2 stratego - Interface to manage games of stratego between AI programs and/or human players
5 This program is still a work in progress. Consider it a Beta version.
8 stratego {[-gpirb] [-o output_file ] [-t stall_time] [-m max_turns] {red_player blue_player | -f input_file} | {-h | --help} }
11 stratego manages a game of Stratego. It stores the state of the board, and uses a simple protocol to interface with AI programs.
12 By itself, stratego does not "play" the game. An external AI program must be used. stratego is intended to be used for the testing of
13 various AI strategies, written in any programming language. It will be used for the UCC Programming Competition 2012.
15 Unless the -h (--help) or -f switch is given, both red_player and blue_player must be supplied.
18 Should be either a path to an executable file which will control the Red player, or "human".
19 If set to "human", stratego will request the user to make moves for the Red player using stdin.
21 1. There is no plan to support AI programs named "human". Deal with it.
22 2. The graphical interface for human players is... basic. Deal with it.
24 As red_player, except for controlling the Blue player.
26 A WARNING ABOUT BUFFERING
27 The AI programs must unbuffer their stdin and stdout streams, otherwise it will be seen to be non-responsive.
28 If you C and you know a way to force the process started by exec() to have unbuffered stdin/stdout, please email the author.
30 In C or C++, unbuffering is accomplished with the following lines, which should appear near the start of main()
33 In python, unbuffering is accomplished by passing the -u switch to the interpreter, ie: The first line of a script reads:
39 By default, graphics are disabled. If the -g switch is present, stratego will draw the game as it is played using SDL/OpenGL
42 By default, even if graphics are disabled, the board state is not printed. If -p is present, the board will be printed to stdout.
43 If the system supports colour, the characters will be in colour.
44 Yes, If -p and -g are both present you will see both behaviours (overkill)!
46 By default, stratego will exit if a move which is deemed "illegal" is made. If the -i switch is present, illegal moves will be ignored.
47 That is, the move will not be made (effectively the player making the illegal move loses a turn).
49 NOTE: If -i is not given and a human player accidentally(?) makes an illegal move, they will be asked to make a different move. The game will continue.
50 This is intended to prevent fits of rage due to the horrible graphical interface causing humans to make illegal moves.
52 By default, the identities of all pieces are shown. If the -r switch is present, and graphics are enabled, red pieces will be disguised.
53 If graphics are disabled, the -r switch has no effect.
55 Pieces which have previously taken part in combat (and survived) will be revealed.
57 As -r, except blue pieces will be disguised.
58 NOTE: Both -r and -b may be used together.
60 By default, stratego does not log moves. If the -o switch is present, the result of each move is printed to a file.
61 If output_file is "stdout" then stdout will be used instead of a text file.
63 By default, stratego executes moves as fast as they are recieved. If the -t switch is present, a delay of stall_time will be introduced
66 If stall_time is negative or "inf", stratego will wait for the user to press enter before moving to the next move.
68 It is tentatively planned to allow the user to enter various commands to alter the game or proceed to specified turns.
69 However this is slightly complicated. So it might never be done.
71 By default, the game is declared a Draw after 5000 turns have ellapsed.
72 Use this option to change the maximum number of turns.
73 To play for an infinite number of turns, supply "inf" as max_number. This is not recommended for obvious reasons.
76 By default, stratego requires red_player and blue_player to enact a game.
77 If this option is supplied, a file previously produced by using the -o switch is read, and the game reenacted.
78 All switches function as normal with -f.
79 NOTE: It is recommended that -g is used with -f.
82 If the -h switch is used, this page will be printed and stratego will exit.
87 Each player controls up to 40 pieces on the Board. The pieces are represented by the following characters:
89 Piece Name Rank Number Abilities
90 1 Marshal 1 1 Dies if attacked by Spy
97 8 Miner 8 5 Destroys Bombs
98 9 Scout 9 8 May move more through multiple empty squares
99 s Spy 10 1 If the Spy attacks the Marshal, the Marshal dies
100 B Bomb NA 6 Immobile. If any piece (except a Miner) attacks an enemy Bomb, that piece is destroyed.
101 F Flag NA 1 Immobile. If any piece attacks the enemy Flag, the controlling player wins.
103 Additional pieces, not controlled by the player:
104 Piece Name Number Notes
105 + Obstacle 8 Immobile. Do not belong to either player. Can't be passed through.
106 # Enemy Piece 0 - 40 Indicates that the position on the board is occupied by an enemy piece.
107 . Empty NA Indicates that the position on the board is empty.
109 Players take turns to move their pieces. RED begins the game.
111 Pieces may only move one square horizontally or vertically unless otherwise stated.
112 Pieces may not move through squares occupied by allied pieces, or Obstacle (+) pieces.
113 Pieces may move into squares occupied by Enemy Pieces (#), in which case the piece with the lower rank (higher number) is destroyed.
115 Each player's pieces are hidden from the other player. When two pieces encounter each other, the ranks will be revealed.
117 The objective is to destroy all Enemy Pieces (#) or capture the Enemy Flag (also #).
119 Since 20/12 Bombs reflect the traditional rules; they are only destroyed by Miners.
120 In previous versions contact of an attacker other than a Miner with a Bomb destroyed the Bomb as well as the attacking piece.
124 In order to interface with stratego, an AI program must satisfy the following protocol.
125 Each query is followed by a newline, and responses are expected to be followed with a newline.
126 The queries are recieved through stdin, and responses should be written to stdout.
129 QUERY: YOUR_COLOUR OPPONENT_ID BOARD_WIDTH BOARD_HEIGHT
131 RESPONSE: 4 lines, each of length BOARD_WIDTH, of characters. Each character represents a piece. The characters are shown above.
133 RED's pieces are placed at the top of the board, and BLUE's pieces are placed at the bottom.
135 An AI program does not have to place all 40 pieces, but must at least place the flag ('F').
138 QUERY: START | CONFIRMATION
141 On the first turn, "START" is printed to the Red player.
142 On subsequent turns, the CONFIRMATION of the opponent's last turn is printed (see below).
144 BOARD_STATE consists of a BOARD_HEIGHT lines of length BOARD_WIDTH characters, each of which represents a single piece
145 as described in the GAME_RULES section. Each line ends with the newline character.
148 RESPONSE: X Y DIRECTION [MULTIPLIER=1] | NO_MOVE
149 X and Y are the coords (starting from 0) of the piece to move
150 DIRECTION is either UP, DOWN, LEFT or RIGHT
151 MULTIPLIER is optional and only valid for units of type Scout. Scouts may move through any number of unblocked squares
154 The AI program should print "NO_MOVE" if it is unable to determine a move.
155 This will typically occur when the only pieces belonging to the AI program are Bombs and the Flag.
157 CONFIRMATION: X Y DIRECTION [MULTIPLIER=1] OUTCOME | NO_MOVE {OK | ILLEGAL} | QUIT [RESULT]
159 OUTCOME may be either OK, ILLEGAL, KILLS or DIES
160 OK - Move was successful
161 ILLEGAL - Move was not allowed. If stratego was not started with the -i switch, the game will end.
162 KILLS ATTACKER_RANK DEFENDER_RANK - The piece moved into an occupied square and killed the defender.
163 DIES ATTACKER_RANK DEFENDER_RANK - The piece moved into an occupied square and was killed by the defender.
165 Most turns will be confirmed with: "X Y DIRECTION [MULTIPLIER=1] OUTCOME"
167 A confirmation of "NO_MOVE OK" occurs when the AI program made no move for a legitimate reason.
168 "NO_MOVE ILLEGAL" is printed if the AI program made no move for an illegitimate reason.
170 If both AI programs successively make a "NO_MOVE" response, then the game will end.
171 The player with the highest piece value will win, or a draw will be declared if the values are equal.
174 If the CONFIRMATION line is of the form:
176 Then the game is about to end.
178 If present, RESULT will be a direct copy of the message to stdout described in the EXIT/OUTPUT section below.
182 If a program fails to respond to a query within 2 (two) seconds, the game will end and that AI will be sent the ILLEGAL result.
183 Human players are not subject to the timeout restriction.
188 If the game ends due to a player either winning, or making an illegal move, stratego will print one of the following result messages to stdout.
190 NAME COLOUR OUTCOME TURN_NUMBER OUTCOME RED_PIECE_VALUE BLUE_PIECE_VALUE
193 NAME is the name of the player on whose turn the game ended,
194 COLOUR is the colour of that player,
195 OUTCOME is one of the following:
196 VICTORY - The indicated player won
197 DEFEAT - The indicated player lost
198 SURRENDER - The indicated player surrendered
199 DRAW - The game ended in a draw because neither player moved
200 DRAW_DEFAULT - The game ended in a draw because the maximum number of moves was exceeded
201 ILLEGAL - The indicated player loses due to an Illegal move/response
202 DEFAULT - The indicated player wins by default due to the other player making an Illegal move/response
203 BOTH_ILLEGAL - Both players made an Illegal move/response. Usually occurs due to simultaneous setup errors, or bad executable paths.
204 INTERNAL_ERROR - The game ended, even though it shouldn't have.
206 TURN_NUMBER is the number of turns that elapsed before the game ended
208 RED_PIECE_VALUE and BLUE_PIECE_VALUE are the summed piece values of the pieces of RED and BLUE respectively.
209 Bombs and Flags are worth zero, and the ranked pieces (Spys -> Marshal) are worth (11 - rank).
210 So the Spy is worth 1 point, ... the Marshal is worth 10.
212 (The initial piece values can be determined by running with -m 0)
215 stratego will then return exit code 0.
217 If an error occurs within stratego itself, an error message will be printed to stderr and return exit code 1.
218 If possible, stratego will print the message "QUIT" to both AI programs, and they should exit as soon as possible.
222 Occasionally the result is not printed at the end of the game.
223 So far this has only been observed to occur when RED wins the game by Flag capture.
225 stratego is still a work in progress. Report another bug to the AUTHOR (see below).
229 Sam Moore (for the UCC Programming Competition 2012) <matches@ucc.asn.au>
232 0. This program is still a work in progress and subject to changes.
234 1. UCC Programming Competition 2012 Description
235 http://matches.ucc.asn.au/stratego/
237 2. UCC Programming Competition 2012 Git repository
238 git://git.ucc.asn.au/progcomp2012.git
242 irc://irc.ucc.asn.au #progcomp
244 THIS PAGE LAST UPDATED
245 20/12/11 by Sam Moore