X-Git-Url: https://troll.desast.re/troll.git/blobdiff_plain/076ea5bbdda8751cd178b657157d3a08458b7c7b..refs/heads/stable:/config/statement_en.html?ds=sidebyside diff --git a/config/statement_en.html b/config/statement_en.html index 88c6b65..38b390f 100644 --- a/config/statement_en.html +++ b/config/statement_en.html @@ -1,4 +1,4 @@ -
+

@@ -16,41 +16,55 @@ 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!) -
    -
  • - is it even worth publishing? can the problem be totally solved? -
  • +
    +

    + 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: +

    +
    1. - 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)
    2. - 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
    3. - fog of war? (see only troll position, not enemy throw/stones left)
      - variable 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. +
    4. -
    5. - Praise for my artistic skillz -
    6. -
    7. - Other remarks? -
    8. -
+ +

+ 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. +

+

+ You're still welcome to discuss the game + + on the forum + + or report a bug + + on the contribution's page. + +

@@ -73,25 +87,240 @@

  - I/O Protocol + 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 five space-separated + parameters: +

+
+
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. +
+
gameSide
+
+ which side you're on, as -1 + or 1. It's not supposed to make a + difference to how you handle the rest of the game, but + you can XOR it to your gameSeed to have a + (reproducible) random that doesn't necessarily draw + when it plays against itself. +
+
reserved
+
+ reserved for future use, ignore for now. +
+
+
+
+
+
Turn Input
+
+

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

+
+
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 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. +

+
+
+
+
+
+

+   + Proper RNG seeding examples +

+ + + + + + + + + + + + + + + + + + +
Language FamilyInspiration
JVM + long mySecretSalt = 0x4242424242424242L;
+ Random random = new Random(gameSeed ^ gameSide ^ mySecretSalt); +
C, C++, Perl… + srand(gameSeed ^ gameSide ^ 0xdeadb33f);
+ std::srand(gameSeed ^ gameSide ^ 12345);
+ srand( $gameSeed ^ $gameSide ^ 0xCAFE_BABE ); +
OtherUnachievable until proven otherwise
+
+
+

+   + Expert rules +

+
+

+ 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: +

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

+ You may 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

-
    -
  • - Terminate game when there are no more stones in sight. -
  • -
  • - More pretty. (SRLSLY) -
  • -
  • - No more void maps. (root cause: java % on a - negative seed) -
  • -
+
+

+   + 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: + + not taking any more suggestions. + +

+
+
+
+
+
+ “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 + . +

+
+