X-Git-Url: https://troll.desast.re/troll.git/blobdiff_plain/00ef746e66b9aa761ca570cffea2a695f007fd9e..a78210b2e4295eaf8dee8215d4ffe5e062b4efb3:/config/statement_en.html diff --git a/config/statement_en.html b/config/statement_en.html index 4784b15..edffecf 100644 --- a/config/statement_en.html +++ b/config/statement_en.html @@ -1,4 +1,4 @@ -
+

@@ -16,42 +16,62 @@ Rules

- You have to shoot at least 1 stone per - turn if you have any left. -
+ If you have stones, shoot 1 or more of them. +
+ If you don't have stones, shoot 0 exactly. +
-
+

-   +   Rule Evolution

-
- The following points are still ideas in flux, waiting for some - opinions (leave a comment on the draft submission page!) +
+ The following ideas are still in flux, waiting for some + opinions. Please drop a word on the + contribution's page + or + + on the forum +
    -
  • +
  • Is it even worth publishing? can the problem be totally solved? -
  • +
  • More maps? (a map is a {road length} × {initial stone count} pair) + → Yes, there will be more maps.
  • - Leagues? I could conceive the referee being permissive - (allow 0 stones thrown) in the first one, and then strict. + Leagues +
      +
    1. + single small map, cheating is tolerated, boss plays tit + for tat (9/10) or cheats (1/10) +
    2. +
    3. + rock troll and ice troll unlocked; multiple rounds; + four maps available; no cheating; boss plays well but + not perfect +
    4. +
    5. + all races unlocked; map continuum, no boss but default + AI doesn't lose. + +
    6. +
    + 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.
  • - Fog of war? (see only troll position, not enemy throw/stones left) + Fog of war? Cancelled. Not in this game.
  • - variable for of war? (seeing enemy stones - is a boolean decided randomly as part of the map? -
  • -
  • - alternative fog of war? (seeing enemy stones only when - troll is close to us?) -
  • -
  • - Praise for my artistic skillz + Praise for my artistic skillz. There can never be enough + of that.
  • Other remarks? @@ -82,49 +102,182 @@ I/O Protocol
    - Just read the sample code. You can figure this out. +

    + This place used to read: “Just read the sample code. You can + figure this out.” Here are the formalities for that + other part of the audience. +

    +
    +
    Map Input
    +
    +

    + Your first line of input contains three space-separated + parameters: + roadLength initialStones seed +

    +
    +
    roadLength
    +
    + distance between both castles, between 6 + and 14. +
    +
    initialStones
    +
    + number of stones a castle starts the day with, + between 0 and 50. +
    +
    gameSeed
    +
    + 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. +
    +
    +
    +
    +
    +
    Turn Input
    +
    +

    + At each turn, you are provided with the following three + space-separated values: + trollDistance + stones + opponentStones +

    +
    +
    trollDistance
    +
    + distance between the troll and your castle +
    +
    stones
    +
    + number of stones you have left +
    +
    opponentStones
    +
    + number of stones your opponent has left +
    +
    +
    +
    +
    +
    Turn Output
    +
    +

    + After having received your turn input, you are to output + a single integer stones: the number of stones + you wish to throw at the troll. +

    +

    + You may optionally provide a message 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. + +

    +
    +
    +
    +
    Timing Considerations
    +
    +

    + You're currently allowed the default SDK timings. I + think it's one second for the first turn and 50 ms + then, but don't quote me on this. +

    +
    +
-
-

Change Log

-
    -
  • - Enforce the one-stone rule. (that also fixed the legacy - buh—sorry people! I put an easter egg in exchange) -
  • -
  • - Cutesy defeat animations. -
  • -
  • - Distinct castle sprites! -
  • -
  • - Terminate game when there are no more stones in sight. -
  • -
  • - More pretty. (SRLSLY) -
  • -
  • - No more void maps. (root cause: Java % on a - negative seed) -
  • -
+
+

+   + Expert rules +

+
+

+ In the lower leagues, the following maps are currently + available and randomly yet extremely fairly (you wouldn't + believe the effort that went into this) chosen uniformly at + random among the following: +

+ + + + + + + + + + + + + + + + + + + + + +
Road lengthStones
615
630
1430
1450
+

+ You can also override them via game + settings roadLength and initialStones, + so long as you remember you won't be choosing them for + ranking play. +

+
+
+
+

+   + Change Log +

+

+ I'm not maintaining the full changelog here anymore as the + game's source + repository 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. +

+

+ This draft's last change is: + + game seed is sent in inputs. + +

- Based on an involuntary suggestion by - - Zaap38 - - on the #Fr channel. The original appears to be by - - Romain André-Lovichi - . +
+ “Trolls simply detest the very sight of dwarves (uncooked).” +
+
+ — J.R.R. Tolkien, The Hobbit +
+
+
+

+ Based on an involuntary suggestion by + + Zaap38 + + on the #Fr channel. The original appears to be by + + Romain André-Lovichi + . +