- May 17, 2013
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Sam Moore authored
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- May 16, 2013
- Apr 20, 2013
- Apr 12, 2013
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Sam Moore authored
The code is getting really ugly, but it works
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- Apr 05, 2013
- Apr 02, 2013
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Sam Moore authored
Because the SDL_ENABLE_SCREENSAVER flag wasn't working
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- Mar 29, 2013
- Mar 28, 2013
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git://git.ucc.asn.au/progcomp2013Sam Moore authored
I have no idea why this merge is necessary, Presumably I did something.
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Sam Moore authored
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- Mar 27, 2013
- Mar 23, 2013
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Sam Moore authored
Probably doesn't work
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- Mar 22, 2013
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Sam Moore authored
Changed the Piece and Board classes slightly so that I can make an efficient C++ agent. I plan to make SilverFish as good as I possibly can. Rather than writing 6 different mediocre sample agents like I did last year, I will just focus on this one. Technically I can't enter my own competition, so SilverFish is still just a sample agent. Anyway it still just defaults to random moves at the moment.
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- Mar 21, 2013
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Sam Moore authored
Pretty terrible, introduced weeks ago when trying to improve efficiency. Also fixed bug with --reveal switch. Agent Bishop should play better as a result of this (the former not the latter).
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- Mar 19, 2013
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Sam Moore authored
Just because it bugged [BOB] that the screen never went to sleep when using qchess_login.sh Aren't I nice?
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- Mar 14, 2013
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Sam Moore authored
- Use regex in ExternalAgent to cope with Fortran agents - Add "Q" to graphics (although somehow that did get committed?) - Did something in src/board.py... no idea what
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- Mar 10, 2013
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Sam Moore authored
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- Mar 05, 2013
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Sam Moore authored
It occasionally gets confused and breaks. Fixing is an excercise for any fools that decide to use FORTRAN.
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- Feb 28, 2013
- Feb 25, 2013
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Sam Moore authored
As a result, found an issue where qchess was printing "-1" as the index whenever a King was selected. I don't know why that didn't break the python agent, but it definitely breaks the C++ agent, so I fixed it.
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- Feb 19, 2013
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Sam Moore authored
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- Feb 18, 2013
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Sam Moore authored
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- Feb 12, 2013
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Sam Moore authored
Got sidetracked writing "swarm" to parallelise rounds. It's not ready yet, but I wrote run.sh to run a round. Which should work even if I never finish swarm. It'll just be ridiculously slow. Changed structure of agents directory (same as last year). Minor changes to qchess. Added yet another wrapper class for replaying logs. FileReplayer replaces the standard python file; if a game is still in progress you can use that. I noticed the Http log replay was breaking a while ago, but I haven't investigated. TODO: - Finish swarm - Generate pretty html pages from results (but hopefully make the script nicer than last years) - Handle errors/illegal moves properly. Enforce the timeouts. - Include draws/stalemate - events? prizes? profit? - BUG FIXING - Read TODO lists more often, because I usually just write them and then never read them
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- Jan 31, 2013
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Sam Moore authored
- Fixed storing of whether pieces were revealed or not in log files - Just prepend '?' to the hidden types, removed the Piece.types_revealed list - Implemented Agent resetting of board state from strings - ReplayPlayer will call the Agent.reset_board() function - run_agent() looks for lines between "BOARD" and "END BOARD" - This API will not be compulsory for entered agents - All games will start with the initial board state, it is not required - Fixed other stuff with log files - Needed to work out whose turn it is when the game continues from a log - HttpLog -> ShortLog (since it just writes to a file) - To get a log from http, use --file=http://address - This works for either ShortLog or LogFile written logs - But if the game hasn't ended there is a bug with the LogFile logs - Can now have multiple logs at the same time - Hopefully nothing is borked
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- Jan 30, 2013
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Sam Moore authored
Need to tidy things up. Differ between 'short' log and full log. Make HttpGetter work for either. "short" log has the entire board state and most recent selection/move. "full" log has the original board state and all moves up to the current point. I started the "short" log so I could make it easy to watch games played on the server, but I think it might be useful for testing now. But I need to work on it first. Since short log prints the board state rather than all moves, agents don't know what is going on when short log is read back. If I implement an API for that, then people can write their own starting game states. Also need to indicate whether pieces are revealed or not in their string, and interpret correctly in reading the short logs Or not... perhaps this is getting too complicated? NEVER
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Sam Moore authored
And then rewrote what I originally had anyway
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Sam Moore authored
Get log to show last selection and movement So that the "client" doesn't get confused if it misses a selection/move Client has to rebuild the board every time, yuck
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Sam Moore authored
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Sam Moore authored
Whoops Probably going to get a lot of really small commits for a while...
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