Update statement to stabilize rule changes
[troll.git] / config / statement_en.html
index 88c6b65..38b390f 100644 (file)
@@ -1,4 +1,4 @@
-<div class="statement-body"> 
+<div class="statement-body">
    <!-- GOAL --> 
    <div class="statement-section statement-goal"> 
      <h2> 
    <!-- GOAL --> 
    <div class="statement-section statement-goal"> 
      <h2> 
        <span>Rules</span> 
      </h2> 
      <div class="statement-rules-content">
        <span>Rules</span> 
      </h2> 
      <div class="statement-rules-content">
-       You <em>have</em> to shoot at least <const>1</const> stone per
-       turn if you have any left.
-     </div> 
+       If you have stones, shoot <const>1</const> or more of them.
+       <br>
+       If you don't have stones, shoot <const>0</const> exactly.
+     </div>
    </div>
    </div>
-   <div class="statement-section statement-expertrules">
+   <div class="statement-section statement-warning">
      <h2>
      <h2>
-       <span class="icon icon-expertrules">&nbsp;</span>
+       <span class="icon icon-warning">&nbsp;</span>
        <span>Rule Evolution</span>
      </h2>
        <span>Rule Evolution</span>
      </h2>
-     <div class="statement-expert-rules-content">
-       The following points are still ideas in flux, waiting for some
-       opinions (leave a comment on the draft submission page!)
-       <ul>
-         <li>
-           is it even worth publishing? can the problem be totally solved?
-         </li>
+     <div class="statement-warning-content">
+       <p>
+         The game isn't finished, but I'm not taking any more
+         suggestions at this time, the path is now determined.  There
+         will be three leagues:
+       </p>
+       <ol>
          <li>
          <li>
-           More maps? (a map is a road length / initial stones pair)
+           single small map, cheating is tolerated, boss plays tit for
+           tat (9/10) or cheats (1/10)
          </li>
          <li>
          </li>
          <li>
-           leagues? I could conceive the referee being permissive (allow 0 stones thrown) in the first one, and then strict.
+           rock troll and ice troll unlocked; multiple rounds;
+           four maps available; no cheating; boss plays well but
+           not perfect
          </li>
          <li>
          </li>
          <li>
-           fog of war? (see only troll position, not enemy throw/stones left)<br>
-           <string>variable</string> for of war? (seeing enemy stones
-           is a boolean decided randomly as part of the map?) (or
-           seeing enemy stones only when troll is close to us?)
+           all races unlocked; map continuum, no boss but default
+           AI doesn't lose.
+           <!-- I've actually got plans on a generic way to do
+                that.  It's going to need many many hacks and a
+                viewer module.  It's not planned for too soon.  -->
          </li>
          </li>
-         <li>
-           Praise for my artistic skillz
-         </li>
-         <li>
-           Other remarks?
-         </li>
-       </ul>
+       </ol>
+       <p>
+         For the WIP phase of this draft, I'll likely merge the last
+         two leagues into one because we need data on what makes the
+         games interesting.
+       </p>
+       <p>
+         You're still welcome to discuss the game
+         <a href="https://forum.codingame.com/t/troll-vs-castles-brainstorm/184827?u=jbm">
+           on the forum
+         </a>
+         or report a bug
+         <a href="https://www.codingame.com/contribute/view/507070b7925f661e2d2835c14f950b9d157e">
+           on the contribution's page.
+         </a>
+       </p>
      </div>
    </div>
    <div class="statement-victory-conditions">
      </div>
    </div>
    <div class="statement-victory-conditions">
    <div class="statement-section statement-protocol">
      <h2>
        <span class="icon icon-protocol">&nbsp;</span>
    <div class="statement-section statement-protocol">
      <h2>
        <span class="icon icon-protocol">&nbsp;</span>
-       <spam>I/O Protocol</spam>
+       <span>I/O Protocol</span>
      </h2>
      <div class="statement-protocol-content">
      </h2>
      <div class="statement-protocol-content">
-       Just read the sample code.  You can figure this out.
+       <p style="margin-bottom: 1em">
+         This place used to read: “Just read the sample code.  You can
+         figure this out.”  Here are the formalities for <em>that
+         other</em> part of the audience.
+       </p>
+       <div class="blk">
+         <div class="title">Map Input</div>
+         <div class="text">
+           <p>
+             Your first line of input contains five space-separated
+             parameters:
+           </p>
+           <dl style="margin: 1em;">
+             <dt><var>roadLength</var></dt>
+             <dd style="margin-left: 6em;">
+               distance between both castles, between <const>6</const>
+               and <const>14</const>.
+             </dd>
+             <dt><var>initialStones</var></dt>
+             <dd style="margin-left: 6em;">
+               number of stones a castle starts the day with,
+               between <const>0</const> and <const>50</const>.
+             </dd>
+             <dt><var>gameSeed</var></dt>
+             <dd style="margin-left: 6em;">
+               the game's seed.  The game AIs use it to provide you
+               with reproducible matches even when they use stochastic
+               algorithms, and you're encouraged to do the same!  See
+               examples section below for simple ways to achieve that.
+             </dd>
+             <dt><var>gameSide</var></dt>
+             <dd style="margin-left: 6em;">
+               which side you're on, as <const>-1</const>
+               or <const>1</const>.  It's not supposed to make a
+               difference to how you handle the rest of the game, but
+               you can XOR it to your <code>gameSeed</code> to have a
+               (reproducible) random that doesn't necessarily draw
+               when it plays against itself.
+             </dd>
+             <dt><var>reserved</var></dt>
+             <dd style="margin-left: 6em;">
+               reserved for future use, ignore for now.
+             </dd>
+           </dl>
+         </div>
+       </div>
+       <div class="blk">
+         <div class="title">Turn Input</div>
+         <div class="text">
+           <p>
+             At each turn, you are provided with the following three
+             space-separated values:
+           </p>
+           <dl style="margin: 1em;">
+             <dt><var>trollDistance</var></dt>
+             <dd style="margin-left: 6em;">
+               distance between the troll and your castle
+             </dd>
+             <dt><var>stones</var></dt>
+             <dd style="margin-left: 6em;">
+               number of stones you have left
+             </dd>
+             <dt><var>opponentStones</var></dt>
+             <dd style="margin-left: 6em;">
+               number of stones your opponent has left
+             </dd>
+           </dl>
+         </div>
+       </div>
+       <div class="blk">
+         <div class="title">Turn Output</div>
+         <div class="text">
+           <p>
+             After having received your turn input, you are to output
+             a single integer <var>stones</var>: the number of stones
+             you wish to throw at the troll.
+           </p>
+           <p style="margin-top: 1ex">
+             You may optionally provide a <em>message</em> you wish
+             your castle to yell at the troll or at your opponent.
+             Just append it to your output, being sure to separate it
+             with at least one space.
+             <!-- It has no incidence on the game whatsoever.  Unless
+             you're god, that is. -->
+           </p>
+         </div>
+       </div>
+       <div class="blk">
+         <div class="title">Timing Considerations</div>
+         <div class="text">
+           <p>
+             You're allowed the default SDK timings.  I think it's one
+             second for the first turn and 50&nbsp;ms then, but don't
+             quote me on this.
+           </p>
+         </div>
+       </div>
+     </div>
+   </div>
+   <div class="statement-section statement-examples">
+     <h2>
+       <span class="icon icon-example">&nbsp;</span>
+       <span>Proper RNG seeding examples</span>
+     </h2>
+     <style>
+       table.jbm-statement th { border-bottom: 2px dashed #f2bb13 }
+       table.jbm-statement td { border-bottom: 1px dashed #f2bb13 }
+     </style>
+     <table class="jbm-statement">
+       <tr>
+         <th>Language Family</th>
+         <th>Inspiration</th>
+       </tr>
+       <tr>
+         <td>JVM</td>
+         <td><code>
+             long mySecretSalt = 0x4242424242424242L;<br>
+             Random random = new Random(gameSeed ^ gameSide ^ mySecretSalt);
+         </code></td>
+       </tr>
+       <tr>
+         <td>C, C++, Perl&hellip;</td>
+         <td><code>
+             srand(gameSeed ^ gameSide ^ 0xdeadb33f);<br>
+             std::srand(gameSeed ^ gameSide ^ 12345);<br>
+             srand( $gameSeed ^ $gameSide ^ 0xCAFE_BABE );
+         </code></td>
+       </tr>
+       <tr>
+         <td>Other</td>
+         <td>Unachievable until proven otherwise</td>
+       </tr>
+     </table>
+   </div>
+   <div class="statement-section statement-expertrules">
+     <h2>
+       <span class="icon icon-expertrules">&nbsp;</span>
+       <span>Expert rules</span>
+     </h2>
+     <div class="statement-expert-rules-content">
+       <p>
+         In the lower leagues, the following maps are available and
+         randomly yet extremely fairly (you wouldn't believe the
+         effort that went into this) chosen uniformly at random among
+         the following:
+       </p>
+       <style>
+         table#jbm-maps th {
+           min-width: 6em;
+           text-align: right;
+         }
+         table#jbm-maps td {
+           text-align: right;
+           padding-right: 1em;
+         }
+       </style>
+       <table class="jbm-statement" id="jbm-maps" style="margin: 1ex">
+         <tr>
+           <th>Road length</th>
+           <th>Stones</th>
+         </tr>
+         <tr>
+           <td><const>6</const></td>
+           <td><const>15</const></td>
+         </tr>
+         <tr>
+           <td><const>6</const></td>
+           <td><const>30</const></td>
+         </tr>
+         <tr>
+           <td><const>14</const></td>
+           <td><const>30</const></td>
+         </tr>
+         <tr>
+           <td><const>14</const></td>
+           <td><const>50</const></td>
+         </tr>
+       </table>
+       <p>
+         You may also override them via game
+         settings <var>roadLength</var> and <var>initialStones</var>,
+         so long as you remember you won't be choosing them for
+         ranking play.
+       </p>
      </div>
    </div>
      </div>
    </div>
-   <div class="statement-section statement-changelog">
-     <h2>Change Log</h2>
-     <ul>
-       <li>
-         Terminate game when there are no more stones in sight.
-       </li>
-       <li>
-         More pretty. (SRLSLY)
-       </li>
-       <li>
-         No more void maps. (root cause: java <const>%</const> on a
-         negative seed)
-       </li>
-     </ul>
+   <div class="statement-section statement-protocol">
+     <h2>
+       <span class="icon icon-protocol">&nbsp;</span>
+       <span>Change Log</span>
+     </h2>
+     <p>
+       I'm not maintaining the full changelog here anymore as the
+       <a href="https://troll.desast.re/troll.git">game's source
+       repository</a> is now publicly available.  I'll just make note
+       of the single latest change, so you can know how far behind you
+       were lagging.  Patches welcome, BTW.
+     </p>
+     <p>
+       This draft's last change is:
+       <strong>
+         not taking any more suggestions.
+       </strong>
+     </p>
+   </div>
+   <div class="statement-story-background">
+     <div class="statement-story"
+          style="position: relative; min-height: min-content">
+       <div class="story-text">
+         <div style="text-align: center">
+           &ldquo;Trolls simply detest the very sight of dwarves (uncooked).&rdquo;
+         </div>
+         <div style="text-align: right">
+           &mdash;&nbsp;J.R.R. Tolkien, <i>The Hobbit</i>
+         </div>
+       </div>
+       <div class="story-text" style="margin-top: 4em">
+         <p>
+           Based on an involuntary suggestion by
+           <span class="card" cg-codingamer-card-popup=""
+                 userid="user.codingamer.userId">
+             <a class="pseudo"
+                href="/profile/dbfa96e0ac9b77a3db679628f27224ae8509333"
+                title="Zaap38">Zaap38</a>
+           </span>
+           on the #Fr channel.  The original appears to be by
+           <a href="http://andre.lovichi.free.fr/teaching/ea/2015-2016/cours/troll/Trolls_et_chateaux.pdf">
+             Romain Andr&eacute;-Lovichi
+           </a>.
+         </p>
+       </div>
+     </div>
    </div>
 </div>
    </div>
 </div>