1. 19 May, 2013 2 commits
  2. 17 May, 2013 1 commit
  3. 16 May, 2013 2 commits
  4. 20 Apr, 2013 5 commits
  5. 12 Apr, 2013 1 commit
  6. 05 Apr, 2013 2 commits
  7. 02 Apr, 2013 1 commit
  8. 29 Mar, 2013 3 commits
  9. 28 Mar, 2013 2 commits
  10. 27 Mar, 2013 3 commits
  11. 23 Mar, 2013 1 commit
  12. 22 Mar, 2013 1 commit
    • Sam Moore's avatar
      Improving C++ API · 7518ec8d
      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.
  13. 21 Mar, 2013 1 commit
    • Sam Moore's avatar
      Fixed bug with probabilities · 8571bc0c
      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).
  14. 19 Mar, 2013 1 commit
    • Sam Moore's avatar
      Add screen blackout to qchess · c0c346f9
      Sam Moore authored
      Just because it bugged [BOB] that the screen never went to sleep when using qchess_login.sh
      Aren't I nice?
  15. 14 Mar, 2013 1 commit
    • Sam Moore's avatar
      Actually commit stuff from ages ago · 5287b4f8
      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
  16. 10 Mar, 2013 1 commit
  17. 05 Mar, 2013 1 commit
    • Sam Moore's avatar
      Added Fortran sample Agent · 17d3a7ed
      Sam Moore authored
      It occasionally gets confused and breaks. Fixing is an excercise for any fools that decide to use FORTRAN.
  18. 28 Feb, 2013 3 commits
  19. 25 Feb, 2013 1 commit
    • Sam Moore's avatar
      Added C++ agent · 559edeec
      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.
  20. 19 Feb, 2013 1 commit
  21. 18 Feb, 2013 1 commit
  22. 12 Feb, 2013 1 commit
    • Sam Moore's avatar
      Getting ready to run rounds · a6d91c8b
      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
  23. 31 Jan, 2013 1 commit
    • Sam Moore's avatar
      Messing with log files · 3decbfd6
      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
  24. 30 Jan, 2013 3 commits
    • Sam Moore's avatar
      It works! · a238aa7a
      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?
    • Sam Moore's avatar
      I think I just borked things... · 09f14db7
      Sam Moore authored
      And then rewrote what I originally had anyway
    • Sam Moore's avatar
      There's probably a better way of doing this... · 337c794f
      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