FLAIRS 2010

The fall quarter has ended and thus so has the AIGS 2009 project. Version 0.2.04 is the last version that I will (most likely) be updating. I think that an independent study group will be working on the version for next year, and I wish them the best of luck. On a brighter note, Prof. Wollowski and I have written a paper based on the AIGS project and have submitted it to FLAIRS 2010 (an AI conference in Florida).

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AIGS 2009 Update

Bug fixes:

  • Flag respawning is more solid (not completely guaranteed though, because I haven’t actually been able to duplicate the issue).
  • Should cause an error if you try to capture your own player.

Thanks to Chris Covert for testing the problems that I was having.

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AIGS 2009 Update

New version uploaded. Bug fixes: Fixed swapping players bug. Potential fix for not your turn bug (not sure if this one will work). Sending ‘Unsolvable’ as a move can be used to prematurely end a game (and will output the game log). Fixed/removed extra YourTurn packets sent on failed move. Fixed capturing, players can now capture correctly and wil respawn at their bases. Fixed returning flags. Flags were returning at (0, 0), now the return to their spawn points.

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AIGS 2009 Update

Here are the most recent fixes:

  • Added logic to allow the second player to continue after the first player is done (thanks Eric Reed).
  • The flag spawn logic was preventing you from moving off of spawn points, not onto them (oops).

Downloads


AIGS 2009 Update

Updated with almost everything necessary to play the tournament.  I still need to implement the game timer per side.  I will have the up before AI class meets Monday.

All of the changes that are mentioned in the Tournament Rules document have been completed with the following notes:

  • Always 3 players per team
  • Not guaranteed to be solvable (though I haven’t seen an unsolvable one yet).
  • You can only capture flags on the other side of the board
  • Flags respawn at random locations on your side of the map
  • You can only see your flags when they have not been captured
  • Non-wall squares you cannot see will be sent as a ‘*’
  • Captured players will spawn adjacent to their home base
  • If no location is available, they will try further out in concentric circles

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AIGS 2009 Update

New version of the server is available:

Changes

  • Added RemainingFlags message.
  • MoveMade packets will be sent for each move. Periodically checking for the server for sync is suggested.
  • It should now be possible for players to move past each other (swap places, etc).

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AIGS 2009 Update

The new version of the server has been updated.

Changes:

  • Added a rudimentary AI player to play against for the next assignment.
  • Added scenarios for assignment 3.
  • Fixed typos in previous assignments.
  • Added an argument to the protocol for YourTurn messages to tell you who you are (update your CTFProtocol file).

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AIGS 2009 Update

Ok, so the new server is up.  I can almost guarantee that there are some problems (so goes the life of a CS), so go ahead and hammer away at it and see what you can do.

One major thing, the game string format has changed:** **

  • Players are represented by lower case letters from ‘a’ to ‘j’
  • Players carrying flags are represented by upper case letters from ‘A’ to ‘J’
  • Bases are represented by numbers ‘0’ to ‘9’
  • Players will immediately score if no bases are present but must return a flag to a base if one is present
  • Players must step on flags to pick them up, but only must be adjacent to a base to drop it off
  • Players can only carry one flag

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AIGS 2009 Update

Initial upload of the server.  There was a pre-release version emailed to the class (that I no longer have), thus the ‘updates.’

All versions of the server should run correctly with .NET installed in Windows or with Mono on Linux or OSX.  I’ve tested the Windows and Linux versions and both seem to work perfectly.

Updates

  • Sequential games are possible. You can not join two games at the same time, but once one game is complete you can join another.
  • You can send “Unsolvable” as a move string (see CTFProtocol). If you are correct, you win. If you are incorrect, you lose. I suggest that you are completely sure before you send this message. ;D

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