aichallenge 2011-12-11T17:13:12 Hi 2011-12-11T17:13:34 *** PhthaloFox is now known as Ttech 2011-12-11T17:14:12 *** tdubellz_ has quit IRC (Read error: Connection reset by peer) 2011-12-11T17:15:16 *** tdubz has joined #aichallenge 2011-12-11T17:16:19 *** Anilm3 has quit IRC (Client Quit) 2011-12-11T17:16:30 *** bretep_ has joined #aichallenge 2011-12-11T17:16:38 *** nha has quit IRC (Ping timeout: 240 seconds) 2011-12-11T17:17:06 Is there a (easy) way to keep track how much food each player harvested? 2011-12-11T17:18:07 *** bearoff has quit IRC (*.net *.split) 2011-12-11T17:18:07 *** Israfel has quit IRC (*.net 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joined #aichallenge 2011-12-11T17:20:19 *** Katiska_ has joined #aichallenge 2011-12-11T17:20:19 *** vjacob has joined #aichallenge 2011-12-11T17:20:19 *** Elvorn has joined #aichallenge 2011-12-11T17:20:19 *** ronchaine has joined #aichallenge 2011-12-11T17:20:19 *** pgpaskar_ has joined #aichallenge 2011-12-11T17:20:19 *** deafferret has joined #aichallenge 2011-12-11T17:20:19 *** BenJackson has joined #aichallenge 2011-12-11T17:20:48 *** staalebk has joined #aichallenge 2011-12-11T17:20:48 *** heinrich5991 has joined #aichallenge 2011-12-11T17:20:48 *** antimatroid1 has joined #aichallenge 2011-12-11T17:20:48 *** Kaji has joined #aichallenge 2011-12-11T17:20:48 *** a1k0n has joined #aichallenge 2011-12-11T17:20:48 *** Minthos has joined #aichallenge 2011-12-11T17:21:05 bretep: you can't know for other players 2011-12-11T17:21:11 for yourself you can keep track 2011-12-11T17:21:19 *** djstrong has joined #aichallenge 2011-12-11T17:21:19 *** bhasker has joined #aichallenge 2011-12-11T17:21:19 *** Sir_Ragnarok has joined #aichallenge 2011-12-11T17:21:19 *** chris__0076 has joined #aichallenge 2011-12-11T17:21:19 *** Insti has joined #aichallenge 2011-12-11T17:21:19 *** sorki has joined #aichallenge 2011-12-11T17:21:19 *** acieroid has joined #aichallenge 2011-12-11T17:21:19 *** bqf has joined #aichallenge 2011-12-11T17:21:19 *** ejls has joined #aichallenge 2011-12-11T17:21:19 *** spacebat_ has joined #aichallenge 2011-12-11T17:21:31 *** ikaros has joined #aichallenge 2011-12-11T17:21:36 if food you can see disappears and you are the only ant standing next to where it was then you ate it 2011-12-11T17:21:57 *** CIA-48 has joined #aichallenge 2011-12-11T17:22:28 I understand, just thought there was maybe some visualizer around who could do it for all players. 2011-12-11T17:22:51 oh you mean during replay? 2011-12-11T17:23:11 yea 2011-12-11T17:23:19 food eaten = current ants + dead ants - initial ants 2011-12-11T17:23:22 and the replay knows those things 2011-12-11T17:23:24 *** ivan`` has joined #aichallenge 2011-12-11T17:25:18 *** Clex has joined #aichallenge 2011-12-11T17:25:19 *** ltriant has joined #aichallenge 2011-12-11T17:25:20 *** klutometis has joined #aichallenge 2011-12-11T17:25:25 *** juuso_ has joined #aichallenge 2011-12-11T17:25:25 *** aarossig has joined #aichallenge 2011-12-11T17:25:25 *** bmh has joined #aichallenge 2011-12-11T17:25:26 *** Fandekasp has joined #aichallenge 2011-12-11T17:25:29 *** Cyndre has joined #aichallenge 2011-12-11T17:25:34 *** flowenol has joined #aichallenge 2011-12-11T17:25:47 *** klutometis is now known as Guest71314 2011-12-11T17:25:58 How to retreive it from the replay? 2011-12-11T17:27:21 *** tdubz has quit IRC (Read error: Connection reset by peer) 2011-12-11T17:27:25 http://aichallenge.org/specification.php#Replay-Format 2011-12-11T17:27:50 hm, that's stale 2011-12-11T17:27:51 predates hills 2011-12-11T17:28:06 *** lahwran has joined #aichallenge 2011-12-11T17:29:54 *** Lithosphere has joined #aichallenge 2011-12-11T17:30:18 *** Bluedgis has joined #aichallenge 2011-12-11T17:30:30 *** matthewd has joined #aichallenge 2011-12-11T17:33:01 I can't tell if Skynet_v2 is actually worse than Skynet, or if my repeated losses to bj_v7 are skewing things 2011-12-11T17:34:21 I don't see how the finals are going to settle things 2011-12-11T17:34:34 my bot is bouncing around 11-13 and it has 103 games 2011-12-11T17:35:09 I have the same score as RVeerdonk to the nearest 100th 2011-12-11T17:35:11 BenJackson: hmm? 2011-12-11T17:35:44 BenJackson: I always thought this 'competition' was so we could learn about ourselves ;) 2011-12-11T17:36:00 in that case I could quit :) 2011-12-11T17:36:18 I was ready to accept top 20 until I was briefly in the top 10 2011-12-11T17:36:22 then I revised my goal :) 2011-12-11T17:37:09 Then you get a bunch of new bots uploaded at the last day and get beaten out of top100 ;) 2011-12-11T17:37:35 I am so not excited about implementing combat. 2011-12-11T17:41:23 I wish I had a nice computer from ST:TNG so I could just dictate to it instead of having to take the time to convert moderate algorithms into huge code bases =-/ I probably wont have a bot done in time simply due to that. I suppose I might as well submit what I have even if it gets stomped on TCP 2011-12-11T17:41:25 okay, okay. few hours of being #1 was enough for me... 2011-12-11T17:41:44 haha 2011-12-11T17:42:15 wow, v4 has played 2380 games 2011-12-11T17:42:21 and v5 has played 942 2011-12-11T17:42:54 BenJackson: I wish the server had smarter matchmaking... 2011-12-11T17:44:09 yeah, tcp is 1st-come-1st-serve 2011-12-11T17:44:11 I'm going to swap out the maps with the current set. I think that will involve bouncing the server 2011-12-11T17:45:02 where is the tcp code? 2011-12-11T17:45:09 maybe it wouldn't be that hard to add matchmaking 2011-12-11T17:45:13 somewhere on github 2011-12-11T17:45:55 https://github.com/berak/ants-tcp 2011-12-11T17:50:29 *** bmh has quit IRC (Ping timeout: 258 seconds) 2011-12-11T17:52:00 * BenJackson LAUGHS at the illegal names list 2011-12-11T17:53:13 *** bmh has joined #aichallenge 2011-12-11T17:55:19 hm, some bugs in there 2011-12-11T17:55:21 *** Ashoka has joined #aichallenge 2011-12-11T17:55:54 I think the 'cell mazes' would be better if the cells themselves were the walls (vs the outlines of the cells) 2011-12-11T17:56:27 *** Antimony has joined #aichallenge 2011-12-11T17:57:33 *** Extrarius has quit IRC () 2011-12-11T17:58:22 *** BEASTMODE is now known as sofuture 2011-12-11T17:58:30 *** sofuture is now known as BEASTMODE 2011-12-11T17:58:36 skill 54 after 4th game 2011-12-11T17:59:12 Fluxid: would you be interested in matchmakign for tcp? 2011-12-11T17:59:19 rather than pick map, wait for players, start game 2011-12-11T17:59:27 nope 2011-12-11T17:59:31 something like: wait for players for at least n seconds 2011-12-11T17:59:32 *** UncleVasya has quit IRC (Ping timeout: 252 seconds) 2011-12-11T17:59:36 then create games from available players 2011-12-11T17:59:55 *** lilEzek has quit IRC (Quit: Page closed) 2011-12-11T17:59:56 i'm not interested in doing anything more than dumbifixes in this code, sorry 2011-12-11T18:00:02 k 2011-12-11T18:00:11 BenJackson: yeah. minimizing the variance in their skill? 2011-12-11T18:00:20 the loop at 576 of tcpserver.py is broke 2011-12-11T18:00:30 if it ever deletes more than one bot it's going to do the wrong thing 2011-12-11T18:00:34 probably rare 2011-12-11T18:00:37 also, there's 6 days left, i'll probably shutdown the server after 18 dec 2011-12-11T18:06:08 *** kire has quit IRC (Quit: Leaving) 2011-12-11T18:10:20 *** danielsouzat has joined #aichallenge 2011-12-11T18:10:51 by the way BenJackson, it's not that hard to figure out the number of players 2011-12-11T18:11:48 ah? 2011-12-11T18:12:15 keep in mind a valid 10 player map is also a valid 2 player map 2011-12-11T18:12:19 with some of the hills removed 2011-12-11T18:13:52 *** bretep_ has quit IRC (Ping timeout: 258 seconds) 2011-12-11T18:13:52 *** bretep has quit IRC (Ping timeout: 258 seconds) 2011-12-11T18:14:20 yeah 2011-12-11T18:14:35 but once you've explored a certain amount of the map, you can tell that it's impossible to have any more by symmetry 2011-12-11T18:14:56 there are lots of ways to infer player count 2011-12-11T18:14:59 initial map size limits the set 2011-12-11T18:15:07 (well, rules limit to 2..10) 2011-12-11T18:15:13 hmm anyone here who submitted c++11 source files? 2011-12-11T18:15:14 seen ants sets a minimum 2011-12-11T18:15:19 getting compilation errors 2011-12-11T18:15:19 I'm doing C++11 2011-12-11T18:15:25 yeah, my bot does all of those 2011-12-11T18:15:28 on the server not on local 2011-12-11T18:15:42 plus symmetry 2011-12-11T18:15:44 strcat is using C++11 I think 2011-12-11T18:16:06 Antimony: limiting above would be most useful 2011-12-11T18:16:12 if you know you're down to 2 2011-12-11T18:17:05 the compiler doesnt seem to like auto 2011-12-11T18:17:36 did you remember ot name your main file myBot.cpp? 2011-12-11T18:18:26 it is MyBot.cpp 2011-12-11T18:18:36 it is recognized as c++11 too 2011-12-11T18:19:18 *** danielsouzat has left #aichallenge ("Saindo") 2011-12-11T18:19:31 i wonder if header only could cause problems?! but i see no reason why 2011-12-11T18:19:38 the log is this: http://pastebin.com/gzBu27RW 2011-12-11T18:20:03 In this game, my bot was able to figure out the player count after 53 turns. http://aichallenge.org/visualizer.php?game=196710&user=3845 2011-12-11T18:20:46 *** bmh has quit IRC (Ping timeout: 258 seconds) 2011-12-11T18:20:53 can you show lines 90-96 of Utils.hpp? 2011-12-11T18:20:54 first error: ./Utils.hpp:90:13: error: expected initializer before ':' token which is the line: 2011-12-11T18:20:58 for(auto p : mask) { 2011-12-11T18:21:10 "std::vector >&"? That might be your problem 2011-12-11T18:21:10 where mask is a vector< pair > 2011-12-11T18:21:31 could you explain further? 2011-12-11T18:21:32 your aichallenge profile does say C++11 2011-12-11T18:21:40 yea it is recognized 2011-12-11T18:21:41 anyway, I don't use foreach, so I can't help much 2011-12-11T18:22:03 *** Ashoka has quit IRC (Quit: Page closed) 2011-12-11T18:22:19 hm ill check the gcc version of the server and see if it supports for each loops 2011-12-11T18:22:26 it's 4.5 2011-12-11T18:23:48 btw BenJackson .. thats 90-96 http://pastebin.com/iLShqG04 2011-12-11T18:23:55 but doesnt say much id think 2011-12-11T18:24:46 ikaros: it's gcc 4.5 2011-12-11T18:24:54 http://gcc.gnu.org/projects/cxx0x.html 2011-12-11T18:25:26 thx 2011-12-11T18:25:27 *** bearoff has left #aichallenge 2011-12-11T18:25:30 so no range-based for, but you can do foreach with a lambda 2011-12-11T18:25:51 I don't even use lambdas, since I'm stuck with 4.4 on my own computer 2011-12-11T18:26:05 In this game my bot found the number of players after 27 turns. http://aichallenge.org/visualizer.php?game=195829&user=3845 2011-12-11T18:26:48 Range-based for 2011-12-11T18:26:49 arr 2011-12-11T18:26:59 ill have to rewrite alot then lol 2011-12-11T18:27:04 fell in love with that 2011-12-11T18:27:09 and used it everywhere 2011-12-11T18:27:18 for (auto it = c.begin(); it !+ c.end(); ++it) { } isn't that bad :P 2011-12-11T18:27:23 != * 2011-12-11T18:27:42 you could use a macro to change everything 2011-12-11T18:28:12 it's just syntactic sugar 2011-12-11T18:28:29 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2009/n2930.html#Proposed-wording 2011-12-11T18:29:35 yea i will have to change it.. but it looked way better the way it was :) 2011-12-11T18:29:40 yeah, it does 2011-12-11T18:29:44 oh well :P 2011-12-11T18:30:03 and its stupid work :)) 2011-12-11T18:30:05 but thx 2011-12-11T18:30:44 hey my entire exploration map was off by 1 square to the east 2011-12-11T18:30:50 NOW I'll win 2011-12-11T18:30:54 test before you fix it :P 2011-12-11T18:30:59 maybe that's your secret sauce 2011-12-11T18:31:22 lol enhancing my lua version could be faster than changing this stuff 2011-12-11T18:31:41 wow - I never told my bot to create 'lines of defense' like seen in the advanced plays ... and now I just saw such a pattern emerging from my bot. 2011-12-11T18:31:58 http://ants.fluxid.pl/replay.26726 wtf 2011-12-11T18:32:17 these ants didn't know what they were doing, how do I tell them to do that more often :) ? 2011-12-11T18:32:19 my bot definitely didn't timeout on that last turn 2011-12-11T18:32:23 it took 5ms 2011-12-11T18:32:34 You told it to form lines, you just didn't know you did 2011-12-11T18:32:37 looks like mass timeout :) 2011-12-11T18:32:48 i had timeouts there too thestinger 2011-12-11T18:33:18 (without my bot being the reason) 2011-12-11T18:33:29 yeah, I think my ISP is just evil :P 2011-12-11T18:33:43 even my old bots somtimes formed killer lines 2011-12-11T18:33:51 when they were snaking north, eg, then all turned east 2011-12-11T18:33:58 they have some filter that throws away packets just before I can win :( 2011-12-11T18:34:40 *** bmh has joined #aichallenge 2011-12-11T18:35:10 unfortunately after 50 turns they remembered, that they don't know how to form lines and just run away from the enemy 2011-12-11T18:35:51 thestinger: nice thing is you demonstrated solid response to solifugid timing out 2011-12-11T18:36:09 I also time out a lot on all TCP servers with my normal ISP. Now I always turn on a WiFi hotspot with my mobile and gone are the timeouts. 2011-12-11T18:36:38 Makes we wonder if my ISP is crap or if just changing the router would help 2011-12-11T18:36:51 I introduced a few bugs into my combat code and now my ants form lines 2011-12-11T18:36:53 :) 2011-12-11T18:37:17 bluegaspode: ugh. ISPs. My ISP is crap. I think I have the slowest 25mbps line in the world. 2011-12-11T18:38:27 I think they classify ants as P2P, which they attempt to throttle 2011-12-11T18:38:37 bmh: well thats why in the contracts they write "up to 25mbps" just to still serve you 1mbps 2011-12-11T18:38:51 bluegaspode: it's a dedicated business line... 2011-12-11T18:39:20 bluegaspode: you know what rogers does now? they actually give you a speed boost for speed tests 2011-12-11T18:39:22 lol. 2011-12-11T18:39:29 Though I still think their SLA is something like "We can screw you, and you can enjoy it." 2011-12-11T18:39:52 speedtest says my download speed is 30mbit 2011-12-11T18:40:18 in theory the plan is for 12mbit download 2011-12-11T18:40:36 but they throttle some things way down and speed up other things now... 2011-12-11T18:40:54 I think if it uses more than 20MB in one connection, it goes down to 12mbit again 2011-12-11T18:41:09 and P2P is throttled to like 80kbit in theory, but it doesn't really work 2011-12-11T18:41:14 It would be a better world if municipalities owned the local lines and providers bid on trunk access. 2011-12-11T18:41:16 * bmh grumbles. 2011-12-11T18:41:58 bmh: where do you live? 2011-12-11T18:42:08 the telecom industry basically owns the government in canada 2011-12-11T18:42:22 http://www.cbc.ca/sports/hockey/nhl/story/2011/12/09/sp-mlse-bell-rogers-ownership.html the duopoly (rogers and bell) just bought something _together_ 2011-12-11T18:42:32 what kind of competitors buy something together? :\ 2011-12-11T18:42:55 thestinger: Northern California 2011-12-11T18:43:10 ah, so comcast, at&t, etc.? 2011-12-11T18:43:24 Comcast. 2011-12-11T18:43:55 I have family that lives in millbrae (near san francisco) and their internet is terrible 2011-12-11T18:44:41 *** pairofdice has quit IRC (Quit: leaving) 2011-12-11T18:45:24 Millbrae.. they just dissolved their police department. 2011-12-11T18:45:28 lol 2011-12-11T18:45:57 well... that's pretty sad because everyone there seems pretty wealthy 2011-12-11T18:46:11 http://ants.fluxid.pl/replay.26760 awesome. I fixed my bot 2011-12-11T18:47:43 ahaha everyone has figured out the trick I saw and then retroactively noticed the top bots using 2011-12-11T18:48:03 I guess that was obvious when you took out the timed-out bot 2011-12-11T18:48:18 thestinger: your bot needs more aggression 2011-12-11T18:48:39 which trick? 2011-12-11T18:48:55 BenJackson: huh? :P 2011-12-11T18:49:05 I don't have a special case for bots that time out :( 2011-12-11T18:49:49 looks like you notice bots that aren't moving though 2011-12-11T18:50:02 oh, yeah. i was thinking about adding that 2011-12-11T18:50:17 what determining if a bot has timed out? 2011-12-11T18:50:25 has anyone tried faking timed out? 2011-12-11T18:50:32 BenJackson: nope 2011-12-11T18:51:00 antimatroid1: play dead! a brilliant strategy 2011-12-11T18:51:33 bmh: if the person thought you were dead after 1 turn of no moves from visible ants and you were expecting a large battle to come the following turn? 2011-12-11T18:51:37 i'm reaching a bit here :P 2011-12-11T18:51:52 BenJackson: the way I do my combat, it always works well when the enemy doesn't move 2011-12-11T18:52:06 ah 2011-12-11T18:52:08 antimatroid1: ok, I'm going to make my bot play dead :) 2011-12-11T18:52:16 thestinger and i are combat bros i think 2011-12-11T18:52:31 antimatroid: I did implement the potential ant function you were discussing 2011-12-11T18:52:34 it's very interesting 2011-12-11T18:52:38 BenJackson: I'm just trying to work out bugs atm, so I only generate 1 set of moves for the opponent - but I have it set up so I can make any number of them 2011-12-11T18:52:42 thestinger: i'm curious what moves you go for in the 4-5 for each set 2011-12-11T18:52:55 i have 3-4 to try, but atm it's still only doing 2 per set of ants 2011-12-11T18:53:20 potential ant function? 2011-12-11T18:53:31 as in possible battle enemies for each location you can move into? 2011-12-11T18:53:39 sort of 2011-12-11T18:53:47 that's the basis for my combat move selection 2011-12-11T18:53:50 I basically have a function that returns a score for a tile 2011-12-11T18:53:54 minimise that or minimise positive that 2011-12-11T18:53:59 and then sort the places they could move 2011-12-11T18:54:08 and try them in that order 2011-12-11T18:54:33 antimatroid: I thought you were the one talking about tracking where ants could be in the fog of war 2011-12-11T18:54:42 oh yeah that 2011-12-11T18:54:48 yeah i like that too 2011-12-11T18:55:11 speaking of bad internet connections, I had a "first world problem" earlier today: My Roomba unplugged my modem. 2011-12-11T18:55:20 BenJackson: it adds in the problem of when do you go back to not recently seen squares now? 2011-12-11T18:55:35 bj_v7: what skill would it have on official servers? 2011-12-11T18:55:57 bmh: haha 2011-12-11T18:56:09 a1k0n: are you tracking where potential enemies might be? 2011-12-11T18:56:16 our floor is too slippery so our roomba can't dock without moving it every time 2011-12-11T18:56:22 for your perimeter around your hills? 2011-12-11T18:56:23 bluegaspode: you can look at where it *was* when it was up but that's slightly stale 2011-12-11T18:56:35 antimatroid1: no. thought about it, haven't. 2011-12-11T18:56:45 82.79 2011-12-11T18:57:14 a1k0n: do you just maximise vision around your hills? 2011-12-11T18:57:20 V8 and 9 were buggy and weren't up long enough to stabilize. V10 is at 86.22 and bouncing around a bit 2011-12-11T18:57:22 a1k0n: I think I found a better way to do perimeter 2011-12-11T18:57:31 bmh: ? 2011-12-11T18:57:48 i just try to maximize vision, period, and keep my ants between my hill and enemy ants. potential enemies would fit into that framework but it's not implemented 2011-12-11T18:58:16 i try to get ants onto enemy ants shortest paths to my hills then try and push them away from my hills 2011-12-11T18:58:20 enqueue 1) enemy hills, 2) enemy ants -- search from the enemies to your hill. If your search would transition from a visible square to a non-visible square, don't search that edge 2011-12-11T18:58:24 aahh - ok - at 82.79 then I'm not too sad that I just lost against it 2011-12-11T18:58:40 i managed to encapsulate that into a specifically ordered bfs from enemy ants 2011-12-11T18:58:55 bluegaspode: there was a request for stiffer competition, but I can take it back down 2011-12-11T18:59:02 move ants toward the resulting search gradient 2011-12-11T18:59:25 well i bfs out from hills and do it for each enemy ant as i find them 2011-12-11T18:59:47 so i sort of deal with the ants closest to hills first, although it'll only move an ant that can at least meet the enemy at the hill 2011-12-11T19:00:20 bmh: my bot does need to be more aggressive - the goal is to trade 1 of my ants for 2 enemies atm, and I haven't figured out a good way to adjust that 2011-12-11T19:00:39 it will cause your ants to self-organize and block the routes to your hill 2011-12-11T19:00:43 did anyone tried Memetix single pass combat algo? 2011-12-11T19:00:55 memetix? Is that like lolcats? 2011-12-11T19:01:20 Vaenom: I couldn't figure out how to get it working without chasing enemies everywhere 2011-12-11T19:01:25 and that ruins my bot :( 2011-12-11T19:01:26 http://forums.aichallenge.org/viewtopic.php?f=24&t=2083 2011-12-11T19:01:59 atm I do generate the data from there, but I don't really use it 2011-12-11T19:02:11 just wastes 5ms of my turn 2011-12-11T19:02:12 are others trying to push enemies away from your hills? 2011-12-11T19:02:17 or just collecting enemies around hills? 2011-12-11T19:02:24 It seems I don't get it because my ants are retarded at combat 2011-12-11T19:02:38 Vaenom: you could try what thestinger and i are doing 2011-12-11T19:02:38 *** foRei has quit IRC (Read error: Connection reset by peer) 2011-12-11T19:03:00 basically just turning it into a small mxn game 2011-12-11T19:03:19 i essentially did the same thing for planet wars too 2011-12-11T19:03:26 antimatroid1: what kind or result to you both have so far with this approach? 2011-12-11T19:03:27 although way more messily and buggily 2011-12-11T19:03:44 *of 2011-12-11T19:03:51 Vaenom: http://aichallenge.org/profile.php?user=2255 that's the crappy old version - it doesn't partition into battles 2011-12-11T19:03:53 it works alright imo, it's not going to be as good as something that checks more of hte tree 2011-12-11T19:04:02 yeah, I don't check enough 2011-12-11T19:04:04 so my bot makes mistakes 2011-12-11T19:04:08 in 2v1 mostly 2011-12-11T19:04:45 *** Guest71314 has quit IRC (Changing host) 2011-12-11T19:04:45 *** Guest71314 has joined #aichallenge 2011-12-11T19:04:52 *** Guest71314 is now known as klutometis 2011-12-11T19:05:08 if i had more time i'd try actually iterating through combinations of ants offensive/defensive moves 2011-12-11T19:05:26 atm my battle code is pretty damn fast 2011-12-11T19:05:44 antimatroid1: yeah, I'm going to try that 2011-12-11T19:05:47 more time in the competition, not turn time 2011-12-11T19:05:56 thestinger: max 2 moves per ant? 2011-12-11T19:06:15 ie. a location with no possible battle enemies and a location that minimises possible battle enemies? 2011-12-11T19:06:21 then try all non-colliding combinations? 2011-12-11T19:06:27 interesting. so was that what you were talking about in the last few minutes? cause I'd read the log then 2011-12-11T19:06:35 antimatroid1: probably not all of them 2011-12-11T19:06:36 don't think so 2011-12-11T19:06:37 BenJackson: no it's ok to have v7, just needed to know where I was up against 2011-12-11T19:06:42 I guess it depends on the size of the battle 2011-12-11T19:07:16 i'd try and work out how to iteratively generate them all simultaneously so you can just stop and evaluate what you have when you run out of time 2011-12-11T19:08:01 I might just do something silly like generating 5 sets of moves, with some randomness thrown in so they aren't the same 2011-12-11T19:08:11 my combat is not perfect but I do like that I've seen it do some really clever things 2011-12-11T19:08:29 like that time an ant walking through another hallway stepped into a niche where the water was only 1 thick 2011-12-11T19:08:38 broke the stalemate and helped some other group break through 2011-12-11T19:09:01 Vaenom: what i do is basically this, find a battle partition which consists of vector myAnts, enemyAnts, then for each set I find 2 sets of moves, so like vector myOffensiveMoves, myDefensiveMoves, enemyOffensiveMoves, enemyDefensiveMoves, then I pick my moves that maximise the worst outcome when i have simulated battle and evaluated 2011-12-11T19:09:03 there are often 1-3 directions that are equally scored, so I shuffle the order I try directions - if I generate a set of moves twice, it won't be the same 2011-12-11T19:09:50 I could just do 4 different sets of moves with different weights on the directions (instead of pseudo-random weights) 2011-12-11T19:09:54 I rarely have perfectly equal scores for all moves because in combat I salt in a bit of the global strategy weighting 2011-12-11T19:10:20 *** Redgis has quit IRC (Ping timeout: 268 seconds) 2011-12-11T19:10:32 the pseudo-randomness was a lazy way to solve some of the stupid stalemates my bot gets into 2011-12-11T19:10:50 *** besh has quit IRC (Quit: Page closed) 2011-12-11T19:11:56 Vaenom: then you can add in more sets of moves for each set of ants, or try combinations of offensive/defensive moves for ants etc. to check more of the tree 2011-12-11T19:12:33 like you might take your offensive moves and choose the defensive moves for some of the ants that did in the best worst base and see if you can't improve the best worst case situation 2011-12-11T19:12:41 died* 2011-12-11T19:12:42 antimatroid1 "then I pick my moves that maximise the worst outcome when i have simulated battle and evaluated". you evaluate all the possible combo of those moves? 2011-12-11T19:12:57 no, i evaluate 4 times 2011-12-11T19:13:04 I sort of do it a different way now 2011-12-11T19:13:23 I make sets of moves for the enemy, and then try to pick the best way to deal with it (maximizing the worst case, like before) 2011-12-11T19:13:52 Vaenom: each set of moves is 1 strategy in the game 2011-12-11T19:14:10 bahh 2011-12-11T19:14:12 there's 2 players, my bot, and the enemies bots 2011-12-11T19:14:13 this sux 2011-12-11T19:14:19 *** g0llum has quit IRC (Read error: Connection reset by peer) 2011-12-11T19:14:29 refactored all damn loops now is next problem with type nullptr 2011-12-11T19:14:38 antimatroid: cool approach. I'll try it if I can't fix Memetix algo in the next hour. 2011-12-11T19:14:51 just should never have ported the whole stuff 2011-12-11T19:14:58 Vaenom: the Memetix algorithm would probably work well with this 2011-12-11T19:15:08 *** Antimony has quit IRC (Ping timeout: 240 seconds) 2011-12-11T19:15:10 you could use it to pick a good set of offensive moves for your ants 2011-12-11T19:15:14 and for the opponent 2011-12-11T19:16:39 thestinger: indeed. I was planning on enriching the algo once I'd got it right and this addition sounds good :) 2011-12-11T19:17:19 thestinger: how do you account for this... let (e,f) = (enemy deaths, friend deaths), (1,3) is preferred to (2,4) and (4,2) is preferred to (3,1)? 2011-12-11T19:17:21 i think that's right 2011-12-11T19:17:31 *** Vaenom is now known as Vaenom_coding 2011-12-11T19:17:47 *** Vaenom_coding is now known as Vaenom 2011-12-11T19:17:49 well, I calculate a score 2011-12-11T19:18:03 enemy_deaths - friend_deaths * variable_multiplier 2011-12-11T19:18:21 hmm, i just have an outcome struct with an order operation 2011-12-11T19:19:20 currently I just have a pile of goals and my ants chase their nearest goals. Any thoughts on converting my "distance to goal" into a weighting so that I can combined multiple goals? 2011-12-11T19:21:13 In the interest of trying the stupidest thing that might plausible work, off the top of my head I was going to assign points to each goal on distance where f(d) = 1/sqrt(d) and then the value of a move is just the sum of scores 2011-12-11T19:21:28 I've slowly converted my pure distance gradient maps to be weighted in some ways 2011-12-11T19:21:52 I started with a BFS for each target basically, then combined some of them into multi-source BFS 2011-12-11T19:21:55 bmh: something like that 2011-12-11T19:22:06 and you don't have to start all targets at 0 distance 2011-12-11T19:22:11 or increment by 1 2011-12-11T19:22:26 i still just send ants to their nearest target at the end 2011-12-11T19:22:56 I aggressively downweight "nearest unseen square" -- my ants will only spread out and forage if they really have nothing better to do 2011-12-11T19:23:15 i think it's worth trying to explore the maps straight up 2011-12-11T19:23:49 yeah. My ants charge unknown squares until they see enemy ants 2011-12-11T19:26:06 *** bluegaspode has quit IRC (Quit: Page closed) 2011-12-11T19:28:52 yay, finally broke top 200 on aichallenge 2011-12-11T19:29:09 bmh: looking for food is basically the highest priority for my bot 2011-12-11T19:29:20 but the number of targets is pretty limited 2011-12-11T19:29:33 *** Anilm3 has joined #aichallenge 2011-12-11T19:29:45 and only 1 ant is set to a target for that (leftover ants will explore until enemy hills are found) 2011-12-11T19:29:51 s/set/sent/ 2011-12-11T19:29:52 thestinger: my goals naturally triage themselves because the nearest square you've never seen is necessarily further away from the nearest food you can see 2011-12-11T19:29:58 make change: new bot wins handily.. fluke, or awesome new development?? 2011-12-11T19:30:23 I reordered the #includes and my bot is better :) 2011-12-11T19:30:46 xDDD 2011-12-11T19:30:47 BenJackson: fluke. 2011-12-11T19:31:08 *** coachbudka has joined #aichallenge 2011-12-11T19:31:26 bmh: dammit 2011-12-11T19:31:48 BenJackson: humans are bad at two things: detecting randomness and measuring things. 2011-12-11T19:32:06 compared to what? 2011-12-11T19:32:17 a ruler? 2011-12-11T19:32:19 hi all -- is there a way to get the stacktraces of my bot crashing on EVERY game? 2011-12-11T19:32:44 coachbudka: valgrind, gdb 2011-12-11T19:32:46 Anilm3: compared to the rigorous application of Bayes theorem. 2011-12-11T19:33:02 you know even a computer can't detect randomness right? 2011-12-11T19:33:19 except when you have a known pattern of course 2011-12-11T19:33:54 http://ants.fluxid.pl/replay.26831 this is a really strange map 2011-12-11T19:33:57 Anilm3: Are you making some point about kolmogorov complexity? 2011-12-11T19:33:59 forget it I'm just workahollic 2011-12-11T19:34:03 all the hills are right next to each other, but there's a bunch of open space 2011-12-11T19:34:05 I'm using .NET, everything works fine when I compile and run locally, I don't know if mono is acting differently 2011-12-11T19:34:32 thestinger: btw last I lokoed at maps.php there were so many that in the finals you won't even play on every map 2011-12-11T19:34:35 by a long shot 2011-12-11T19:35:20 I thought there was going to be a minimum distance between hills or something along those lines 2011-12-11T19:35:26 it seems like that would filter out 80% of these maps 2011-12-11T19:35:39 it's only 20 2011-12-11T19:35:47 ah 2011-12-11T19:35:57 that map passes 2011-12-11T19:36:37 my defense code was my offense on that map :P 2011-12-11T19:37:00 oic, you won that because you found the big free area 2011-12-11T19:37:54 well, looking for food always takes priority 2011-12-11T19:38:28 I don't look for it specially, I only eat it specially 2011-12-11T19:38:35 I just don't send multiple ants to targets in the same direction when doing that, which is what limits it 2011-12-11T19:38:40 but in that case the one ant that would have kept me in that race just happened to get tied up in combat 2011-12-11T19:38:53 well not really the "same direction" - I have a sneaky way of dealing with it :) 2011-12-11T19:38:58 *** arscan has quit IRC (Ping timeout: 258 seconds) 2011-12-11T19:40:00 one more shot: does anybody know if there is a way of getting stderr output from the server? 2011-12-11T19:40:21 coachbudka: play on TCP. 2011-12-11T19:40:30 why don't you both convince amstan to extend the deadline? 2011-12-11T19:40:31 ::D 2011-12-11T19:40:54 bmh: I am, just wondered if there's a way to recover on the contest server 2011-12-11T19:40:59 coachbudka: janzert said it should jus show up 2011-12-11T19:42:05 it does tell me what turn it timed out, but that's it 2011-12-11T19:42:45 my bot would do much better if the turntime was 30ms 2011-12-11T19:42:59 what? 2011-12-11T19:43:02 30ms? 2011-12-11T19:43:04 really? 2011-12-11T19:43:06 I mean relative to other bots :P 2011-12-11T19:43:14 oh I see 2011-12-11T19:43:15 :p 2011-12-11T19:43:16 it really never uses more than 50ms atm, ever 2011-12-11T19:43:34 pre-combat takes ~4ms, combat takes 2ms to 40ms usually 2011-12-11T19:43:54 and useless debugging code takes another 15ms 2011-12-11T19:44:08 quite good then 2011-12-11T19:44:11 *** coachbudka has quit IRC (Quit: Page closed) 2011-12-11T19:44:55 well, I just haven't figured out what to do with all the time (I could make my combat use up all the time, and I probably will - but I'm not really sure it will help) 2011-12-11T19:45:17 the stupid moves that sometimes happen just make my bot a bit more aggressive 2011-12-11T19:45:37 cautious bots don't take advantage of the little mistakes 2011-12-11T19:45:43 and it makes them lose ground 2011-12-11T19:46:09 thestinger: try implementing symmetry detection 2011-12-11T19:46:50 I don't think it would help 2011-12-11T19:47:11 it could give you an upper hand 2011-12-11T19:47:12 I tried testing locally with enemy hill locations hardcoded at the start - it just makes my bot rush too early 2011-12-11T19:47:22 yup 2011-12-11T19:47:22 oh 2011-12-11T19:47:25 nice to know 2011-12-11T19:47:29 btw I use a similar trick to test *against* my bot 2011-12-11T19:47:32 as soon as I find a hill, my bot goes into offense mode instead of explore basically 2011-12-11T19:47:36 when I tried to harden V10 against dumb bot rushes 2011-12-11T19:47:44 it still searches for food at the same rate, but it doesn't just "explore" 2011-12-11T19:47:45 big multiplayer maps where everyone else knows where bot 0 is 2011-12-11T19:48:56 the initial build-up is really important, because it's one of the things my bot is good at 2011-12-11T19:49:11 and if it knows about enemy hills early, it doesn't take advantage of that strength 2011-12-11T19:49:34 it does really badly in games that drag on if the enemy bot(s) actually hunt ants or control territory 2011-12-11T19:50:43 lol, just fixed a retarded bug in my bot 2011-12-11T19:51:14 i was basically zorg rushing every non-battle ant towards enemy hills aha 2011-12-11T19:53:54 *** ikaros has quit IRC (Quit: Ex-Chat) 2011-12-11T20:12:24 thestinger: "it does really badly in games that drag on if the enemy bot(s) actually hunt ants or control territory", so basically if the opponent is any good? :P 2011-12-11T20:13:32 no :P 2011-12-11T20:13:41 *** Paradoxial has quit IRC (Quit: :) 2011-12-11T20:14:53 well, some bots are very aggressive with hunting foragers, etc. 2011-12-11T20:15:09 and my bot won't do well against them _if_ the game is lasting a really long time 2011-12-11T20:16:02 it's too focused on hills 2011-12-11T20:21:44 *** Antimony has joined #aichallenge 2011-12-11T20:28:25 *** bmh has quit IRC (Ping timeout: 258 seconds) 2011-12-11T20:40:41 *** xathis has quit IRC () 2011-12-11T20:41:56 *** flowenol has quit IRC (Ping timeout: 240 seconds) 2011-12-11T20:42:47 *** amstan has joined #aichallenge 2011-12-11T20:42:47 *** ChanServ sets mode: +o amstan 2011-12-11T20:44:51 *** Antimony has quit IRC (Ping timeout: 252 seconds) 2011-12-11T20:45:54 *** besh has joined #aichallenge 2011-12-11T20:47:17 *** AntDroid_ has joined #aichallenge 2011-12-11T20:47:18 its not very instructive, but I made a visualization of hill detection via symmetry. http://www.youtube.com/watch?v=OSYdRW8oU-A 2011-12-11T20:47:44 *** TheLinker has quit IRC (Remote host closed the connection) 2011-12-11T20:48:20 more entertaining is this one, where it shows where the bot believes water / land are: http://www.youtube.com/watch?v=1vSK4eTD9OE 2011-12-11T20:50:47 but I agree with the others I saw here... it didn't help when I tried it, and made the bot too aggressive. Watching the bot march on unseen hills was fun, while it lasted. 2011-12-11T21:04:12 was paired with 2 of the top 3 and 3 of the top 30 due to my high mu. my attack failed and my defense crumbled. revenge is mine. lol 2011-12-11T21:04:39 dmj111: haven't seen you in awhile 2011-12-11T21:04:50 http://aichallenge.org/visualizer.php?game=198999&user=2255 too many ants :( 2011-12-11T21:05:03 that version still did combat globally - for the whole map 2011-12-11T21:05:11 so each simulation does _every_ ant 2011-12-11T21:06:05 if only pguillory didn't time out - he could have killed off most of my ants and I wouldn't have timed out 2011-12-11T21:07:23 I think I'll reupload today 2011-12-11T21:10:01 McLeopold: nice to see you. life got busy. Then my stack of books to read got too big. 2011-12-11T21:10:32 did you read them? 2011-12-11T21:11:31 not yet :) 2011-12-11T21:17:39 dmj111: nice your symmetry detection 2011-12-11T21:23:24 when checking if a point is "in range" of ant attack, should I consider "in range" inclusively or exclusively of the AttackRadius2 ? 2011-12-11T21:24:39 Anilm3: hey, thanks. finally had an excuse to learn to make animations. 2011-12-11T21:25:29 in other words: (dX * dX + dY * dY <= AttackRadius2) or (dX * dX + dY * dY < AttackRadius2)? 2011-12-11T21:25:42 Vaenom: <=, I believe. 2011-12-11T21:25:57 dmj111: haha 2011-12-11T21:25:59 Else, that might explain a few problems I have.. 2011-12-11T21:26:05 lol 2011-12-11T21:26:18 lets poll then 2011-12-11T21:26:28 ;) 2011-12-11T21:26:46 Anilm3, <= or < ? 2011-12-11T21:27:04 I am trying to finding in the engine code... pretty sure that is why I used it. 2011-12-11T21:28:44 McLeopold: can you handle this? i don't know myself: http://forums.aichallenge.org/viewtopic.php?f=27&t=2095 2011-12-11T21:31:24 *** bmh has joined #aichallenge 2011-12-11T21:31:45 My apologies to anyone currently playing on my server. I'm hammering on the vm. 2011-12-11T21:32:05 if it happens to be < and not <=, that would explain some problems I have. Testing it right now. 2011-12-11T21:32:22 Vaenom: pretty sure its <=. in do_attack_focus, it calls nearby_ants, which calls neighborhood_offsets, which uses <=. 2011-12-11T21:32:29 Vaenom: <= 2011-12-11T21:32:50 I'm pretty sure 2011-12-11T21:33:24 ok, thanks. Guess I'll have to blame my problems on something else :P 2011-12-11T21:34:54 amstan: got it 2011-12-11T21:38:35 (apologies again -- I just needed to take down the vm because it ran out of disk space) 2011-12-11T21:38:57 *** Paradoxial has joined #aichallenge 2011-12-11T21:40:23 think I just invented a new meaning for the phrase "over-optimizing the wrong way to do it" 2011-12-11T21:41:03 on the plus side, the wrong way to do it is very, very fast now. 2011-12-11T21:41:16 and we're back 2011-12-11T21:41:27 :P 2011-12-11T21:43:50 My home internet connection is mostly broken, so I'm running my bot on the same box as my TCP server. What could possibly go wrong? 2011-12-11T21:50:16 dmj111: Your symmetry video makes me wonder why I even try... :D 2011-12-11T21:51:35 dmj111: make that both of your videos... 2011-12-11T21:52:38 dragonfyre13: video links? 2011-12-11T21:52:49 hmm... that wasn't the goal :( 2011-12-11T21:53:53 dmj111: oh it's not stopping me. Just makes me wish I was smarter... 2011-12-11T21:54:07 bmh: http://www.youtube.com/watch?v=1vSK4eTD9OE http://www.youtube.com/watch?v=OSYdRW8oU-A 2011-12-11T21:54:44 bmh: hill detection/estimation and water/land detection/estimation via symmetry 2011-12-11T21:54:57 dragonfyre13: that's awesome. 2011-12-11T21:55:03 I'm glad that someone got it working 2011-12-11T21:55:09 thanks.. my cut / paste foo went downhill. 2011-12-11T21:55:11 yeah, unfortunately it's not mine. :( 2011-12-11T21:55:49 dmj111: how are you doing it? 2011-12-11T21:56:33 dmj111: I wanna see your code when all this is done. Language? 2011-12-11T21:58:02 bmh: I think the same way I saw other people describe. I make a list of all of the possible symmetries, then as new evidence comes in, eliminate the symmetries that are impossible. 2011-12-11T21:58:26 oh, you're just brute forcing it? I'm still impressed 2011-12-11T21:58:42 dmj111: I haven't even looked that far into it. Are there set tile sizes? 2011-12-11T21:59:00 gonna guess % of total map size, but again... 2011-12-11T21:59:09 bmh: yeah, I like to think I am avoiding a lot of work though. 2011-12-11T21:59:21 * avdg wishes he could implement his code faster, so he would at least have a bot :p 2011-12-11T21:59:32 dragonfyre13: the cleanest implementation is on ocaml. 2011-12-11T21:59:47 dmj111: Functional programming! *high-five* 2011-12-11T21:59:50 The tile sizes are not fixed, but there is a lot of fun math to it. 2011-12-11T21:59:55 *** raemde_ is now known as raemde 2011-12-11T22:00:00 oh yay. 2011-12-11T22:00:03 I should have used {OC,S}ML. Haskell is... painful 2011-12-11T22:04:31 yes, skill 81.x+ for the first time at 21 games. managed to take out flagcapper on a crazy multihill maze. :) 2011-12-11T22:05:11 sweet. bot version 2 wrecks bot version 3. 2011-12-11T22:06:16 dmj impressive video with symmetry detection 2011-12-11T22:06:31 dmj111: can you post a symmetry detection how to on the forums? 2011-12-11T22:06:52 McLeopold: the secret sauce is bruteforce ;) 2011-12-11T22:07:08 dmj111: neat video 2011-12-11T22:07:18 bmh: Yes, but the fun part was the math behind it! 2011-12-11T22:08:05 dmj111: do you tell your ants to go to squares that will eliminate the most hypotheses? 2011-12-11T22:08:10 McLeopold: sure. is this something that I should still avoid putting code out yet? FWIW, I don't think it helps, and that water / land calculation is actually very slow, at least at the start. 2011-12-11T22:08:30 dmj111: yeah, just describe the process, math formulas are fine 2011-12-11T22:08:33 bmh: I don't use it for real... I am trying to avoid working on my bot, cause I am out of ideas. 2011-12-11T22:08:37 If you're writing OCaml, just post the whole darn bot. No one is going to be able to read it ;) 2011-12-11T22:08:43 pseudo code is okay if the descriptions don't work 2011-12-11T22:08:59 dmj111: hey, let's swap ideas! 2011-12-11T22:09:03 oh, wait 2011-12-11T22:09:07 hmm... 2011-12-11T22:09:54 bmh: good one lol 2011-12-11T22:09:56 dmj111: I'm mostly interested in the hill detection 2011-12-11T22:10:18 anyone on bhickey? 2011-12-11T22:10:19 McLeopold: thestinger says it's not worth it 2011-12-11T22:10:19 McLeopold: hah. 2011-12-11T22:10:22 *** Nitro has joined #aichallenge 2011-12-11T22:10:24 McLeopold: I am 2011-12-11T22:10:34 *he* doesn't think it is worth it 2011-12-11T22:11:00 dmj111: okay, I'll just feed you mine (original) and see if you already thought of it 2011-12-11T22:11:08 I also don't think it's worth it and I worked out how to do it very cheaply 2011-12-11T22:11:14 have you done combat resolution? 2011-12-11T22:11:28 have you tried splitting ants into combat theaters? 2011-12-11T22:11:46 what's that' 2011-12-11T22:12:09 groups of ants that might fight each other 2011-12-11T22:12:27 i hacked some stuff out for combat resolution, but if you watch my bot, you will see I didn't do it right. 2011-12-11T22:12:27 putting them into globes, then running simulations for each glob separately 2011-12-11T22:12:30 Anilm3: one group of ants fights Nazis while the other fights Fascists. 2011-12-11T22:12:44 bmh: sounds familiar 2011-12-11T22:12:54 I'm trying out some suicide code on tcp right now 2011-12-11T22:13:00 BenJackson: yeah, not too expensive to do. I am happy with my current code cause it is simpler than what I started with. 2011-12-11T22:13:23 http://bhickey.net:2080/replay.7115 -- revert time 2011-12-11T22:13:34 BenJackson: maybe you could describe your sym dection method then? 2011-12-11T22:13:38 McLeopold: for theaters... I did consider it, esp. for trying to reduce the number of possibilities in any battle. 2011-12-11T22:13:58 even though symmetry detection might not worth it, I still think it's a very interesting concept 2011-12-11T22:14:01 dmj111: okay, how about scheduling single ants to pick up multiple food? 2011-12-11T22:14:09 I was very impressed with dmj111 video 2011-12-11T22:14:16 McLeopold: I will after the contest ends 2011-12-11T22:14:37 McLeopold: man, my bot is dumb. that sounds like a good idea, but I didn't do any of it. 2011-12-11T22:15:00 ooh, I beat skynet 2011-12-11T22:15:20 a fake skynet surely 2011-12-11T22:15:24 v2 2011-12-11T22:15:43 I think I was timing out on all the other matches 2011-12-11T22:15:47 the entire human race couldn't defeat it, I don't think ants can 2011-12-11T22:17:09 any one likes game of thrones (series) 2011-12-11T22:17:45 http://all-things-andy-gavin.com/2011/12/11/new-game-of-thrones-2-teaser/ 2011-12-11T22:19:39 *** Fandekasp has quit IRC (Ping timeout: 268 seconds) 2011-12-11T22:22:59 *** besh has quit IRC (Quit: Page closed) 2011-12-11T22:23:02 *** bmh has quit IRC (Ping timeout: 258 seconds) 2011-12-11T22:24:01 *** replore has joined #aichallenge 2011-12-11T22:24:36 @tcp 2011-12-11T22:24:37 McLeopold: tcp could be http://ants.fluxid.pl/howto. 2011-12-11T22:25:29 time to sleep 2011-12-11T22:25:31 bye guys 2011-12-11T22:25:55 *** Anilm3 has quit IRC (Quit: Lost terminal) 2011-12-11T22:31:40 *** Nitro has quit IRC (Quit: Hmm) 2011-12-11T22:33:08 *** Fandekasp has joined #aichallenge 2011-12-11T22:37:34 I kept up my ant count, but my combat sucks :( http://ants.fluxid.pl/replay.27107 2011-12-11T22:40:13 http://www.youtube.com/watch?v=t8g-iYGHpEA 2011-12-11T22:42:57 *** TheLinker has joined #aichallenge 2011-12-11T22:46:37 bubble sort ... 2011-12-11T22:47:10 *** dvladim has joined #aichallenge 2011-12-11T22:52:06 *** qwebirc41564 has joined #aichallenge 2011-12-11T22:52:11 Hello 2011-12-11T22:54:19 *** Antimony has joined #aichallenge 2011-12-11T22:55:01 http://www.youtube.com/watch?v=L_W-IXqoxHA 2011-12-11T22:55:09 ok that video is neat but then at 7 minutes it will blow your mind 2011-12-11T23:06:18 BenJackson: looks like my cell mazes :D 2011-12-11T23:06:29 lolz 2011-12-11T23:07:53 *** qwebirc41564 has quit IRC (Quit: Page closed) 2011-12-11T23:08:11 *** raemde_ has joined #aichallenge 2011-12-11T23:08:18 wait what 2011-12-11T23:10:19 *** raemde has quit IRC (Ping timeout: 244 seconds) 2011-12-11T23:11:23 McLeopold: we need a graph of the top 20 over time 2011-12-11T23:11:38 I can't figure out if I really moved up or if there were a bunch of resubmits 2011-12-11T23:14:08 *** dvladim has quit IRC (Ping timeout: 240 seconds) 2011-12-11T23:14:25 AWESOME 2011-12-11T23:14:30 that shadow thing is amazing 2011-12-11T23:14:35 yes! 2011-12-11T23:14:46 better than the blind spot trick I'd seen befoer 2011-12-11T23:15:21 hah awesome 2011-12-11T23:16:22 *** avdg has quit IRC (Quit: Leaving.) 2011-12-11T23:16:45 *** bmh has joined #aichallenge 2011-12-11T23:16:47 *** bmh has joined #aichallenge 2011-12-11T23:17:27 McLeopold: just posted it.... i am sure it will cause more questions than anything else. 2011-12-11T23:18:42 w00t -- internet is fixed! 2011-12-11T23:19:38 *** kevlar has joined #aichallenge 2011-12-11T23:20:27 it's too bad the clever bit I figured out was about symmetry 2011-12-11T23:20:32 rather than some contest-winning clever thing :) 2011-12-11T23:21:45 dmj111: okay, reading... 2011-12-11T23:22:38 dmj111: where did you post it? 2011-12-11T23:22:51 http://forums.aichallenge.org/viewtopic.php?f=24&t=2098 2011-12-11T23:23:13 *** bmh has quit IRC (Ping timeout: 258 seconds) 2011-12-11T23:28:55 *** Extrarius has joined #aichallenge 2011-12-11T23:29:23 BenJackson: roger that 2011-12-11T23:33:47 dmj111: so, for creating sets of symmetries, you assume any number of players is possible? 2011-12-11T23:35:31 I restrict it to <= 10, mainly for speed. otherwise, I create a bunch of invalid symmetries. actually... those are really only a problem for creating the water/land map. otherwise, the speed is fine, I think. 2011-12-11T23:35:32 so, for 2 players, you can divide the map in half, length or width, then assume translational, or for mirrored or rotated, make a group for every row/col the map could be foled at? 2011-12-11T23:35:51 folded 2011-12-11T23:36:20 yeah, I'd think speed of your algo would be fine in terms of ruling symmetries in/out 2011-12-11T23:36:25 but making that movie would have been expensive 2011-12-11T23:36:25 yeah, I think I don't care how many players there are. I'll try anything. 2011-12-11T23:36:49 BenJackson: yep. the first 10 turns are wicked slow.... 2011-12-11T23:37:44 McLeopold: not sure if I answered your question yet. you _could_ eliminate symmetries based on the number of players if you wanted. I didn't. 2011-12-11T23:38:20 I'm more wondering how many symmetries there are on average, to start 2011-12-11T23:38:41 for arguments sake, let's say a 10x10 map, and you start at 0,0 2011-12-11T23:38:44 I should test it against all the official maps, and see if it really works. 2011-12-11T23:38:50 :) 2011-12-11T23:38:59 and 2 players 2011-12-11T23:39:28 for translation, there are 2 possible ways, I think 2011-12-11T23:40:35 3? (0,5), (5,5), (5,0) ? 2011-12-11T23:40:36 for a mirrored map, there are 5 folded horz, and 5 folded vert, would that be correct? 2011-12-11T23:40:45 yes, I think 2011-12-11T23:40:56 oh, right, 3 for translation 2011-12-11T23:41:05 split vert or horz 2011-12-11T23:41:10 ah, yes, some of the symmetries the code generates are really exactly the same. 2011-12-11T23:41:26 so it would generate each of the mirrored versions twice. 2011-12-11T23:41:42 *** Paradoxial has quit IRC (Quit: :) 2011-12-11T23:43:22 * rwest_ implements 2011-12-11T23:45:54 McLeopold: I am heading out soon... 2011-12-11T23:48:59 *** bmh has joined #aichallenge 2011-12-11T23:49:00 dmj111: okay, cya 2011-12-11T23:52:59 *** dmj111 has quit IRC (Quit: ERC Version 5.3 (IRC client for Emacs))