git@UCC - progcomp2012.git/rss - web/index.html history /?p=progcomp2012.git;a=history;f=web/index.html The UCC Programming Competition 2012 en <progcomp@ucc.asn.au> static/git-logo.png git@UCC - progcomp2012.git/rss - web/index.html history /?p=progcomp2012.git;a=history;f=web/index.html Sat, 17 Mar 2012 09:02:24 +0000 Sat, 17 Mar 2012 09:02:24 +0000 gitweb v.2.14.2/2.20.1 Missed an important piece of advice Sam Moore <matches@ucc.asn.au> Sat, 17 Mar 2012 09:02:24 +0000 /?p=progcomp2012.git;a=commitdiff;h=171d69e6c7acd68ec192765cace9dae0c4aed2db /?p=progcomp2012.git;a=commitdiff;h=171d69e6c7acd68ec192765cace9dae0c4aed2db Missed an important piece of advice Missed an important piece of advice
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Made the webpage simpler. Sam Moore <matches@ucc.asn.au> Sat, 17 Mar 2012 08:52:56 +0000 /?p=progcomp2012.git;a=commitdiff;h=451c60e0e37013ecf85360bad290d454b94c5477 /?p=progcomp2012.git;a=commitdiff;h=451c60e0e37013ecf85360bad290d454b94c5477 Made the webpage simpler. Made the webpage simpler.
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Tweaking manager/simulate.py, updating manual and webpage Sam Moore <matches@ucc.asn.au> Sat, 3 Mar 2012 07:42:55 +0000 /?p=progcomp2012.git;a=commitdiff;h=476617a8222c8c56404c12a65dd75c55b8019542 /?p=progcomp2012.git;a=commitdiff;h=476617a8222c8c56404c12a65dd75c55b8019542 Tweaking manager/simulate.py, updating manual and webpage Tweaking manager/simulate.py, updating manual and webpage You can now pass arguments to your AI through the manager program. Simply include the path to the AI and arguments in quotation marks. EG: ./stratego "../../agents/foo/bar --debug" ../../agents/other/agent simulate.py was making broken links to log files, fixed. Logging of stderr! If anything is printed to stderr, it is all saved in logfilename.stderr by simulate.py Tried to make the manual page better, probably failed. Updated webpage since we have now changed the date. Also tried to fix vixen again, haven't tested.
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Trivial changes to webpage Samuel Moore <loresat_laimto@hotmail.com> Thu, 12 Jan 2012 12:24:41 +0000 /?p=progcomp2012.git;a=commitdiff;h=1dc2550dc93d6b0ab2cde1cd2fc76a2cf45faf21 /?p=progcomp2012.git;a=commitdiff;h=1dc2550dc93d6b0ab2cde1cd2fc76a2cf45faf21 Trivial changes to webpage Trivial changes to webpage
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Trivial to webpage Samuel Moore <loresat_laimto@hotmail.com> Sun, 8 Jan 2012 12:14:57 +0000 /?p=progcomp2012.git;a=commitdiff;h=fe14abf80ad8503eb8984f3a8e7139243d6a1e19 /?p=progcomp2012.git;a=commitdiff;h=fe14abf80ad8503eb8984f3a8e7139243d6a1e19 Trivial to webpage Trivial to webpage Added link to mailing list page.
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Added faq and Copyright notice Samuel Moore <loresat_laimto@hotmail.com> Sun, 8 Jan 2012 12:10:59 +0000 /?p=progcomp2012.git;a=commitdiff;h=40f97f3afd1a897096030faed69f8a9d11d604d8 /?p=progcomp2012.git;a=commitdiff;h=40f97f3afd1a897096030faed69f8a9d11d604d8 Added faq and Copyright notice Added faq and Copyright notice
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Trivial update to webpage Samuel Moore <loresat_laimto@hotmail.com> Sat, 7 Jan 2012 08:39:32 +0000 /?p=progcomp2012.git;a=commitdiff;h=6fbef43eef989578cc406a33fc759ff08bf4f3d1 /?p=progcomp2012.git;a=commitdiff;h=6fbef43eef989578cc406a33fc759ff08bf4f3d1 Trivial update to webpage Trivial update to webpage Thanks to Hipikat for pointing out some things that needed clarifying. Email matches or post in irc if there is anything else.
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[RULE CHANGE] "NO_MOVE" is no longer a legal Sam Moore <matches@clownfish.ucc.gu.uwa.edu.au> Fri, 6 Jan 2012 05:39:24 +0000 /?p=progcomp2012.git;a=commitdiff;h=85cfed04e179dad45eefd9fdf747628addbf93fb /?p=progcomp2012.git;a=commitdiff;h=85cfed04e179dad45eefd9fdf747628addbf93fb [RULE CHANGE] "NO_MOVE" is no longer a legal [RULE CHANGE] "NO_MOVE" is no longer a legal Previously AIs could respond with "NO_MOVE" whenever they felt like. Officially, now they can only respond with "NO_MOVE" when they have no mobile pieces left. (That is, only Bombs and the Flag are left). However the game should end by a VICTORY_ATTRITION condition as soon as either player loses its last mobile piece. So technically, "NO_MOVE" can't ever be legally printed, because the game should have ended. If it doesn't, there is a bug. Updated webpage, updated manual, updated README Going to email the list later today. Goodluck! PS: The rule change is due to a mean initial setup, for example: ********** ********** ********** BB**BB**BB ..++..++.. ..++..++.. etc Here, Red has placed Bombs in all three "lanes". Red is unable to move. However, as long as Red can use "NO_MOVE", an unsuspecting Blue will lose most of its pieces on the Bombs. (Unless Blue puts a miner up the front...) But anyway, being able to not move is silly and not allowed in the real game.
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Trivial changes to webpage Sam Moore <matches@ucc.asn.au> Thu, 22 Dec 2011 08:22:20 +0000 /?p=progcomp2012.git;a=commitdiff;h=0dfe8f1c02f71952e94efe31799fe8d3dafbc850 /?p=progcomp2012.git;a=commitdiff;h=0dfe8f1c02f71952e94efe31799fe8d3dafbc850 Trivial changes to webpage Trivial changes to webpage
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Moved manager manual page Sam Moore <matches@ucc.asn.au> Thu, 22 Dec 2011 06:23:35 +0000 /?p=progcomp2012.git;a=commitdiff;h=df3358f2bdc1245d718ac27aed2b88a969e98e90 /?p=progcomp2012.git;a=commitdiff;h=df3358f2bdc1245d718ac27aed2b88a969e98e90 Moved manager manual page Moved manager manual page
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Changed directory structure (again) Sam Moore <matches@ucc.asn.au> Thu, 22 Dec 2011 06:06:03 +0000 /?p=progcomp2012.git;a=commitdiff;h=1a03b2543b67f0551e62babec4cd119f1e0e4640 /?p=progcomp2012.git;a=commitdiff;h=1a03b2543b67f0551e62babec4cd119f1e0e4640 Changed directory structure (again) Changed directory structure (again) I got fed up of typing progcomp2012/progcomp Obsessive compulsive urges rising...
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Changed the directory structure. Sam Moore <matches@ucc.asn.au> Thu, 8 Dec 2011 07:22:17 +0000 /?p=progcomp2012.git;a=commitdiff;h=e3b15cd5dea739f7523920d83bda592db95a7b93 /?p=progcomp2012.git;a=commitdiff;h=e3b15cd5dea739f7523920d83bda592db95a7b93 Changed the directory structure. Changed the directory structure.
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Modified manager program, updated website Sam Moore <matches@ucc.asn.au> Wed, 7 Dec 2011 16:00:04 +0000 /?p=progcomp2012.git;a=commitdiff;h=17a20de4017ccfadef219d830a28ecccfe6f5106 /?p=progcomp2012.git;a=commitdiff;h=17a20de4017ccfadef219d830a28ecccfe6f5106 Modified manager program, updated website Modified manager program, updated website Major changes: Added simple GUI for human players Setup phase doesn't use GUI yet (uses a default if -g enabled). Click in the general region of where you want to select/move pieces. Modified Board::Draw to allow for showing of already revealed pieces, but not all pieces. Used to make human player GUI nicer (hides AI pieces). Modified -t switch to allow for "infinite" stall_time (wait for user to press enter) Changed website. Removed protocol description and linked to manual.txt. Added screenshot to make things slightly more exciting. Updated manual.txt Minor changes to simulate.py (output) TODO: Fix segmentation fault found in manager program It occurs just before exit. Memory error in the cleanup process? ANNOYING! Still have to bring myself to take the time to finish setting up that vm... Need to talk to a non-hostile wheel member about security. I don't want my vm to take out our network or something. Preferably I don't even want the vm to be compromised, regardless of the rest of ucc. So much I don't know about servers/linux... Need to stop staying up past midnight...
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Fixed broken links in webpage Sam Moore <matches@ucc.asn.au> Sat, 3 Dec 2011 13:08:07 +0000 /?p=progcomp2012.git;a=commitdiff;h=4228b6f3a4aacd0a397b1235973496693753932b /?p=progcomp2012.git;a=commitdiff;h=4228b6f3a4aacd0a397b1235973496693753932b Fixed broken links in webpage Fixed broken links in webpage
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Revamped manager program and added manual page Sam Moore <matches@ucc.asn.au> Sat, 3 Dec 2011 08:26:36 +0000 /?p=progcomp2012.git;a=commitdiff;h=4a3c0478160e7e9b637a12e7cf22f8da61b66ad2 /?p=progcomp2012.git;a=commitdiff;h=4a3c0478160e7e9b637a12e7cf22f8da61b66ad2 Revamped manager program and added manual page Revamped manager program and added manual page Seperated controllers into AI and human controllers, which inherit from the same base class Using "human" as an argument instead of an AI program will allow human player. However, the human player has to use the CLI. I have tried playing a few games, and it is incredibly annoying using the CLI (especially when each turn was printed to stdout - now suppressed). Usually I accidentally enter the wrong coordinates, or spend 30 seconds trying to work out the coordinates of a piece. Then when I switch the focus, the SDL window goes blank, and I don't know what the hell is going on. In conclusion: Should probably add GUI for human players! Created Game class to manage playing the game, rather than hacking everything into main.cpp Added argument switches for timeouts, graphics, output file, help, allowing illegal moves, revealing colours etc Added result lines (output who actually wins... amazing!) The massive spamming output that used to be printed is suppressed (enable with -o stdout/file). Created manual.txt which is the manual page for stratego (the manager program). stratego --help will display the page (using "less" - should probably fix for systems without "less"). Changed tokens used for pieces from alphabet characters to digits for the ranked pieces, 's' for the Spy, 'B' for Bombs and 'F' for the Flag. This makes things clearer. The Spy would be "10", except thats 2 characters, which is a bit awkward! Didn't change the order of the enum, because thats just asking for trouble and besides, it works. Changed stratego to output the characters for the piece, instead of an integer rank (except for Flag, Bomb and Spy, no difference). Need to handle situations where a player has lost all their mobile pieces. Do they lose? Currently they will be forced to make an illegal move, and the other player wins by "default". Found mistake in forfax move score calculation that lead to moves having negative scores, and hence occasionally an illegal move would be chosen as more valuable than legal moves. Probably fixed. Illegal moves now score -1, so should NEVER be made! Ironically the change seemed to decrease forfax's performance against dummy. Forfax still seems to make really stupid moves, and I can't see why. Occasionally it does something smart (attacks Marshal with Spy just after the Marshal reveals itself), but I'm not sure how often these are coincidences. Even with the devaluing of moves that don't end in combat, Forfax still gets into long cycles of repeated paths with no purpose. And Forfax NEVER attacks Bombs or the Flag... even if thats all the enemy has, and even if the attacking piece would be a miner. Updated web page. Considering replacing Protocol Description as is with that written for manual.txt, which I feel is clearer. Need to make next git commit message shorter...
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Modified Turn Response Protocol, added handling for SIGPIPE, changed placeholder... Sam Moore <matches@ucc.asn.au> Wed, 30 Nov 2011 04:36:18 +0000 /?p=progcomp2012.git;a=commitdiff;h=2ab27eb698cfd57977cc9cc25edcbfbeb3b1b1ee /?p=progcomp2012.git;a=commitdiff;h=2ab27eb698cfd57977cc9cc25edcbfbeb3b1b1ee Modified Turn Response Protocol, added handling for SIGPIPE, changed placeholder... Modified Turn Response Protocol, added handling for SIGPIPE, changed placeholder images The "outcome" of a move is now listed as: TYPE [ATTACKER_RANK] [DEFENDER_RANK] Where ATTACKER_RANK and DEFENDER_RANK will be present if TYPE is one of: KILLS, DIES, BOTHDIE, and indicate the ranks of the pieces involved. This involved adding a class MovementResult, which stores the ranks of pieces in addition to an enum, replacing the enum Board::MovementResult The sample agent "forfax" was causing broken pipes, which caused the manager program to exit. I added a handler for SIGPIPE in manager/main.cpp to ensure that the manager program reports a DEFAULT victory to the other AI, and exits gracefully. However, I still don't know WHY forfax causes broken pipes, but hopefully its a problem with forfax and not with the manager program. I edited the images used by the graphical display to show the ordered ranks of the pieces, rather than some obscure characters. Unfortunately I have just realised that the enum used for Piece::Type stores ranks in the wrong order. In the actual game, LOWER numbers are better, in my enum, HIGHER numbers are better. To make things more confusing, I made the printed ATTACKER_RANK and DEFENDER_RANK correspond to the traditional numbering, not the enum numbering...
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First actual commit Sam Moore <matches@ucc.asn.au> Tue, 29 Nov 2011 09:02:13 +0000 /?p=progcomp2012.git;a=commitdiff;h=f91a915d6f64f9d35e867d26e8ddb9c1b1ab0c1e /?p=progcomp2012.git;a=commitdiff;h=f91a915d6f64f9d35e867d26e8ddb9c1b1ab0c1e First actual commit First actual commit More details to follow :P
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