The way it could work is - you have a standard map/mod that will be used for all game. - you have a machine that runs automatically matches between the latest versions of each AI, maybe three matches between each pair of AIs? - then, there could be either a grid showing which AI beat which AI - or, possibly some sort of ladder system, ordering the AIs from 1 through to n.
Last edited by hughperkins on 18 Oct 2009, 02:58, edited 9 times in total.
Eventually we could have a couple of different ladders for different game types once more AIs support them. Something along the lines of:
Land + maphack
Land + no cheats at all
Islands
Water
I agree with making the initial test map a small land map with geos and chokepoints, it lowers the bar to entry while still allowing a variety of strategies.
Last edited by ato on 14 Sep 2009, 15:07, edited 1 time in total.
How about creating a webinterface to the server that allows one to create a maplist through which it iterates, select the ai's, and push "go". And after some playing the server returns statistics + demos of the played games to your mail adress via url or something.
NTai and OTAI both attempted to play games with ships, hovercraft, and submarines to varying lengths
Website
I would rather have a distinction between AIs of different versions, so an AI could appear multiple times in a league, say ABCAI revision 2 holds spot #2 and revision 4 holds #1 because it works better.
I'd also like any such site to be passive, so it didn't actually run the tests itself but collected and displayed them based on win loss statistics sent in.
University & AF
This kind of statistical tool would be very useful for my final year analysis and presentation depending on what I finally do. If somebody can describe how to build the client end, I may do this all as a proof of concept.
How about creating a webinterface to the server that allows one to create a maplist through which it iterates, select the ai's, and push "go". And after some playing the server returns statistics + demos of the played games to your mail adress via url or something.
hoijui wrote:
imbaczek wrote:
would be easier if someone helped hoijui with his headless spring branch.
this!
I'll provide code, servers, and magic duct tape if I get a proper headless spring.
Is that not something we can also do in our AIs or in widgets in the meantime? Winning AIs can be inferred sincetheyll be the AIs at the end of the game that did not get lost messages.
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