From: Daniel Axtens Date: Tue, 20 Apr 2010 15:55:07 +0000 (+0800) Subject: initial import, after some monkeying around X-Git-Tag: v01~33 X-Git-Url: https://git.ucc.asn.au/?p=progcomp10.git;a=commitdiff_plain;h=fbee9b555f7e2febaf604ceaeb24b40286eb85a2 initial import, after some monkeying around --- fbee9b555f7e2febaf604ceaeb24b40286eb85a2 diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..313081b --- /dev/null +++ b/.gitattributes @@ -0,0 +1,2 @@ +*.pbxproj -crlf -diff -merge + diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..d676377 --- /dev/null +++ b/.gitignore @@ -0,0 +1,11 @@ +# xcode noise +build/* +*.pbxuser +*.mode1v3 + +# old skool +.svn + +# osx noise +.DS_Store +profile diff --git a/issues b/issues new file mode 100644 index 0000000..393bd1a --- /dev/null +++ b/issues @@ -0,0 +1,6 @@ + - number of agents can spiral out of control very quickly, e.g. if Frenchie and Angel start duking it out. + - points table doesn't agree with technicalities doc + - agents die after MAX_AGE fights, not MAX_AGE rounds + - code seems to trust y ou not to mnokey around with your stats...? + - no way to tell an external agent that their services are no longer required. + * amend to provide a BYE command diff --git a/link/C/Link/c-link-lib/Makefile b/link/C/Link/c-link-lib/Makefile new file mode 100644 index 0000000..86d085d --- /dev/null +++ b/link/C/Link/c-link-lib/Makefile @@ -0,0 +1,14 @@ +CC=gcc +CFLAGS=-c -Wall +LDFLAGS= +SOURCES=c-link.c +OBJECTS=$(SOURCES:.c=.o) +EXECUTABLE=rps-c + +all: $(SOURCES) $(EXECUTABLE) + +$(EXECUTABLE): $(OBJECTS) + $(CC) $(LDFLAGS) $(OBJECTS) -o $@ + +.c.o: + $(CC) $(CFLAGS) $< -o $@ diff --git a/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/build-state.dat b/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/build-state.dat new file mode 100644 index 0000000..4232c1f --- /dev/null +++ b/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/build-state.dat @@ -0,0 +1,26 @@ +Tc-link-lib +v7 +r0 +t293430347.727391 +cCheck dependencies +cExternalBuildToolExecution c-link-lib + +N/usr/bin/make +c000000004A11964700000000000556C0 +t1242666567 +s349888 + +CCheck dependencies +r0 +lSLF07#2@18"Check dependencies293430346#293430346#0(0"0(0#1#0"4300885448#0"0# + +CExternalBuildToolExecution c-link-lib +s293430346.724316 +e293430347.727343 +r1 +xExternalBuildToolExecution +xc-link-lib +ogcc -c -Wall c-link.c -o c-link.o +ogcc c-link.o -o rps-c +lSLF07#2@23"Run external build tool293430346#293430347#0(57"gcc -c -Wall c-link.c -o c-link.o gcc c-link.o -o rps-c 2(13@34"gcc -c -Wall c-link.c -o c-link.o 293430346#0#34#0(1@0"0(13@23"gcc c-link.o -o rps-c 293430347#34#23#0(1@0"0(0#0#0"4300885448#9988" cd /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib setenv ACTION setenv ALTERNATE_GROUP staff setenv ALTERNATE_MODE u+w,go-w,a+rX setenv ALTERNATE_OWNER dja setenv ALWAYS_SEARCH_USER_PATHS YES setenv APPLE_INTERNAL_DEVELOPER_DIR /AppleInternal/Developer setenv APPLE_INTERNAL_DIR /AppleInternal setenv APPLE_INTERNAL_DOCUMENTATION_DIR /AppleInternal/Documentation setenv APPLE_INTERNAL_LIBRARY_DIR /AppleInternal/Library setenv APPLE_INTERNAL_TOOLS /AppleInternal/Developer/Tools setenv APPLY_RULES_IN_COPY_FILES NO setenv ARCHS i386 setenv BUILD_COMPONENTS "headers build" setenv BUILD_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build setenv BUILD_ROOT /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build setenv BUILD_STYLE Debug setenv BUILD_VARIANTS normal setenv BUILT_PRODUCTS_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/Debug setenv CACHE_ROOT /var/folders/Kh/KhsdbCr-FSeYmRs916MI4k+++TI/-Caches-/com.apple.Xcode.501 setenv CLASS_FILE_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/JavaClasses setenv CLONE_HEADERS NO setenv CONFIGURATION Debug setenv CONFIGURATION_BUILD_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/Debug setenv CONFIGURATION_TEMP_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug setenv COPYING_PRESERVES_HFS_DATA NO setenv COPY_PHASE_STRIP NO setenv DEAD_CODE_STRIPPING NO setenv DEBUGGING_SYMBOLS YES setenv DEPLOYMENT_LOCATION NO setenv DEPLOYMENT_POSTPROCESSING NO setenv DERIVED_FILES_DIR setenv DERIVED_FILE_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/DerivedSources setenv DERIVED_SOURCES_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/DerivedSources setenv DEVELOPER_APPLICATIONS_DIR /Developer/Applications setenv DEVELOPER_BIN_DIR /Developer/usr/bin setenv DEVELOPER_DIR /Developer setenv DEVELOPER_FRAMEWORKS_DIR /Developer/Library/Frameworks setenv DEVELOPER_FRAMEWORKS_DIR_QUOTED "\"/Developer/Library/Frameworks\"" setenv DEVELOPER_LIBRARY_DIR /Developer/Library setenv DEVELOPER_SDK_DIR /Developer/SDKs setenv DEVELOPER_TOOLS_DIR /Developer/Tools setenv DEVELOPER_USR_DIR /Developer/usr setenv DEVELOPMENT_LANGUAGE English setenv DO_HEADER_SCANNING_IN_JAM NO setenv DSTROOT /tmp/c-link-lib.dst setenv DWARF_DSYM_FILE_NAME .dSYM setenv DWARF_DSYM_FOLDER_PATH /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/Debug setenv ENABLE_HEADER_DEPENDENCIES YES setenv ENABLE_OPENMP_SUPPORT NO setenv EXCLUDED_INSTALLSRC_SUBDIRECTORY_PATTERNS ".svn CVS" setenv EXCLUDED_RECURSIVE_SEARCH_PATH_SUBDIRECTORIES "*.nib *.lproj *.framework *.gch *.xcode* (*) CVS .svn" setenv FILE_LIST /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/Objects/LinkFileList setenv FRAMEWORK_VERSION A setenv GCC3_VERSION 3.3 setenv GCC_DYNAMIC_NO_PIC NO setenv GCC_ENABLE_FIX_AND_CONTINUE YES setenv GCC_GENERATE_DEBUGGING_SYMBOLS YES setenv GCC_OPTIMIZATION_LEVEL 0 setenv GCC_WARN_ABOUT_RETURN_TYPE YES setenv GCC_WARN_UNUSED_VARIABLE YES setenv GENERATE_MASTER_OBJECT_FILE NO setenv GENERATE_PKGINFO_FILE NO setenv GID 20 setenv GROUP staff setenv HEADERMAP_INCLUDES_FLAT_ENTRIES_FOR_TARGET_BEING_BUILT YES setenv HEADERMAP_INCLUDES_FRAMEWORK_ENTRIES_FOR_ALL_PRODUCT_TYPES YES setenv HEADERMAP_INCLUDES_NONPUBLIC_NONPRIVATE_HEADERS YES setenv HEADERMAP_INCLUDES_PROJECT_HEADERS YES setenv INFOPLIST_EXPAND_BUILD_SETTINGS YES setenv INFOPLIST_OUTPUT_FORMAT same-as-input setenv INFOPLIST_PREPROCESS NO setenv INSTALL_DIR /tmp/c-link-lib.dst setenv INSTALL_GROUP staff setenv INSTALL_MODE_FLAG u+w,go-w,a+rX setenv INSTALL_OWNER dja setenv INSTALL_ROOT /tmp/c-link-lib.dst setenv JAVA_APP_STUB /System/Library/Frameworks/JavaVM.framework/Resources/MacOS/JavaApplicationStub setenv JAVA_ARCHIVE_CLASSES YES setenv JAVA_ARCHIVE_TYPE JAR setenv JAVA_COMPILER /usr/bin/javac setenv JAVA_FRAMEWORK_RESOURCES_DIRS Resources setenv JAVA_JAR_FLAGS cv setenv JAVA_SOURCE_SUBDIR . setenv JAVA_USE_DEPENDENCIES YES setenv JAVA_ZIP_FLAGS -urg setenv KEEP_PRIVATE_EXTERNS NO setenv LD_GENERATE_MAP_FILE NO setenv LD_MAP_FILE_PATH /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/c-link-lib-LinkMap--.txt setenv LD_OPENMP_FLAGS -fopenmp setenv LINKER_DISPLAYS_MANGLED_NAMES NO setenv LINK_WITH_STANDARD_LIBRARIES YES setenv LOCAL_ADMIN_APPS_DIR /Applications/Utilities setenv LOCAL_APPS_DIR /Applications setenv LOCAL_DEVELOPER_DIR /Library/Developer setenv LOCAL_LIBRARY_DIR /Library setenv MACOSX_DEPLOYMENT_TARGET 10.6 setenv MAC_OS_X_VERSION_ACTUAL 1063 setenv MAC_OS_X_VERSION_MAJOR 1060 setenv MAC_OS_X_VERSION_MINOR 0603 setenv OBJECT_FILE_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/Objects setenv OBJROOT /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build setenv ONLY_ACTIVE_ARCH YES setenv OPTIMIZATION_LEVEL 0 setenv OS MACOS setenv PATH_PREFIXES_EXCLUDED_FROM_HEADER_DEPENDENCIES "/usr/include /usr/local/include /System/Library/Frameworks /System/Library/PrivateFrameworks /Developer/Headers /Developer/SDKs /Developer/Platforms" setenv PLIST_FILE_OUTPUT_FORMAT same-as-input setenv PREBINDING NO setenv PRECOMPS_INCLUDE_HEADERS_FROM_BUILT_PRODUCTS_DIR YES setenv PRECOMP_DESTINATION_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/PrefixHeaders setenv PRESERVE_DEAD_CODE_INITS_AND_TERMS NO setenv PRODUCT_NAME c-link-lib setenv PROFILING_CODE NO setenv PROJECT c-link-lib setenv PROJECT_DERIVED_FILE_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/DerivedSources setenv PROJECT_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib setenv PROJECT_FILE_PATH /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/c-link-lib.xcodeproj setenv PROJECT_NAME c-link-lib setenv PROJECT_TEMP_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build setenv REMOVE_CVS_FROM_RESOURCES YES setenv REMOVE_SVN_FROM_RESOURCES YES setenv RUN_CLANG_STATIC_ANALYZER NO setenv SCAN_ALL_SOURCE_FILES_FOR_INCLUDES NO setenv SDKROOT /Developer/SDKs/MacOSX10.6.sdk setenv SEPARATE_STRIP NO setenv SEPARATE_SYMBOL_EDIT NO setenv SHARED_DERIVED_FILE_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/Debug/DerivedSources setenv SHARED_PRECOMPS_DIR /var/folders/Kh/KhsdbCr-FSeYmRs916MI4k+++TI/-Caches-/com.apple.Xcode.501/SharedPrecompiledHeaders setenv SKIP_INSTALL NO setenv SOURCE_ROOT /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib setenv SRCROOT /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib setenv STANDARD_C_PLUS_PLUS_LIBRARY_TYPE dynamic setenv STRINGS_FILE_OUTPUT_ENCODING UTF-16 setenv STRIP_INSTALLED_PRODUCT YES setenv STRIP_STYLE all setenv SYMROOT /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build setenv SYSTEM_ADMIN_APPS_DIR /Applications/Utilities setenv SYSTEM_APPS_DIR /Applications setenv SYSTEM_CORE_SERVICES_DIR /System/Library/CoreServices setenv SYSTEM_DEMOS_DIR /Applications/Extras setenv SYSTEM_DEVELOPER_APPS_DIR /Developer/Applications setenv SYSTEM_DEVELOPER_BIN_DIR /Developer/usr/bin setenv SYSTEM_DEVELOPER_DEMOS_DIR "/Developer/Applications/Utilities/Built Examples" setenv SYSTEM_DEVELOPER_DIR /Developer setenv SYSTEM_DEVELOPER_DOC_DIR "/Developer/ADC Reference Library" setenv SYSTEM_DEVELOPER_GRAPHICS_TOOLS_DIR "/Developer/Applications/Graphics Tools" setenv SYSTEM_DEVELOPER_JAVA_TOOLS_DIR "/Developer/Applications/Java Tools" setenv SYSTEM_DEVELOPER_PERFORMANCE_TOOLS_DIR "/Developer/Applications/Performance Tools" setenv SYSTEM_DEVELOPER_RELEASENOTES_DIR "/Developer/ADC Reference Library/releasenotes" setenv SYSTEM_DEVELOPER_TOOLS /Developer/Tools setenv SYSTEM_DEVELOPER_TOOLS_DOC_DIR "/Developer/ADC Reference Library/documentation/DeveloperTools" setenv SYSTEM_DEVELOPER_TOOLS_RELEASENOTES_DIR "/Developer/ADC Reference Library/releasenotes/DeveloperTools" setenv SYSTEM_DEVELOPER_USR_DIR /Developer/usr setenv SYSTEM_DEVELOPER_UTILITIES_DIR /Developer/Applications/Utilities setenv SYSTEM_DOCUMENTATION_DIR /Library/Documentation setenv SYSTEM_LIBRARY_DIR /System/Library setenv TARGETNAME c-link-lib setenv TARGET_BUILD_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/Debug setenv TARGET_NAME c-link-lib setenv TARGET_TEMP_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build setenv TEMP_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build setenv TEMP_FILES_DIR setenv TEMP_FILE_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build setenv TEMP_ROOT /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build setenv UID 501 setenv USER dja setenv USER_APPS_DIR /Users/dja/Applications setenv USER_LIBRARY_DIR /Users/dja/Library setenv XCODE_APP_SUPPORT_DIR /Developer/Library/Xcode setenv XCODE_VERSION_ACTUAL 0321 setenv XCODE_VERSION_MAJOR 0300 setenv XCODE_VERSION_MINOR 0320 /usr/bin/make 0# + diff --git a/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/build-state~.dat b/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/build-state~.dat new file mode 100644 index 0000000..b3b26c9 --- /dev/null +++ b/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/build-state~.dat @@ -0,0 +1,25 @@ +Tc-link-lib +v7 +r0 +t293418275.781544 +cCheck dependencies +cExternalBuildToolExecution c-link-lib + +N/usr/bin/make +c000000004A11964700000000000556C0 +t1242666567 +s349888 + +CCheck dependencies +r0 +lSLF07#2@18"Check dependencies293418275#293418275#0(0"0(0#1#0"7947009927035180032#0"0# + +CExternalBuildToolExecution c-link-lib +s293418275.646762 +e293418275.781289 +r0 +xExternalBuildToolExecution +xc-link-lib +omake: *** No rule to make target `main.c', needed by `all'. Stop. +lSLF07#2@23"Run external build tool293418275#293418275#0(113"make: *** No rule to make target `main.c', needed by `all'. Stop. Command /usr/bin/make failed with exit code 2 2(13@67"make: *** No rule to make target `main.c', needed by `all'. Stop. 293418275#0#67#0(1@0"0(4@45"Command /usr/bin/make failed with exit code 2293418275#18446744073709551615#0#0(1@0"0(0#0#0"18446744073709551615#9988" cd /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib setenv ACTION setenv ALTERNATE_GROUP staff setenv ALTERNATE_MODE u+w,go-w,a+rX setenv ALTERNATE_OWNER dja setenv ALWAYS_SEARCH_USER_PATHS YES setenv APPLE_INTERNAL_DEVELOPER_DIR /AppleInternal/Developer setenv APPLE_INTERNAL_DIR /AppleInternal setenv APPLE_INTERNAL_DOCUMENTATION_DIR /AppleInternal/Documentation setenv APPLE_INTERNAL_LIBRARY_DIR /AppleInternal/Library setenv APPLE_INTERNAL_TOOLS /AppleInternal/Developer/Tools setenv APPLY_RULES_IN_COPY_FILES NO setenv ARCHS i386 setenv BUILD_COMPONENTS "headers build" setenv BUILD_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build setenv BUILD_ROOT /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build setenv BUILD_STYLE Debug setenv BUILD_VARIANTS normal setenv BUILT_PRODUCTS_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/Debug setenv CACHE_ROOT /var/folders/Kh/KhsdbCr-FSeYmRs916MI4k+++TI/-Caches-/com.apple.Xcode.501 setenv CLASS_FILE_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/JavaClasses setenv CLONE_HEADERS NO setenv CONFIGURATION Debug setenv CONFIGURATION_BUILD_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/Debug setenv CONFIGURATION_TEMP_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug setenv COPYING_PRESERVES_HFS_DATA NO setenv COPY_PHASE_STRIP NO setenv DEAD_CODE_STRIPPING NO setenv DEBUGGING_SYMBOLS YES setenv DEPLOYMENT_LOCATION NO setenv DEPLOYMENT_POSTPROCESSING NO setenv DERIVED_FILES_DIR setenv DERIVED_FILE_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/DerivedSources setenv DERIVED_SOURCES_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/DerivedSources setenv DEVELOPER_APPLICATIONS_DIR /Developer/Applications setenv DEVELOPER_BIN_DIR /Developer/usr/bin setenv DEVELOPER_DIR /Developer setenv DEVELOPER_FRAMEWORKS_DIR /Developer/Library/Frameworks setenv DEVELOPER_FRAMEWORKS_DIR_QUOTED "\"/Developer/Library/Frameworks\"" setenv DEVELOPER_LIBRARY_DIR /Developer/Library setenv DEVELOPER_SDK_DIR /Developer/SDKs setenv DEVELOPER_TOOLS_DIR /Developer/Tools setenv DEVELOPER_USR_DIR /Developer/usr setenv DEVELOPMENT_LANGUAGE English setenv DO_HEADER_SCANNING_IN_JAM NO setenv DSTROOT /tmp/c-link-lib.dst setenv DWARF_DSYM_FILE_NAME .dSYM setenv DWARF_DSYM_FOLDER_PATH /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/Debug setenv ENABLE_HEADER_DEPENDENCIES YES setenv ENABLE_OPENMP_SUPPORT NO setenv EXCLUDED_INSTALLSRC_SUBDIRECTORY_PATTERNS ".svn CVS" setenv EXCLUDED_RECURSIVE_SEARCH_PATH_SUBDIRECTORIES "*.nib *.lproj *.framework *.gch *.xcode* (*) CVS .svn" setenv FILE_LIST /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/Objects/LinkFileList setenv FRAMEWORK_VERSION A setenv GCC3_VERSION 3.3 setenv GCC_DYNAMIC_NO_PIC NO setenv GCC_ENABLE_FIX_AND_CONTINUE YES setenv GCC_GENERATE_DEBUGGING_SYMBOLS YES setenv GCC_OPTIMIZATION_LEVEL 0 setenv GCC_WARN_ABOUT_RETURN_TYPE YES setenv GCC_WARN_UNUSED_VARIABLE YES setenv GENERATE_MASTER_OBJECT_FILE NO setenv GENERATE_PKGINFO_FILE NO setenv GID 20 setenv GROUP staff setenv HEADERMAP_INCLUDES_FLAT_ENTRIES_FOR_TARGET_BEING_BUILT YES setenv HEADERMAP_INCLUDES_FRAMEWORK_ENTRIES_FOR_ALL_PRODUCT_TYPES YES setenv HEADERMAP_INCLUDES_NONPUBLIC_NONPRIVATE_HEADERS YES setenv HEADERMAP_INCLUDES_PROJECT_HEADERS YES setenv INFOPLIST_EXPAND_BUILD_SETTINGS YES setenv INFOPLIST_OUTPUT_FORMAT same-as-input setenv INFOPLIST_PREPROCESS NO setenv INSTALL_DIR /tmp/c-link-lib.dst setenv INSTALL_GROUP staff setenv INSTALL_MODE_FLAG u+w,go-w,a+rX setenv INSTALL_OWNER dja setenv INSTALL_ROOT /tmp/c-link-lib.dst setenv JAVA_APP_STUB /System/Library/Frameworks/JavaVM.framework/Resources/MacOS/JavaApplicationStub setenv JAVA_ARCHIVE_CLASSES YES setenv JAVA_ARCHIVE_TYPE JAR setenv JAVA_COMPILER /usr/bin/javac setenv JAVA_FRAMEWORK_RESOURCES_DIRS Resources setenv JAVA_JAR_FLAGS cv setenv JAVA_SOURCE_SUBDIR . setenv JAVA_USE_DEPENDENCIES YES setenv JAVA_ZIP_FLAGS -urg setenv KEEP_PRIVATE_EXTERNS NO setenv LD_GENERATE_MAP_FILE NO setenv LD_MAP_FILE_PATH /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/c-link-lib-LinkMap--.txt setenv LD_OPENMP_FLAGS -fopenmp setenv LINKER_DISPLAYS_MANGLED_NAMES NO setenv LINK_WITH_STANDARD_LIBRARIES YES setenv LOCAL_ADMIN_APPS_DIR /Applications/Utilities setenv LOCAL_APPS_DIR /Applications setenv LOCAL_DEVELOPER_DIR /Library/Developer setenv LOCAL_LIBRARY_DIR /Library setenv MACOSX_DEPLOYMENT_TARGET 10.6 setenv MAC_OS_X_VERSION_ACTUAL 1063 setenv MAC_OS_X_VERSION_MAJOR 1060 setenv MAC_OS_X_VERSION_MINOR 0603 setenv OBJECT_FILE_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/Objects setenv OBJROOT /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build setenv ONLY_ACTIVE_ARCH YES setenv OPTIMIZATION_LEVEL 0 setenv OS MACOS setenv PATH_PREFIXES_EXCLUDED_FROM_HEADER_DEPENDENCIES "/usr/include /usr/local/include /System/Library/Frameworks /System/Library/PrivateFrameworks /Developer/Headers /Developer/SDKs /Developer/Platforms" setenv PLIST_FILE_OUTPUT_FORMAT same-as-input setenv PREBINDING NO setenv PRECOMPS_INCLUDE_HEADERS_FROM_BUILT_PRODUCTS_DIR YES setenv PRECOMP_DESTINATION_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/PrefixHeaders setenv PRESERVE_DEAD_CODE_INITS_AND_TERMS NO setenv PRODUCT_NAME c-link-lib setenv PROFILING_CODE NO setenv PROJECT c-link-lib setenv PROJECT_DERIVED_FILE_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/DerivedSources setenv PROJECT_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib setenv PROJECT_FILE_PATH /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/c-link-lib.xcodeproj setenv PROJECT_NAME c-link-lib setenv PROJECT_TEMP_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build setenv REMOVE_CVS_FROM_RESOURCES YES setenv REMOVE_SVN_FROM_RESOURCES YES setenv RUN_CLANG_STATIC_ANALYZER NO setenv SCAN_ALL_SOURCE_FILES_FOR_INCLUDES NO setenv SDKROOT /Developer/SDKs/MacOSX10.6.sdk setenv SEPARATE_STRIP NO setenv SEPARATE_SYMBOL_EDIT NO setenv SHARED_DERIVED_FILE_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/Debug/DerivedSources setenv SHARED_PRECOMPS_DIR /var/folders/Kh/KhsdbCr-FSeYmRs916MI4k+++TI/-Caches-/com.apple.Xcode.501/SharedPrecompiledHeaders setenv SKIP_INSTALL NO setenv SOURCE_ROOT /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib setenv SRCROOT /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib setenv STANDARD_C_PLUS_PLUS_LIBRARY_TYPE dynamic setenv STRINGS_FILE_OUTPUT_ENCODING UTF-16 setenv STRIP_INSTALLED_PRODUCT YES setenv STRIP_STYLE all setenv SYMROOT /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build setenv SYSTEM_ADMIN_APPS_DIR /Applications/Utilities setenv SYSTEM_APPS_DIR /Applications setenv SYSTEM_CORE_SERVICES_DIR /System/Library/CoreServices setenv SYSTEM_DEMOS_DIR /Applications/Extras setenv SYSTEM_DEVELOPER_APPS_DIR /Developer/Applications setenv SYSTEM_DEVELOPER_BIN_DIR /Developer/usr/bin setenv SYSTEM_DEVELOPER_DEMOS_DIR "/Developer/Applications/Utilities/Built Examples" setenv SYSTEM_DEVELOPER_DIR /Developer setenv SYSTEM_DEVELOPER_DOC_DIR "/Developer/ADC Reference Library" setenv SYSTEM_DEVELOPER_GRAPHICS_TOOLS_DIR "/Developer/Applications/Graphics Tools" setenv SYSTEM_DEVELOPER_JAVA_TOOLS_DIR "/Developer/Applications/Java Tools" setenv SYSTEM_DEVELOPER_PERFORMANCE_TOOLS_DIR "/Developer/Applications/Performance Tools" setenv SYSTEM_DEVELOPER_RELEASENOTES_DIR "/Developer/ADC Reference Library/releasenotes" setenv SYSTEM_DEVELOPER_TOOLS /Developer/Tools setenv SYSTEM_DEVELOPER_TOOLS_DOC_DIR "/Developer/ADC Reference Library/documentation/DeveloperTools" setenv SYSTEM_DEVELOPER_TOOLS_RELEASENOTES_DIR "/Developer/ADC Reference Library/releasenotes/DeveloperTools" setenv SYSTEM_DEVELOPER_USR_DIR /Developer/usr setenv SYSTEM_DEVELOPER_UTILITIES_DIR /Developer/Applications/Utilities setenv SYSTEM_DOCUMENTATION_DIR /Library/Documentation setenv SYSTEM_LIBRARY_DIR /System/Library setenv TARGETNAME c-link-lib setenv TARGET_BUILD_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/Debug setenv TARGET_NAME c-link-lib setenv TARGET_TEMP_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build setenv TEMP_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build setenv TEMP_FILES_DIR setenv TEMP_FILE_DIR /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build setenv TEMP_ROOT /Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib/build setenv UID 501 setenv USER dja setenv USER_APPS_DIR /Users/dja/Applications setenv USER_LIBRARY_DIR /Users/dja/Library setenv XCODE_APP_SUPPORT_DIR /Developer/Library/Xcode setenv XCODE_VERSION_ACTUAL 0321 setenv XCODE_VERSION_MAJOR 0300 setenv XCODE_VERSION_MINOR 0320 /usr/bin/make 2# + diff --git a/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/c-link-lib.dep b/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/c-link-lib.dep new file mode 100644 index 0000000..e69de29 diff --git a/link/C/Link/c-link-lib/build/c-link-lib.build/Debug/c-link-lib.build/c-link-lib~.dep 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PBXFileReference section */ + 224F59A1117D6473003D9540 /* c-angel.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = "c-angel.c"; path = "sample-agents/c-angel.c"; sourceTree = ""; }; + 224F59B9117D6D88003D9540 /* c-lucifer.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = "c-lucifer.c"; path = "sample-agents/c-lucifer.c"; sourceTree = ""; }; + 224F59BA117D889A003D9540 /* c-streetfighter.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = "c-streetfighter.c"; path = "sample-agents/c-streetfighter.c"; sourceTree = ""; }; + 22F652F5117C679300A3793D /* Makefile */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.make; path = Makefile; sourceTree = ""; }; + 22F652F6117C6C9500A3793D /* c-link.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = "c-link.h"; sourceTree = ""; }; + 22F652F7117C6C9500A3793D /* c-link.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = "c-link.c"; sourceTree = ""; }; +/* End PBXFileReference section */ + +/* Begin PBXGroup section */ + 08FB7794FE84155DC02AAC07 /* c-link-lib */ = { + isa = PBXGroup; + children = ( + 224F59A3117D64B4003D9540 /* Sample Agents */, + 22F652F6117C6C9500A3793D /* c-link.h */, + 22F652F7117C6C9500A3793D /* c-link.c */, + 22F652F5117C679300A3793D /* Makefile */, + ); + name = "c-link-lib"; + sourceTree = ""; + }; + 224F59A3117D64B4003D9540 /* Sample Agents */ = { + isa = PBXGroup; + children = ( + 224F59B9117D6D88003D9540 /* c-lucifer.c */, + 224F59BA117D889A003D9540 /* c-streetfighter.c */, + 224F59A1117D6473003D9540 /* c-angel.c */, + ); + name = "Sample Agents"; + sourceTree = ""; + }; +/* End PBXGroup section */ + +/* Begin PBXLegacyTarget section */ + D28A88AD04BDD90700651E21 /* c-link-lib */ = { + isa = PBXLegacyTarget; + buildArgumentsString = "$(ACTION)"; + buildConfigurationList = 1DEB918F08733D9F0010E9CD /* Build configuration list for PBXLegacyTarget "c-link-lib" */; + buildPhases = ( + ); + buildToolPath = /usr/bin/make; + buildWorkingDirectory = "/Users/dja/Documents/dev/progcomp/link/C/Link/c-link-lib"; + dependencies = ( + ); + name = "c-link-lib"; + passBuildSettingsInEnvironment = 1; + productName = "c-link-lib"; + }; +/* End PBXLegacyTarget section */ + +/* Begin PBXProject section */ + 08FB7793FE84155DC02AAC07 /* Project object */ = { + isa = PBXProject; + buildConfigurationList = 1DEB919308733D9F0010E9CD /* Build configuration list for PBXProject "c-link-lib" */; + compatibilityVersion = "Xcode 3.1"; + hasScannedForEncodings = 1; + mainGroup = 08FB7794FE84155DC02AAC07 /* c-link-lib */; + projectDirPath = ""; + projectRoot = ""; + targets = ( + D28A88AD04BDD90700651E21 /* c-link-lib */, + ); + }; +/* End PBXProject section */ + +/* Begin XCBuildConfiguration section */ + 1DEB919008733D9F0010E9CD /* Debug */ = { + isa = XCBuildConfiguration; + buildSettings = { + COPY_PHASE_STRIP = NO; + DEBUGGING_SYMBOLS = YES; + GCC_DYNAMIC_NO_PIC = NO; + GCC_ENABLE_FIX_AND_CONTINUE = YES; + GCC_GENERATE_DEBUGGING_SYMBOLS = YES; + GCC_OPTIMIZATION_LEVEL = 0; + OTHER_CFLAGS = ""; + OTHER_LDFLAGS = ""; + PRODUCT_NAME = "c-link-lib"; + }; + name = Debug; + }; + 1DEB919108733D9F0010E9CD /* Release */ = { + isa = XCBuildConfiguration; + buildSettings = { + COPY_PHASE_STRIP = YES; + GCC_ENABLE_FIX_AND_CONTINUE = NO; + OTHER_CFLAGS = ""; + OTHER_LDFLAGS = ""; + PRODUCT_NAME = "c-link-lib"; + }; + name = Release; + }; + 1DEB919408733D9F0010E9CD /* Debug */ = { + isa = XCBuildConfiguration; + buildSettings = { + ARCHS = "$(ARCHS_STANDARD_32_BIT)"; + GCC_WARN_ABOUT_RETURN_TYPE = YES; + GCC_WARN_UNUSED_VARIABLE = YES; + ONLY_ACTIVE_ARCH = YES; + PREBINDING = NO; + SDKROOT = macosx10.6; + }; + name = Debug; + }; + 1DEB919508733D9F0010E9CD /* Release */ = { + isa = XCBuildConfiguration; + buildSettings = { + ARCHS = "$(ARCHS_STANDARD_32_BIT)"; + GCC_WARN_ABOUT_RETURN_TYPE = YES; + GCC_WARN_UNUSED_VARIABLE = YES; + PREBINDING = NO; + SDKROOT = macosx10.6; + }; + name = Release; + }; +/* End XCBuildConfiguration section */ + +/* Begin XCConfigurationList section */ + 1DEB918F08733D9F0010E9CD /* Build configuration list for PBXLegacyTarget "c-link-lib" */ = { + isa = XCConfigurationList; + buildConfigurations = ( + 1DEB919008733D9F0010E9CD /* Debug */, + 1DEB919108733D9F0010E9CD /* Release */, + ); + defaultConfigurationIsVisible = 0; + defaultConfigurationName = Release; + }; + 1DEB919308733D9F0010E9CD /* Build configuration list for PBXProject "c-link-lib" */ = { + isa = XCConfigurationList; + buildConfigurations = ( + 1DEB919408733D9F0010E9CD /* Debug */, + 1DEB919508733D9F0010E9CD /* Release */, + ); + defaultConfigurationIsVisible = 0; + defaultConfigurationName = Release; + }; +/* End XCConfigurationList section */ + }; + rootObject = 08FB7793FE84155DC02AAC07 /* Project object */; +} diff --git a/link/C/Link/c-link-lib/c-link.c b/link/C/Link/c-link-lib/c-link.c new file mode 100644 index 0000000..b7d6285 --- /dev/null +++ b/link/C/Link/c-link-lib/c-link.c @@ -0,0 +1,21 @@ +/* + * c-link.c + * c-link-lib + * + * Created by Daniel Axtens on 19/04/10. + * Licensed under an MIT-style license: see the LICENSE file for details. + * + */ + +#include "c-link.h" +#include + +ITEMTYPE RandomAttack() { + return (ITEMTYPE)rand()%3; +} + + +int main( int argc, char * argv[] ) { + srand( time( NULL ) ); + return 0; +} \ No newline at end of file diff --git a/link/C/Link/c-link-lib/c-link.h b/link/C/Link/c-link-lib/c-link.h new file mode 100644 index 0000000..b53b90e --- /dev/null +++ b/link/C/Link/c-link-lib/c-link.h @@ -0,0 +1,60 @@ +/* + * c-link.h + * c-link-lib + * + * Created by Daniel Axtens on 19/04/10. + * Licensed under an MIT-style license: see the LICENSE file for details. + * + */ + +/********** Type definitions **********/ + +/* The type of item used in an attack or defence */ +typedef enum {rock, paper, scissors} ITEMTYPE; + + +/* An attack, consisting of the real attack and the attack promised */ +typedef struct { + ITEMTYPE realAttack; + ITEMTYPE promisedAttack; +} ATTACKTYPE; + +/********** Utility Function definitions **********/ + +/* Returns a random item */ + +ITEMTYPE RandomAttack(); + +/********** Bot Function definitions **********/ + +/* Defend( foeName : string - the name of your foe; + foePromisedAttack : ITEMTYPE - the item your foe promised to use + ) : ITEMTYPE - the item you wish to use to defend; + + Called when your agent needs to defend itself. + + */ +ITEMTYPE Defend( char * foeName, ITEMTYPE foePromisedAttack ); + + +/* Attack( foeName : string - the name of your foe + ) : ATTACKTYPE - the real and promised attack you wish to use + + Called when your agent needs to attack another agent. + + */ +ATTACKTYPE Attack( char * foeName ); + + +/* Results( foeName : string - the name of your foe; + isInstigatedByYou : 0=you defended/1=you attacked; + yourItem : ITEMTYPE - the item you used; + theirItem : ITEMTYPE - the item they used; + promisedItem : ITEMTYPE - the item that was promised + ); + + Called after your agent battles another agent, to tell you how the battle goes. + + */ +void Results( char * foeName, int isInstigatedByYou, ITEMTYPE yourItem, + ITEMTYPE theirItem, ITEMTYPE promisedItem); \ No newline at end of file diff --git a/link/C/Link/c-link-lib/c-link.o b/link/C/Link/c-link-lib/c-link.o new file mode 100644 index 0000000..facc4cb Binary files /dev/null and b/link/C/Link/c-link-lib/c-link.o differ diff --git a/link/C/Link/c-link-lib/link.o b/link/C/Link/c-link-lib/link.o new file mode 100644 index 0000000..facc4cb Binary files /dev/null and b/link/C/Link/c-link-lib/link.o differ diff --git a/link/C/Link/c-link-lib/rps-c b/link/C/Link/c-link-lib/rps-c new file mode 100755 index 0000000..17d99e7 Binary files /dev/null and b/link/C/Link/c-link-lib/rps-c differ diff --git a/link/C/Link/c-link-lib/sample-agents/c-angel.c b/link/C/Link/c-link-lib/sample-agents/c-angel.c new file mode 100644 index 0000000..661d1fb --- /dev/null +++ b/link/C/Link/c-link-lib/sample-agents/c-angel.c @@ -0,0 +1,34 @@ +/* + * c-angel.c + * c-link-lib + * + * Created by Daniel Axtens on 20/04/10. + * Licensed under an MIT-style license: see the LICENSE file for details. + * + */ + +#include + +/* Implement the angel bot, which always tells the truth + and expects others to do the same */ + +ATTACKTYPE Attack( char * foe_name ) { + ATTACKTYPE attack; + + attack.realAttack = RandomAttack(); /* Chooses randomly from Rock, Paper, Scissors */ + attack.promisedAttack = result.realAttack; /* Tells the truth for its bluff */ + + return attack; +} + +ITEMTYPE Defend( char * foeName, ITEMTYPE foePromisedAttack ) { + return foePromisedAttack; /* Trusts them to be going for a tie */ +} + +/* You need to define a results function, even if it isn't used + (otherwise the linker will complain) */ +void Results( char * foeName, int isInstigatedByYou, ITEMTYPE yourItem, + ITEMTYPE theirItem, ITEMTYPE promisedItem) { + + return; /* Ignore whatever just happened. */ +} \ No newline at end of file diff --git a/link/C/Link/c-link-lib/sample-agents/c-lucifer.c b/link/C/Link/c-link-lib/sample-agents/c-lucifer.c new file mode 100644 index 0000000..2b9da08 --- /dev/null +++ b/link/C/Link/c-link-lib/sample-agents/c-lucifer.c @@ -0,0 +1,60 @@ +/* + * c-lucifer.c + * c-link-lib + * + * Created by Daniel Axtens on 20/04/10. + * Licensed under an MIT-style license: see the LICENSE file for details. + * + */ + + +#include + +/* Implement the lucifer bot, which always lies expecting people to be good + and always goes for the kill */ + +ATTACKTYPE Attack( char * foe_name ) { + ATTACKTYPE attack; + + attack.realAttack = RandomAttack(); + + /* Here we choose the thing that will hurt them if they go for a tie */ + switch (attack.realAttack) { + case rock: + result.promisedAttack = scissors; + break; + case paper: + result.promisedAttack = rock; + break; + default: /* attack = scissors */ + result.promisedAttack = paper; + break; + } + attack.promisedAttack = result.realAttack; /* Tells the truth for its bluff */ + + return attack; +} + +/* Here we trust that they are telling the truth. And we try to kill them. */ +ITEMTYPE Defend( char * foeName, ITEMTYPE foePromisedAttack ) { + ITEMTYPE defence; + switch (foePromisedAttack) { + case rock: + defence = paper; + break; + case paper: + defence = scissors; + break; + default: + defence = rock; + break; + } +} + +/* You need to define a results function, even if it isn't used + (otherwise the linker will complain) */ +void Results( char * foeName, int isInstigatedByYou, ITEMTYPE yourItem, + ITEMTYPE theirItem, ITEMTYPE promisedItem) { + + return; /* Ignore whatever just happened. */ +} \ No newline at end of file diff --git a/link/C/Link/c-link-lib/sample-agents/c-streetfighter.c b/link/C/Link/c-link-lib/sample-agents/c-streetfighter.c new file mode 100644 index 0000000..2841f43 --- /dev/null +++ b/link/C/Link/c-link-lib/sample-agents/c-streetfighter.c @@ -0,0 +1,59 @@ +/* + * c-streetfighter.c + * c-link-lib + * + * Created by Daniel Axtens on 20/04/10. + * Licensed under an MIT-style license: see the LICENSE file for details. + * + */ + + +#include + +/* Implement the streetfighter bot, which thinks everyone has it in for him. */ + +ATTACKTYPE Attack( char * foe_name ) { + ATTACKTYPE attack; + + attack.realAttack = RandomAttack(); + + /* Here we choose the thing that will hurt them if they go for a tie */ + switch (attack.realAttack) { + case rock: + result.promisedAttack = paper; + break; + case paper: + result.promisedAttack = rock; + break; + default: /* attack = scissors */ + result.promisedAttack = paper; + break; + } + attack.promisedAttack = result.realAttack; /* Tells the truth for its bluff */ + + return attack; +} + +/* Here we trust that they are telling the truth. And we try to kill them. */ +ITEMTYPE Defend( char * foeName, ITEMTYPE foePromisedAttack ) { + ITEMTYPE defence; + switch (foePromisedAttack) { + case rock: + defence = paper; + break; + case paper: + defence = scissors; + break; + default: + defence = rock; + break; + } +} + +/* You need to define a results function, even if it isn't used + (otherwise the linker will complain) */ +void Results( char * foeName, int isInstigatedByYou, ITEMTYPE yourItem, + ITEMTYPE theirItem, ITEMTYPE promisedItem) { + + return; /* Ignore whatever just happened. */ +} diff --git a/link/Mathematica/pyml.tar.gz b/link/Mathematica/pyml.tar.gz new file mode 100644 index 0000000..498748f Binary files /dev/null and b/link/Mathematica/pyml.tar.gz differ diff --git a/link/Mathematica/pythonika-1.0.tar.gz b/link/Mathematica/pythonika-1.0.tar.gz new file mode 100644 index 0000000..6611f5d Binary files /dev/null and b/link/Mathematica/pythonika-1.0.tar.gz differ diff --git a/proposal.txt b/proposal.txt new file mode 100644 index 0000000..376eba9 --- /dev/null +++ b/proposal.txt @@ -0,0 +1,111 @@ +Wouldn't it be nice to do the programming competition again this year? I have +an idea that's simple enough for the non-programmer to have a good chance at +winning yet allows deep complexity for anyone keen to get their hands dirty. + +The Game +-------- +My idea is inspired by the classic iterated Prisoner's Dilemma problem in game +theory. The premise is to write an "agent" to survive and thrive in the morally +bankrupt RockPaperScissors (RPS) land. + +Your agent spends its life in a dystopian RPS underworld, where at any moment +another agent could pick a fight with it, after which your agent is obliged to +pick a fight with yet another. In RPS battle, the instigating agent gets a +chance (which he must use) to tell the truth or lie about which tool he is +going to use (rock, paper, or scissors). Agents start off with 10 points, and +gain and lose points when they win, lose and tie a round depending on the +circumstances of the fight. The points table is in the technicalities +document: + +http://shmookey.ucc.asn.au/technicalities + +Synopsis: if an agent gets picked on for a fight and told rock, paper or +scissors, it can either get modest but mutually beneficial points by trying to +cause a tie, but risk being slaughtered by the other if it's lying (with a +small amount of points awarded if it wins "by accident"), or it can try to win +based on that information and get big points for exploiting the other agent +with a relatively small punishment for being "tricked" and losing (and no point +change in case of an "accidental" tie). + +Thus, in any single round there are bigger rewards and smaller consequences in +"attacking" the rock, paper or scissors that the enemy agent claims it will +use, but cooperation leads to mutual benefit and good agents should turn +against agents that try to exploit them. + +If the agent loses all its points, it dies. If it reaches 20 points, it forms a +new agent and both return to 10 points. The agent can remember who it has +battled in the past and what the other agent has done, but it has no way of +communicating this to any other agent, and any "children" of the agent don't +inherit this memory. + +Winning Conditions +------------------ +The object of the game is for the descendants of your agent to be the dominant +species in an evolutionarily stable environment. The environment is declared +evolutionarily stable when the proportions of species populations remains the +same (with a tolerance of 5%) over ten thousand iterations, or if there is only +once species remaining, or if the judges say so. + +There will be a prize for the winner consisting of whatever we can scrounge up +plus a special certificate you can keep forever and frame and love. Entrants +whose species survive to evolutionary stability will also receive a +certificate. + +Entry Cost +---------- +The cost of entry per person is $3 for UCC members and $5 for everyone else. +Your entry may contain one (1) agent and you may only enter once. UCC reserves +the right to withdraw any agent without refund if it causes technical or +administrative difficulty, after a reasonable attempt at resolution is made. + +Non-Programmers and Beginners +----------------------------- +There will be simple sample agents available that demonstrate how easy it +is to turn your idea into code. If you're able to visualise your idea as a +series of instructions you might tell a small child, you'll be able to +make it into an agent. + +If you don't understand the next section, don't worry, modifying the samples to +do your bidding will work just as well as writing your agent from scratch. + +Technical Details +----------------- +The challenge will be operated by a supervisor module that picks the fights in +a "fair" way such that each agent gets to fight every other agent (supposing no +agents die) and each agent gets to see battle as frequently as possible. The +supervisor will be able to do any number of iterations in one go, after which +statistics can be gathered before doing the next set of iterations. + +The easiest way to create an agent is with Python. Python is a popular +scripting language with a simple, easy to pick up syntax that resembles +pseudocode, and is well-adapted to this kind of task. Another advantage to +using Python is that the supervisor can talk to the agent directly, and the +programmer will not have to worry about maintaining state or validating input +and output. A Python agent should be a class that implements at least the +specification laid out in the technicalities document: + +http://shmookey.ucc.asn.au/technicalities + +The supervisor will store the number of points the agent has and the +number of children for your convenience. Your module may use any resource +available in the standard Python distribution. You are expected to use +member variables of your class to keep state. + +You can use any language you like for your agent, really. Interfacing to +non-python agents is via stdin/stdout, so your language's builtin print and +read functions will work, but beware: if an agent makes a single mistake in its +input or output, the supervisor will declare it insane - which in +RockPaperScissors land carries the death penalty. The format of the input and +output is documented in the technicalities document: + +http://shmookey.ucc.asn.au/technicalities + +The agent is run once per instance and is expected to maintain its own state. +Not maintaining state correctly could lead to a very confused agent, left +wondering why it's not dead, or why the baby hasn't come. Don't leave your +agent wondering. + +A sample agent in Python, Java and C will be provided. Your agent does not have +to be open-source, but it must be submitted as source-code to prevent cheating. +If the agent is not in Python, build instructions must also be submitted. + diff --git a/rps/trunk/LICENSE b/rps/trunk/LICENSE new file mode 100644 index 0000000..e25c106 --- /dev/null +++ b/rps/trunk/LICENSE @@ -0,0 +1,19 @@ +Copyright (c) 2008 Luke Williams + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. diff --git a/rps/trunk/README b/rps/trunk/README new file mode 100644 index 0000000..8587cf5 --- /dev/null +++ b/rps/trunk/README @@ -0,0 +1,66 @@ +Hi there, + +Thanks for taking interest in the UCC Programming Competition 2008. If you +don't already know what it's all about, check out the information provided in +the docs directory, which contains a full and authoritative* description for +the running of the competition. + +This file is by no means complete, and not ready for circulation. + +The first thing you'll probably want to do is see it work. Try running: + +./simulate -v + +to see the sample agents duke it out for up to 150 rounds (the current sample +agents suck - rounds either go for seconds or for ages). After that, take a +look at sampleAgents.py to see how agents are implemented on top of the +BaseAgent and LearningAgent classes. When you're ready to try out your own, +edit the first few lines of simulate.py to include your agent. + +...and if all you're interested in is participating, that's it! You can stop +reading, and start work on the agent that will outsmart them all! + +Contributor instructions: + +BaseAgent, LearningAgent and Supervisor are all implemented in uccProgComp.py. +The 'select' algorithm, responsible for choosing agents for battle and +determining when a round is finished, is the hottest part of the code and the +most open to discussion and change. + +Unfortunately, it is not an easy bit of code to understand. Once upon a time, +in builds long past, it used friendly O(n) operations and conveniently wasted +memory on simple tasks. After hours of profiling, it is a little more complex, +but with a bit of background to how the supervisor operates you shouldn't have +much trouble working out the rest: + +1.) A copy of the current population list is made at the beginning of the round +representing the agents who can still fight. This reduces finding valid agents +from O(n) to O(1). I call it the 'remaining' list. +2.) Agents must remember their index in the population list. This is because it +would be O(n) to determine their index in the population list (to remove them +when they die) from their index in the 'remaining' list. Agents have this value +stored at the beginning of the round - O(n) at the beginning of the round is +far preferable to O(n) for every death. +3.) The actual removal of agents from the population list must happen all at +once in reverse numeric index order at the end of the round so that the stored +index that agents have does not become stale. + +There are problems. It's not perfect, but it's relatively fast and powerful and +quite easy to adjust or reimplement once you get your head around it. I'm very +much open to suggestion for improvement (especially in the form of patches) and +welcome all help, constructive criticism, derisive criticism and death threats. + +Things to be done: + +1.) Pretty graphs! Iterate () returns a collection of statistics about each of +the classes, which can be seen used in simulate.py. There are plenty of +plotting packages out there that can turn this information into impressive +charts. +2.) More built-in functionality for BaseAgent and LearningAgent. They could +both do with a few more utility functions for competitors to use. +3.) A more succint set of rules and documentation. + +Thanks for reading! +Luke + +* Or rather, it wil by the time this package is ready for distribution. diff --git a/rps/trunk/SampleAgents.py b/rps/trunk/SampleAgents.py new file mode 100644 index 0000000..6da30ba --- /dev/null +++ b/rps/trunk/SampleAgents.py @@ -0,0 +1,89 @@ +'''SampleAgents.py - A collection of sample agents for playing Rock Paper Scissors. +Written by Luke Williams for the UCC Programming Competition in 2008. +Requires Python 2.5. + +Licensed under an MIT-style license: see the LICENSE file for details. +''' + +from uccProgComp import BaseAgent, LearningAgent, RandomAttack +from rpsconst import * + +# Angel is a very simple bot that always tells the truth and expects others to do the same. +class Dummy (BaseAgent): + def Attack (self, foe): + return Paper, Paper + def Defend (self, foe, bluff): + return bluff + +class Angel (BaseAgent): + def Attack (self, foe): + attack = RandomAttack () # Chooses randomly from Rock, Paper, Scissors + return attack, attack # Tells the truth for its bluff. + def Defend (self, foe, bluff): + return bluff # Trusts them to be going for a tie. + +# Lucifer here is the opposite. He always lies expecting people to be good and always goes for the kill. +class Lucifer (BaseAgent): + def Attack (self, foe): + attack = RandomAttack () + if attack == Rock: bluff = Scissors # Here we choose the thing + elif attack == Paper: bluff = Rock # that will hurt them + else: bluff = Paper # if they go for a tie. + return attack, bluff + def Defend (self, foe, bluff): + if bluff == Rock: attack = Paper # Here we trust that they + elif bluff == Paper: attack = Scissors # are telling the truth. + else: attack = Rock # And we try to kill them. + return attack +# def Results (self, foeName, wasAttacker, winner, attItem, defItem, bluffItem, pointDelta): +# BaseAgent.Results (self, foeName, wasAttacker, winner, attItem, defItem, bluffItem, pointDelta) +# print "I just scored " + str(pointDelta) + " points!" + + +# Streetfighter assumes everyone has it in for him. +class Streetfighter (BaseAgent): + def Attack (self, foe): + attack = RandomAttack () + if attack == Rock: bluff = Paper # Here we choose the thing + elif attack == Paper: bluff = Scissors # that will hurt them + else: bluff = Rock # if they try to kill us. + return attack, bluff + def Defend (self, foe, bluff): + if bluff == Rock: attack = Scissors # Here we assume that they + elif bluff == Paper: attack = Rock # are lying, trying to kill us. + else: attack = Paper # And we try to kill them. + return attack + +# This is our first bot with any sort of learning capability, based on the LearningAgent base. +# Experienced programmers might opt to write their own learning code based on BaseAgent, but it's up to you. +# Frenchie is a simple bot that is by default nice but will permanently turn against any agent that betrays it. +class Frenchie (LearningAgent): + def Attack (self, foe): + attack = RandomAttack () + if Loss in LearningAgent.GetWinHistory (self, foe): + if attack == Rock: bluff = Scissors + elif attack == Paper: bluff = Rock + else: bluff = Paper + else: + bluff = attack + return attack, bluff + def Defend (self, foe, bluff): + if Loss in LearningAgent.GetWinHistory (self, foe): + if bluff == Rock: attack = Scissors # They've fucked us in the past, + elif bluff == Paper: attack = Rock # so we assume they're lying and + else: attack = Paper # hoping we go for a kill. + else: + attack = bluff + return attack + + +# If you want to implement your own Results () callback, you have to call the parent class's first: +class Blank (BaseAgent): + def Attack (self, foe): + return Paper, Paper + def Defend (self, foe, bluff): + return bluff + def Results (self, foeName, wasAttacker, winner, attItem, defItem, bluffItem, pointDelta): + BaseAgent.Results (self, foeName, wasAttacker, winner, attItem, defItem, bluffItem, pointDelta) + # Now you can do your own thing + diff --git a/rps/trunk/SampleAgents.py.old b/rps/trunk/SampleAgents.py.old new file mode 100644 index 0000000..d307214 --- /dev/null +++ b/rps/trunk/SampleAgents.py.old @@ -0,0 +1,89 @@ +'''SampleAgents.py - A collection of sample agents for playing Rock Paper Scissors. +Written by Luke Williams for the UCC Programming Competition in 2008. +Requires Python 2.5. + +Licensed under an MIT-style license: see the LICENSE file for details. +''' + +from uccProgComp import BaseAgent, LearningAgent, RandomAttack +from rpsconst import * + +# Angel is a very simple bot that always tells the truth and expects others to do the same. +class Dummy (BaseAgent): + def Attack (self, foe): + return Paper, Paper + def Defend (self, foe, bluff): + return bluff + +class Angel (BaseAgent): + def Attack (self, foe): + attack = RandomAttack () # Chooses randomly from Rock, Paper, Scissors + return attack, attack # Tells the truth for its bluff. + def Defend (self, foe, bluff): + return bluff # Trusts them to be going for a tie. + +# Lucifer here is the opposite. He always lies expecting people to be good and always goes for the kill. +class Lucifer (BaseAgent): + def Attack (self, foe): + attack = RandomAttack () + if attack == Rock: bluff = Scissors # Here we choose the thing + elif attack == Paper: bluff = Rock # that will hurt them + else: bluff = Paper # if they go for a tie. + return attack, bluff + def Defend (self, foe, bluff): + if bluff == Rock: attack = Paper # Here we trust that they + elif bluff == Paper: attack = Scissors # are telling the truth. + else: attack = Rock # And we try to kill them. + return attack +# def Results (self, foeName, wasAttacker, winner, attItem, defItem, bluffItem, pointDelta): +# BaseAgent.Results (self, foeName, wasAttacker, winner, attItem, defItem, bluffItem, pointDelta) +# print "I just scored " + str(pointDelta) + " points!" + + +# Streetfighter assumes everyone has it in for him. +class Streetfighter (BaseAgent): + def Attack (self, foe): + attack = RandomAttack () + if attack == Rock: bluff = Paper # Here we choose the thing + elif attack == Paper: bluff = Scissors # that will hurt them + else: bluff = Rock # if they go for a tie. + return attack, bluff + def Defend (self, foe, bluff): + if bluff == Rock: attack = Paper # Here we trust that they + elif bluff == Paper: attack = Scissors # are telling the truth. + else: attack = Rock # And we try to kill them. + return attack + +# This is our first bot with any sort of learning capability, based on the LearningAgent base. +# Experienced programmers might opt to write their own learning code based on BaseAgent, but it's up to you. +# Frenchie is a simple bot that is by default nice but will permanently turn against any agent that betrays it. +class Frenchie (LearningAgent): + def Attack (self, foe): + attack = RandomAttack () + if Loss in LearningAgent.GetWinHistory (self, foe): + if attack == Rock: bluff = Scissors + elif attack == Paper: bluff = Rock + else: bluff = Paper + else: + bluff = attack + return attack, bluff + def Defend (self, foe, bluff): + if Loss in LearningAgent.GetWinHistory (self, foe): + if bluff == Rock: attack = Scissors # They've fucked us in the past, + elif bluff == Paper: attack = Rock # so we assume they're lying and + else: attack = Paper # hoping we go for a kill. + else: + attack = bluff + return attack + + +# If you want to implement your own Results () callback, you have to call the parent class's first: +class Blank (BaseAgent): + def Attack (self, foe): + return Paper, Paper + def Defend (self, foe, bluff): + return bluff + def Results (self, foeName, wasAttacker, winner, attItem, defItem, bluffItem, pointDelta): + BaseAgent.Results (self, foeName, wasAttacker, winner, attItem, defItem, bluffItem, pointDelta) + # Now you can do your own thing + diff --git a/rps/trunk/SampleAgents.pyc b/rps/trunk/SampleAgents.pyc new file mode 100644 index 0000000..7b91932 Binary files /dev/null and b/rps/trunk/SampleAgents.pyc differ diff --git a/rps/trunk/djaAgents.py b/rps/trunk/djaAgents.py new file mode 100644 index 0000000..6912c7f --- /dev/null +++ b/rps/trunk/djaAgents.py @@ -0,0 +1,77 @@ +from uccProgComp import BaseAgent, LearningAgent, RandomAttack +from rpsconst import * + +# BOFH is something of a cross between Frechie and Lucifer + +class BOFH (LearningAgent): + def Attack (self, foe): + attack = RandomAttack () + + return attack, bluff + def Defend (self, foe, bluff): + if bluff == Rock: attack = Scissors # Here we assume that they + elif bluff == Paper: attack = Rock # are lying, trying to kill us. + else: attack = Paper # And we try to kill them. + return attack + + def Attack (self, foe): + attack = RandomAttack () + if len(LearningAgent.GetWinHistory (self, foe)) > 0: + if attack == Rock: bluff = Paper # Here we choose the thing + elif attack == Paper: bluff = Scissors # that will hurt them + else: bluff = Rock # if they try to kill us. + else: + if attack == Rock: bluff = Scissors # Here we choose the thing + elif attack == Paper: bluff = Rock # that will hurt them + else: bluff = Paper # if they go for a tie. + return attack, bluff + + def Defend (self, foe, bluff): + if len(LearningAgent.GetWinHistory (self, foe)) > 0: + if bluff == Rock: attack = Scissors # They've fucked us in the past, + elif bluff == Paper: attack = Rock # so we assume they're lying and + else: attack = Paper # hoping we go for a kill. + else: + if bluff == Rock: attack = Paper # Here we trust that they + elif bluff == Paper: attack = Scissors # are telling the truth. + else: attack = Rock # And we try to kill them. + return attack + +#Fish is somewhat intelligent; it builds up trust and then stabs you in the back. +# If Fish detects that a bot is being predictably nice (tie 2+ times in a row), it will attack. +# If Fish detects that a bot has betrayed it (Loss), it will attack. +# Otherwise, Fish is nice. + +class Fish (LearningAgent): + def Attack (self, foe): + #print "Attacking" , foe + #print LearningAgent.GetWinHistory (self, foe) + attack = RandomAttack () + + history = LearningAgent.GetWinHistory (self, foe) + + #no history; be nice + if len(history) == 0: + bluff = attack + + #if we just lost to them, try to destroy them. + elif Loss == history[-1] or (len(history)>1 and [Tie,Tie] == history[-2:-1]): + if attack == Rock: bluff = Scissors + elif attack == Paper: bluff = Rock + else: bluff = Paper + else: + bluff = attack + return attack, bluff + + + def Defend (self, foe, bluff): + + history = LearningAgent.GetWinHistory (self, foe) + + if len(history) > 0 and Loss == history[-1]: + if bluff == Rock: attack = Scissors # They've fucked us in the past, + elif bluff == Paper: attack = Rock # so we assume they're lying and + else: attack = Paper # hoping we go for a kill. + else: + attack = bluff + return attack \ No newline at end of file diff --git a/rps/trunk/djaAgents.pyc b/rps/trunk/djaAgents.pyc new file mode 100644 index 0000000..9d72619 Binary files /dev/null and b/rps/trunk/djaAgents.pyc differ diff --git a/rps/trunk/rpsconst.py b/rps/trunk/rpsconst.py new file mode 100644 index 0000000..5bf1ea5 --- /dev/null +++ b/rps/trunk/rpsconst.py @@ -0,0 +1,19 @@ +'''rpsconst.py - A precarious collection of constants for RPS simulation. +Written by Luke Williams for the UCC Programming Competition in 2008. + +Licensed under an MIT-style license: see the LICENSE file for details. +''' + +Rock = 0 +Paper = 1 +Scissors = 2 +Attacker = 0 +Defender = 1 +Tie = 2 +Bluff = 0 +Truth = 1 +Win = 3 +Loss = 4 +# EOF. Stop reading now, kid, you'll only hurt yourself. +resultTable = [[Tie,Defender,Attacker],[Attacker,Tie,Defender],[Defender, Attacker, Tie]] +pointsTable = [[0,0],[0,0],[0,0]] diff --git a/rps/trunk/rpsconst.pyc b/rps/trunk/rpsconst.pyc new file mode 100644 index 0000000..6feecaf Binary files /dev/null and b/rps/trunk/rpsconst.pyc differ diff --git a/rps/trunk/selectAlgorithms.py b/rps/trunk/selectAlgorithms.py new file mode 100644 index 0000000..41be346 --- /dev/null +++ b/rps/trunk/selectAlgorithms.py @@ -0,0 +1,23 @@ +# Alternative (obsolete) algorithms for selecting agents for battle. +# They're all a bit crap and only here for comparison purposes. + + +# Selects an opponent and removes it from the list of remaining potential opponents. + # This is just an example, but the fact that the first agent will miss out on having + # a fight picked with it it, and that the last agent won't get to pick a fight, seems + # to not matter very much. Can probably be left as-is. + def ChoosePair (self): + # This approach forces each agent to defend once and attack once per round. + # Keep track of the remaining population. + remaining = self.population[:] + agentID = random.randint (0,len(remaining)-1) + defender = remaining.pop (agentID) # Not really a defender (try to work it out)! + while len (remaining) > 1: + if defender.GetPoints () < 1: # If the agent died before it got a chance to attack + attackerID = random.randint (0,len(remaining)-1) + attacker = remaining.pop (attackerID) + else: attacker = defender + defenderID = random.randint (0,len(remaining)-1) + defender = remaining.pop (defenderID) + yield attacker, defender + diff --git a/rps/trunk/simulate.py b/rps/trunk/simulate.py new file mode 100755 index 0000000..13a20fa --- /dev/null +++ b/rps/trunk/simulate.py @@ -0,0 +1,86 @@ +#!/usr/bin/python2.5 +'''simulate.py - Runs a full simulation of the UCC Programming Competition with the provided agents. +Written by Luke Williams for the UCC Programming Competition in 2008. + +Licensed under an MIT-style license: see the LICENSE file for details. +''' + +# Import and add your agents here: +from djaAgents import BOFH +from SampleAgents import Angel, Lucifer, Dummy, Frenchie, Streetfighter +Agents = [Angel, Lucifer, Frenchie, Streetfighter, BOFH] + +#################################### +# Developers only past this point! # +#################################### + +import sys +from uccProgComp import Supervisor + +maxIterations = 150 +startingPopulations = 10 +verbose = False +trials = 1 +usage = "Usage: rps [-v] [-i iterations=150] [-n starting_populations=10] [-t trials=1]" +for i in range (1,len(sys.argv)): + if sys.argv[i] == "-i": + try: + maxIterations = int(sys.argv[i+1]) + i += 1 + continue + except: + print usage + sys.exit(1) + elif sys.argv[i] == "-n": + try: + startingPopulations = int(sys.argv[i+1]) + i += 1 + continue + except: + print usage + sys.exit(1) + elif sys.argv[i] == "-t": + try: + trials = int(sys.argv[i+1]) + i += 1 + continue + except: + print usage + sys.exit(1) + + elif sys.argv[i] == "-v": + verbose = True + + +iteration = 0 +trial = 0 +winners = {} +while trial < trials: + sup = Supervisor () + for Agent in Agents: sup.RegisterAgent (Agent) + sup.GeneratePopulation (startingPopulations) + + trial += 1 + iteration = 0 + while iteration < maxIterations and not sup.IsGameOver (): + iteration += 1 + sup.Iterate () + if not verbose: continue + print "Iteration %d:" % iteration + for key, value in sup.GetStats ().iteritems(): + print "%s: Population=%d, Newborns=%d, Deaths=%d" % (key, value[0], value[1], value[2]) + winner = ("Error", -1) + for key, value in sup.GetStats ().iteritems (): + #print key, value + if value[0] > winner[1]: + winner = (key, value[0]) + if winner[0] in winners: winners[winner[0]] += 1 + else: winners[winner[0]] = 1 + #print "Winner: %s" % winner[0] + +print "SCOREBOARD OVER %d TRIALS OF %d ROUNDS EACH" % (trials, maxIterations) +rawscoreboard = sorted ( [(score,player) for (player,score) in winners.items ()] , reverse=True ) +scoreboard = [] +for score, player in rawscoreboard: + print "%s: %s" % (player, score) + diff --git a/rps/trunk/uccProgComp.py b/rps/trunk/uccProgComp.py new file mode 100644 index 0000000..0eee563 --- /dev/null +++ b/rps/trunk/uccProgComp.py @@ -0,0 +1,211 @@ +'''uccProgComp.py - A supervisor candidate for Rock Paper Scissors. +Written by Luke Williams for the UCC Programming Competition in 2008. +Requires Python 2.5. + +Licensed under an MIT-style license: see the LICENSE file for details. +''' + + +import random, uuid +random.seed () + +from rpsconst import * + +DEFAULT_HEALTH = 50 +REPRODUCE_HEALTH = 100 +DIE_HEALTH = 0 +MAX_AGE = 100 + +DEBUG_MODE = False + +# Game dynamics - these are not final: +# WINNER TRUTH ATTPoints, DEFPoints +pointsTable [Attacker] [False] = (2, -2) +pointsTable [Attacker] [True] = (2, -2) +pointsTable [Defender] [False] = (-2, 2) +pointsTable [Defender] [True] = (-2, 2) +pointsTable [Tie] [False] = (0, 0) +pointsTable [Tie] [True] = (1, 1) + +def Debug (f): + def g (*args): + if DEBUG_MODE: + print f.__name__, args[1].__class__.__name__, args[1].GetID () + return f (*args) + return g + +class BaseAgent: + def __init__ (self): + self.id = uuid.uuid4().int + self.__points = DEFAULT_HEALTH + # The index will be changing all the time. It can go stale as soon as something dies. + # So use it cautiously. + self.__currentIndex = 0 + self.__reproduced = False + self.__age = 0 + + def GetCurrentIndex (self): + return self.__currentIndex + + def SetCurrentIndex (self, index): + self.__currentIndex = index + + def GetID (self): + return self.id + + def GetPoints (self): + return self.__points + + def SetPoints (self, points): + self.__points = points + + def Defend (self, foe, bluff): + return Rock + + def Attack (self, foe): + return Rock + + def IsDead (self): + return self.__points <= DIE_HEALTH + + def Reproduced (self): + self.__points = DEFAULT_HEALTH + self.__reproduced = True + + def HasReproduced (self): + return self.__reproduced + + def SetReproduced (self, repro): + self.__reproduced = repro + + def Results (self, foeName, wasAttacker, winner, attItem, defItem, bluffItem, pointDelta): + self.__points += pointDelta + self.__age += 1 + if self.__age > MAX_AGE: self.__points = DIE_HEALTH + +class LearningAgent (BaseAgent): + def __init__ (self): + BaseAgent.__init__ (self) + self.winHistory = {} + + def Results (self, foeName, wasAttacker, winner, attItem, defItem, bluffItem, pointDelta): + BaseAgent.Results (self, foeName, wasAttacker, winner, attItem, defItem, bluffItem, pointDelta) + if wasAttacker: + if winner == Attacker: result = Win + elif winner == Tie: result = Tie + else: result = Loss + else: + if winner == Attacker: result = Loss + elif winner == Tie: result = Tie + else: result = Win + + if foeName in self.winHistory: self.winHistory [foeName].append (result) + else: self.winHistory [foeName] = [result] + + def GetWinHistory (self, foeName): + if foeName in self.winHistory: return self.winHistory [foeName] + else: return [] + +class Supervisor: + def __init__ (self): + # The full list of living agents + self.population = [] + # A list of classes for each agent type + self.agentTypes = [] + # The current iteration + self.iteration = 0 + self.agentStats = {} + self.pendingDeaths = [] + + def RegisterAgent (self, agent): + self.agentTypes.append (agent) + + def GeneratePopulation (self, nAgentsPerClass): + for Agent in self.agentTypes: + for i in range (0,nAgentsPerClass): self.population.append (Agent ()) + self.agentStats [str(Agent)] = [nAgentsPerClass,0,0] + + def Iterate (self): + self.ClearStats () + self.UpdateIndexes () + self.iteration += 1 + for attacker, defender in self.Select (): + attack, bluff = attacker.Attack (defender.GetID ()) + defense = defender.Defend (attacker.GetID (), bluff) + winner = resultTable [attack] [defense] + attPoints, defPoints = pointsTable [winner][attack == bluff] + attacker.Results (defender.GetID (), True, winner, attack, defense, bluff, attPoints) + defender.Results (attacker.GetID (), False, winner, attack, defense, bluff, defPoints) + if attacker.IsDead (): self.KillAgent (attacker) + elif attacker.GetPoints () >= REPRODUCE_HEALTH: self.SpawnAgent (attacker) + if defender.IsDead (): self.KillAgent (defender) + elif defender.GetPoints () >= REPRODUCE_HEALTH: self.SpawnAgent (defender) + + def IsGameOver (self): + if self.population == []: return True + liveAgents = [id for id,stats in self.agentStats.iteritems () if stats[0] > 0] + print liveAgents + if len(liveAgents) < 2: return True + return False + + # This is needed because when we pick the players we also need a way of identifying them in the + # population list without manually searching each time. O(n) each iteration is better than O(n) + # each death. It also resets the check for if the agent has reproduced this round. + def UpdateIndexes (self): + for agentID in reversed(sorted(self.pendingDeaths)): del self.population [agentID] + for index, agent in enumerate(self.population): + agent.SetCurrentIndex (index) + agent.SetReproduced (False) + self.pendingDeaths = [] + + @Debug + def KillAgent (self, agent): + self.pendingDeaths.append (agent.GetCurrentIndex ()) + stat = self.agentStats [str(agent.__class__)] + stat [0] -= 1 + stat [2] += 1 + + @Debug + def SpawnAgent (self, agent): + child = agent.__class__ () + self.population.append (child) + agent.Reproduced () + stat = self.agentStats [str(agent.__class__)] + stat [0] += 1 + stat [1] += 1 + + def Select (self): + # This approach causes agents to keep fighting until they've either died or reproduced. + remaining = self.population[:] + attackerID = defenderID = random.randint (0,len(remaining)-1) + attacker = defender = remaining [attackerID] + while len (remaining) >= 2: + # Check to see if the attacker from last round needs to be dropped. + if attacker.IsDead () or attacker.HasReproduced (): + remaining.pop (attackerID) + if not len(remaining) >= 2: continue + if defenderID > attackerID: defenderID -= 1 + # Check to see if the defender from last round is up for some attacking. + if defender.IsDead () or defender.HasReproduced (): + remaining.pop (defenderID) + if not len(remaining) >= 2: continue + attackerID = random.randint (0,len(remaining)-1) + attacker = remaining [attackerID] + else: + attacker = defender + attackerID = defenderID + defender = None + defenderID = random.randint (0,len(remaining)-2) + if defenderID >= attackerID: defenderID += 1 + defender = remaining [defenderID] + + yield attacker, defender + + def GetStats (self): + return self.agentStats + + def ClearStats (self): + for agent in self.agentTypes: self.agentStats [str(agent)] = self.agentStats [str(agent)] [:1] + [0,0] + +def RandomAttack (): + return random.randint (0,2) diff --git a/rps/trunk/uccProgComp.py.old b/rps/trunk/uccProgComp.py.old new file mode 100644 index 0000000..17ffa2a --- /dev/null +++ b/rps/trunk/uccProgComp.py.old @@ -0,0 +1,211 @@ +'''uccProgComp.py - A supervisor candidate for Rock Paper Scissors. +Written by Luke Williams for the UCC Programming Competition in 2008. +Requires Python 2.5. + +Licensed under an MIT-style license: see the LICENSE file for details. +''' + + +import random, uuid +random.seed () + +from rpsconst import * + +DEFAULT_HEALTH = 50 +REPRODUCE_HEALTH = 100 +DIE_HEALTH = 0 +MAX_AGE = 100 + +DEBUG_MODE = False + +# Game dynamics - these are not final: +# WINNER TRUTH WINNER, LOSER +pointsTable [Attacker] [False] = (2, -2) +pointsTable [Attacker] [True] = (2, -2) +pointsTable [Defender] [False] = (-2, 2) +pointsTable [Defender] [True] = (-2, 2) +pointsTable [Tie] [False] = (-1, -1) +pointsTable [Tie] [True] = (1, 1) + +def Debug (f): + def g (*args): + if DEBUG_MODE: + print f.__name__, args[1].__class__.__name__, args[1].GetID () + return f (*args) + return g + +class BaseAgent: + def __init__ (self): + self.id = uuid.uuid4().int + self.__points = DEFAULT_HEALTH + # The index will be changing all the time. It can go stale as soon as something dies. + # So use it cautiously. + self.__currentIndex = 0 + self.__reproduced = False + self.__age = 0 + + def GetCurrentIndex (self): + return self.__currentIndex + + def SetCurrentIndex (self, index): + self.__currentIndex = index + + def GetID (self): + return self.id + + def GetPoints (self): + return self.__points + + def SetPoints (self, points): + self.__points = points + + def Defend (self, foe, bluff): + return Rock + + def Attack (self, foe): + return Rock + + def IsDead (self): + return self.__points <= DIE_HEALTH + + def Reproduced (self): + self.__points = DEFAULT_HEALTH + self.__reproduced = True + + def HasReproduced (self): + return self.__reproduced + + def SetReproduced (self, repro): + self.__reproduced = repro + + def Results (self, foeName, wasAttacker, winner, attItem, defItem, bluffItem, pointDelta): + self.__points += pointDelta + self.__age += 1 + if self.__age > MAX_AGE: self.__points = DIE_HEALTH + +class LearningAgent (BaseAgent): + def __init__ (self): + BaseAgent.__init__ (self) + self.winHistory = {} + + def Results (self, foeName, wasAttacker, winner, attItem, defItem, bluffItem, pointDelta): + BaseAgent.Results (self, foeName, wasAttacker, winner, attItem, defItem, bluffItem, pointDelta) + if wasAttacker: + if winner == Attacker: result = Win + elif winner == Tie: result = Tie + else: result = Loss + else: + if winner == Attacker: result = Loss + elif winner == Tie: result = Tie + else: result = Win + + if foeName in self.winHistory: self.winHistory [foeName].append (result) + else: self.winHistory [foeName] = [result] + + def GetWinHistory (self, foeName): + if foeName in self.winHistory: return self.winHistory [foeName] + else: return [] + +class Supervisor: + def __init__ (self): + # The full list of living agents + self.population = [] + # A list of classes for each agent type + self.agentTypes = [] + # The current iteration + self.iteration = 0 + self.agentStats = {} + self.pendingDeaths = [] + + def RegisterAgent (self, agent): + self.agentTypes.append (agent) + + def GeneratePopulation (self, nAgentsPerClass): + for Agent in self.agentTypes: + for i in range (0,nAgentsPerClass): self.population.append (Agent ()) + self.agentStats [str(Agent)] = [nAgentsPerClass,0,0] + + def Iterate (self): + self.ClearStats () + self.UpdateIndexes () + self.iteration += 1 + for attacker, defender in self.Select (): + attack, bluff = attacker.Attack (defender.GetID ()) + defense = defender.Defend (attacker.GetID (), bluff) + winner = resultTable [attack] [defense] + attPoints, defPoints = pointsTable [winner][attack == bluff] + attacker.Results (defender.GetID (), True, winner, attack, defense, bluff, attPoints) + defender.Results (attacker.GetID (), False, winner, attack, defense, bluff, defPoints) + if attacker.IsDead (): self.KillAgent (attacker) + elif attacker.GetPoints () >= REPRODUCE_HEALTH: self.SpawnAgent (attacker) + if defender.IsDead (): self.KillAgent (defender) + elif defender.GetPoints () >= REPRODUCE_HEALTH: self.SpawnAgent (defender) + + def IsGameOver (self): + if self.population == []: return True + liveAgents = [id for id,stats in self.agentStats.iteritems () if stats[0] > 0] + print liveAgents + if len(liveAgents) < 2: return True + return False + + # This is needed because when we pick the players we also need a way of identifying them in the + # population list without manually searching each time. O(n) each iteration is better than O(n) + # each death. It also resets the check for if the agent has reproduced this round. + def UpdateIndexes (self): + for agentID in reversed(sorted(self.pendingDeaths)): del self.population [agentID] + for index, agent in enumerate(self.population): + agent.SetCurrentIndex (index) + agent.SetReproduced (False) + self.pendingDeaths = [] + + @Debug + def KillAgent (self, agent): + self.pendingDeaths.append (agent.GetCurrentIndex ()) + stat = self.agentStats [str(agent.__class__)] + stat [0] -= 1 + stat [2] += 1 + + @Debug + def SpawnAgent (self, agent): + child = agent.__class__ () + self.population.append (child) + agent.Reproduced () + stat = self.agentStats [str(agent.__class__)] + stat [0] += 1 + stat [1] += 1 + + def Select (self): + # This approach causes agents to keep fighting until they've either died or reproduced. + remaining = self.population[:] + attackerID = defenderID = random.randint (0,len(remaining)-1) + attacker = defender = remaining [attackerID] + while len (remaining) >= 2: + # Check to see if the attacker from last round needs to be dropped. + if attacker.IsDead () or attacker.HasReproduced (): + remaining.pop (attackerID) + if not len(remaining) >= 2: continue + if defenderID > attackerID: defenderID -= 1 + # Check to see if the defender from last round is up for some attacking. + if defender.IsDead () or defender.HasReproduced (): + remaining.pop (defenderID) + if not len(remaining) >= 2: continue + attackerID = random.randint (0,len(remaining)-1) + attacker = remaining [attackerID] + else: + attacker = defender + attackerID = defenderID + defender = None + defenderID = random.randint (0,len(remaining)-2) + if defenderID >= attackerID: defenderID += 1 + defender = remaining [defenderID] + + yield attacker, defender + + def GetStats (self): + return self.agentStats + + def ClearStats (self): + for agent in self.agentTypes: self.agentStats [str(agent)] = self.agentStats [str(agent)] [:1] + [0,0] + +def RandomAttack (): + return random.randint (0,2) diff --git a/rps/trunk/uccProgComp.pyc b/rps/trunk/uccProgComp.pyc new file mode 100644 index 0000000..77283f4 Binary files /dev/null and b/rps/trunk/uccProgComp.pyc differ diff --git a/technicalities.txt b/technicalities.txt new file mode 100644 index 0000000..2f75cd8 --- /dev/null +++ b/technicalities.txt @@ -0,0 +1,53 @@ +Points Table: + +ACTION RESULT YOUR POINTS THEIR POINTS +Tell the truth Win +2 -3 +Tell the truth Lose -3 +4 +Tell the truth Tie +3 +3 +Lie Win +4 -5 +Lie Lose -3 +3 +Lie Tie 0 0 + +Python Agents: + +Your agent class should at the very least provide the following: +class : + points = 0 # Will be kept updated by the supervisor. No point modifying it. + children = 0 # Will also be kept updated by the supervisor. + state = {} # You needn't actually keep state, and it certainly doesn't have to be a dictionary. + def Defend (self, foeName, foePromisedAttack): # foeName and foePromisedAttack are both strings. + return "Rock" # Not a very good idea, but this is the format you need to use. + def Attack (self, foeName): # Also note that the supervisor doesn't use named arguments. + return "Rock", "Paper" # Real first, then promised. Won't they be surprised! + def Results (self, foeName, isInstigatedByYou, yourItem, theirItem, promisedItem): # The second argument is a boolean. + pass # You probably want to store at least some of this information. + +Other Agents: + +The syntax for input and output is as follows. Every line of input given by the supervisor must be replied with the correct response. +Segmentation fault is never the correct response :-). Rumour has it that if you just use Python, this won't happen. + +The angle brackets (<>) indicate whether the line is output from the agent or input to it respectively, and are not part of the actual formatting. + +Syntax for an attacking agent: +>ATTACK foeName +ATTACK agent00002 +DEFEND foeName foePromisedItem +DEFEND agent00001 Scissors +RESULTS foeName didYouInstigate yourItem theirItem promisedItem pointChange childSpawned +RESULTS agent00001 False Rock Paper Scissors -2 False +