X-Git-Url: https://troll.desast.re/troll.git/blobdiff_plain/6ef0e5acc5766622fac2153819c88fd196b0ea1b..9656502aaa68fb88bfc0664b0d60e8ed25a9acb0:/config/statement_en.html diff --git a/config/statement_en.html b/config/statement_en.html index ddd551d..05a95cf 100644 --- a/config/statement_en.html +++ b/config/statement_en.html @@ -29,9 +29,7 @@
The following ideas are still in flux, waiting for some opinions. Please drop a word on the - - contribution's page - + contribution's page or on the forum @@ -42,25 +40,38 @@
  • 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. - Off the top of my head: + Leagues
      -
    1. single small map, cheating is tolerated, boss plays 1
    2. -
    3. the four maps, no cheating, boss plays tit for tat
    4. -
    5. full map continuum
    6. +
    7. + single small map, cheating is tolerated, boss plays tit + for tat (9/10) or cheats (1/10) +
    8. +
    9. + rock troll and ice troll unlocked; multiple rounds; + four maps available; no cheating; boss plays well but + not perfect +
    10. +
    11. + 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.
  • - 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. + Fog of war? Cancelled. Not in this game.
  • - Praise for my artistic skillz + Praise for my artistic skillz. There can never be enough + of that.
  • Other remarks? @@ -91,13 +102,148 @@ 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: “Just read the sample code. You can + figure this out.” Here are the formalities for that + other part of the audience. +

    +
    +
    Map Input
    +
    +

    + This section's HTML gets messed up somewhere in the SDK + pipeline. I reported it there; and there + you'll be able to find a readable representation of this + block. Sorry about the inconvenience… +

    +

    + Your first line of input contains five space-separated + parameters: + roadLength initialStones + gameSeed gameSide + reserved +

    +
    +
    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 mecessarily 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 + 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. +

    +
    +
  • +
    +

    +   + Proper RNG seeding examples +

    + + + + + + + + + + + + + + + + + +
    Language FamilySample
    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
    +

      @@ -105,22 +251,37 @@

    - 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: + 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 length│Stones
    ──────────┼──────
    6│15
    6│30
    14│30
    14│50
    + + + + + + + + + + + + + + + + + + + +
    Road lengthStones
    615
    630
    1430
    1450

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

    @@ -140,7 +301,7 @@

    This draft's last change is: - game parameters can be overridden. + early game termination.