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GSoC 2008 : Progress report for AI client

Tuesday, August 19, 2008. August 19 = The day after. Hehe, it was a close one! I wasn't even sure myself, but at the end I made it. just narrowly squeezed in. It was a really interesting experience to code 1k lines or so in the last couple of days, then debug, playtest, debug some more, and finally tidy it up. Intense! There's nothing like the smell of burning asphalt in the morning. On a more technical note, here's how it's looking right now:. 2) Several semi-working algorithms to play RFTS. All in all,...

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GSoC 2008 : Progress report for AI client | vi1985.blogspot.com Reviews
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Tuesday, August 19, 2008. August 19 = The day after. Hehe, it was a close one! I wasn't even sure myself, but at the end I made it. just narrowly squeezed in. It was a really interesting experience to code 1k lines or so in the last couple of days, then debug, playtest, debug some more, and finally tidy it up. Intense! There's nothing like the smell of burning asphalt in the morning. On a more technical note, here's how it's looking right now:. 2) Several semi-working algorithms to play RFTS. All in all,...
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GSoC 2008 : Progress report for AI client | vi1985.blogspot.com Reviews

https://vi1985.blogspot.com

Tuesday, August 19, 2008. August 19 = The day after. Hehe, it was a close one! I wasn't even sure myself, but at the end I made it. just narrowly squeezed in. It was a really interesting experience to code 1k lines or so in the last couple of days, then debug, playtest, debug some more, and finally tidy it up. Intense! There's nothing like the smell of burning asphalt in the morning. On a more technical note, here's how it's looking right now:. 2) Several semi-working algorithms to play RFTS. All in all,...

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GSoC 2008 : Progress report for AI client: == July 4 == Ye Famous Travelling StarFleet Problem :)

http://vi1985.blogspot.com/2008/07/july-4-ye-famous-travelling-starfleet.html

Friday, July 4, 2008. July 4 = Ye Famous Travelling StarFleet Problem :). It's that time 'o week again for me to write about my progress. The previous post is only three days old, but I got some stuff to blah about ;]. And now it's a matter of some time until the client gains complete functionality. Here, I guess that's it for this week. PS - Do check out the code in the repo in the "ActionMethods" class for a home-brewed solution of Ye Famous Travelling StarFleet Problem some mathematical analysis on it!

2

GSoC 2008 : Progress report for AI client: August 2008

http://vi1985.blogspot.com/2008_08_01_archive.html

Tuesday, August 19, 2008. August 19 = The day after. Hehe, it was a close one! I wasn't even sure myself, but at the end I made it. just narrowly squeezed in. It was a really interesting experience to code 1k lines or so in the last couple of days, then debug, playtest, debug some more, and finally tidy it up. Intense! There's nothing like the smell of burning asphalt in the morning. On a more technical note, here's how it's looking right now:. 2) Several semi-working algorithms to play RFTS. All in all,...

3

GSoC 2008 : Progress report for AI client: July 2008

http://vi1985.blogspot.com/2008_07_01_archive.html

Tuesday, July 29, 2008. July 29 = Risky Business! There has been an unexpected turn of events last week, which significantly altered the nature and scope of the project. Long story very short, I've been asked to look into creating an AI for the Risk ruleset. This process should not take more than an additional day or two, and from then on I'll have to start building logic and game-world representation into the Risk modules. did anyone say that the project's due on the 18th of August? Friday, July 18, 2008.

4

GSoC 2008 : Progress report for AI client: May 2008

http://vi1985.blogspot.com/2008_05_01_archive.html

Monday, May 26, 2008. May 26 = Official Start? Don't know about other programmers (can't say I'm the most experienced of the lot), or other projects (maybe it is just pretty hefty relative to others), but if I were to only start coding just now, I'd be in a big pile o'something right now, trying to figure out how to minimize my losses. The main challenge as of now, is in sending/receiving frames. I am confident that by the end of the week this hurdle will be behind me. Thursday, May 15, 2008. My personal...

5

GSoC 2008 : Progress report for AI client: == July 11 == Midterm Report

http://vi1985.blogspot.com/2008/07/july-11-midterm-report.html

Friday, July 11, 2008. July 11 = Midterm Report. This time I'll be brief. For the past week I've been working over-time to get the project in great shape for the midterm. This included work on pretty much everything. I'll let the 'official midterm report' do the rest of the talking :. There's a screenshot there as well, for the graphically oriented ones ;]. You can find the project in the git repo here: REPO. Subscribe to: Post Comments (Atom). GSoC 2008 : Progress report for AI client. Happy I didn't die.

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Thousand Parsec : News

http://www.thousandparsec.net/tp/news.php/2008-10-16-1400

Thousand Parsec has been discontinued since 2012. Try the FreeOrion project. Don't know what Thousand Parsec is or want more information? Google Summer of Code students, ideas and information are this way! Is helping out by , why not lend a hand? 0 on 0 srvs. 0 on 0 srvs. On: 2011-05-03 08:51:20 00:00. By: Lee Begg llnz@. Merge branch 'master' of git ssh:/ git.thousandparsec.net/git/tpserver-cpp. On: 2013-01-24 11:10:57 00:00. This was the second year that Thousand Parsec. In 2008, we had 8 students.

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Thousand Parsec Blog: Slippery slight slowdown (week 9 status report)

http://thousand-parsec.blogspot.com/2008/08/slippery-slight-slowdown-week-9-status.html

Tuesday, August 5, 2008. Slippery slight slowdown (week 9 status report). I didn't do a whole lot this week. I'm not sure why or how. Lots of other stuff to do, mostly. As an example, I completely forgot to participate in round 2 of Summer of Code, and looking back to it, it seemed like it had fun problems. :( Oh well. I started the week by investigating the new rulesets a bit. So I'll try again in a short while. It might be that the error I got was something different though, I should see about that.

thousand-parsec.blogspot.com thousand-parsec.blogspot.com

Thousand Parsec Blog: A new hope (week 4 status report)

http://thousand-parsec.blogspot.com/2008/06/new-hope-week-4-status-report.html

Friday, June 27, 2008. A new hope (week 4 status report). This week saw a rewrite of the whole rule system. Based on my reflections of last time, I mostly worked it out on paper first. Yesterday and today I coded it together, and lo and behold, it worked. Few small changes from what I had on paper of course, but the main idea seems right. The commit can be found on gitweb. So, what is left? Subscribe to: Post Comments (Atom). Is a free and open source framework for 4X games. Lee Begg’s Blog.

thousand-parsec.blogspot.com thousand-parsec.blogspot.com

Thousand Parsec Blog: May 2008

http://thousand-parsec.blogspot.com/2008_05_01_archive.html

Monday, May 26, 2008. I suppose I'm the 501st person to use this title, but hey. Can't stress it enough. Summer of Code has officially started. I had a look at libtpclient-py and I'm still not entirely sure what to make from it, but I suppose that will follow quickly enough. Next week: a working client, a finalized design for the rule engine. Thursday, May 15, 2008. Debian and other fun. In more positive news, a friend of mine had a recommendation for Python learners and masters: The Python Challenge.

thousand-parsec.blogspot.com thousand-parsec.blogspot.com

Thousand Parsec Blog: Nothing to see here, move along (week 3 status report)

http://thousand-parsec.blogspot.com/2008/06/nothing-to-see-here-move-along-week-3.html

Saturday, June 14, 2008. Nothing to see here, move along (week 3 status report). Exams, not much done. If you want information about routing protocols on the internet (from VLAN over link state to BGP), DNS spoofing, block designs, Polya theory or deadlock prevention I'm all here though. CHR and other expert rule systems then. I also realized there might be a bit more work to it than I thought. Oh well, I love a challenge. Be able to work on SoC again. Subscribe to: Post Comments (Atom).

thousand-parsec.blogspot.com thousand-parsec.blogspot.com

Thousand Parsec Blog: Back to action (week 5-ish status report)

http://thousand-parsec.blogspot.com/2008/07/back-to-action-week-5-ish-status-report.html

Tuesday, July 8, 2008. Back to action (week 5-ish status report). Var 0 0 = '1' and var 1 0 = '10' attacking(10). With the latter being the head normal form (the form you have to write rules in right now). I'm not going to bother with that right now though, it's non-critical and low risk. So how long till we see an AI which actually does something (even if it doesn't make a good opponent)? July 8, 2008 at 1:42 AM. I also need to work a tadbit more on my rule representation. Mainly, I need to add type...

thousand-parsec.blogspot.com thousand-parsec.blogspot.com

Thousand Parsec Blog: A crawling program

http://thousand-parsec.blogspot.com/2008/07/crawling-program.html

Wednesday, July 9, 2008. My bot is slow. Too slow. It takes up to 10s to apply 3 rules on a modestly sized fact database. And any bot that wants to have some good strategy needs at least a few hundred rules. And yep, time needed is roughly linear in the amount of rules, so that would take too long. So, onwards to rethinking the fact matching. I just didn't think of it as a constraint satisfaction problem, but that is indeed what it is, and that is how it should be solved. Lee Begg’s Blog. Hammer of Code ...

thousand-parsec.blogspot.com thousand-parsec.blogspot.com

Thousand Parsec Blog: Modularity (week 8 status report)

http://thousand-parsec.blogspot.com/2008/07/modularity-week-8-status-report.html

Tuesday, July 29, 2008. Modularity (week 8 status report). In the 3 turn cycle) in a RFTS game. I started researching the Risk ruleset being created by jphr. Today, I extended the documentation at the wiki. A bit It still needs work but I think that it might be possible for those longing for adventure to write their own AIs with the current codebase. Remarks on the documentation (or anything else, of course) are always welcome. Oh, and Sunday I qualified for the second online round of Google Code Jam&#46...

thousand-parsec.blogspot.com thousand-parsec.blogspot.com

Thousand Parsec Blog: Trouble along the way (week 4 status report)

http://thousand-parsec.blogspot.com/2008/06/trouble-along-way-week-4-status-report.html

Saturday, June 21, 2008. Trouble along the way (week 4 status report). It's been such a long time. Let's see. Plans for this week were getting back on track and start with the rule representation. It worked out a bit differently though. As noted earlier, the weekend was "lost" to studying, with an exam on Monday. That leaves just one exam left, next Monday. Data Mining this time around. Not too much work, still I'll be glad when it is over. To prove the whole structure can actually behave like a bot.

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GSoC 2008 : Progress report for AI client

Tuesday, August 19, 2008. August 19 = The day after. Hehe, it was a close one! I wasn't even sure myself, but at the end I made it. just narrowly squeezed in. It was a really interesting experience to code 1k lines or so in the last couple of days, then debug, playtest, debug some more, and finally tidy it up. Intense! There's nothing like the smell of burning asphalt in the morning. On a more technical note, here's how it's looking right now:. 2) Several semi-working algorithms to play RFTS. All in all,...

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