X-Git-Url: https://troll.desast.re/troll.git/blobdiff_plain/6ef0e5acc5766622fac2153819c88fd196b0ea1b..1c62a29cdf79f170e5c8375f5a657cac085000b4:/config/statement_en.html?ds=sidebyside
diff --git a/config/statement_en.html b/config/statement_en.html
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--- a/config/statement_en.html
+++ b/config/statement_en.html
@@ -27,45 +27,44 @@
Rule Evolution
- 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} Ã {initial stone count} pair)
-
- -
- Leagues? I could conceive the referee being permissive
- (allow 0 stones thrown) in the first one, and then strict.
- Off the top of my head:
-
- - single small map, cheating is tolerated, boss plays 1
- - the four maps, no cheating, boss plays tit for tat
- - full map continuum
-
-
+
+ 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:
+
+
-
- Fog of war? (see only troll position, not enemy
- throw/stones left) Probably not in this game, be it simple,
- variable (seeing enemy stones is a boolean decided randomly
- as part of the map) or by distance.
+ single small map, cheating is tolerated, boss plays tit for
+ tat (9/10) or cheats (1/10)
-
- Praise for my artistic skillz
+ rock troll and ice troll unlocked; multiple rounds;
+ four maps available; no cheating; boss plays well but
+ not perfect
-
- Other remarks?
+ all races unlocked; map continuum, no boss but default
+ AI doesn't lose.
+
-
+
+
+ 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.
+
+
@@ -91,13 +90,140 @@
I/O Protocol
- Just read the sample code. You can figure this out.
-
- 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.
+
+ This place used to read: âJust read the sample code. You can
+ figure this out.â 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.
+
+
+
+