PR Stanley prstanley at ntlworld.com
Mon Jul 16 06:28:40 EDT 2007

```Is this some sort of a war game?
At 11:14 16/07/2007, you wrote:
>This would be a lot of fun! Make sure to take the lessons from
>into account.
>
>regards,
>
>Bas van Dijk
>
>On 7/15/07, Hugh Perkins <hughperkins at gmail.com> wrote:
>>
>>The way it would work is:
>>- it shows up on a web-page
>>
>>The webpage shows the last submitted solution for each person
>>- anyone can select two solutions and click "Fight"
>>-> the scripts "fight" in an arena for a second or so, and the results are
>>published to the website
>>
>>The arena itself comprises:
>>- a 2d grid, of a certain size (or maybe variable size)
>>- each grid cell can be a wall, or one of the opponents
>>- the boundaries of the grid are walls
>>- random blocks of wall are placed around the grid
>>
>>The opponents only perceive what is in a section of space to their front, in
>>a 45 degree arc from either side of the direction they are facing
>>- each player can face along one of the four grid axes
>>
>>Each player takes it in turns to move
>>- at each move the player can:
>>    - move one square
>>    - turn 90 degrees, in either direction
>>    - fire
>>
>>Firing will score one point if the opponent is in the line of fire at that
>>time, and there are no intervening walls.
>>
>>Opponents can see the direction the other opponent is facing, as long as the
>>other opponent is in their view arc, and there are no intervening walls.
>>
>>Each turn is represented by a function something like:
>>
>>doturn :: String -> [[GridValue]] -> (Action,String)
>>
>>-- [[GridValue]] is a map of what Me sees this turn, or has seen previously
>>-- the Strings are a way for the function to pass state to itself between
>>moves
>>
>>data GridValue = Opponent | Me | Wall | Empty
>>data Action = Fire | MoveNorth | MoveSouth |MoveEast | MoveWest | TurnLeft |
>>TurnRight | Wait    -- (players can move backwards and sideways)
>>
>>The turn would be run as a separate thread, which either terminates
>>successfully, or is aborted after a fixed time x milliseconds (maybe 10
>>milliseconds?)
>>
>>The String that doturn produces at the end of a turn is passed back in at
>>the beginning of the next turn (so one could use gread/gshow to
>>serialize/deserialize arbitrary data types, and there is no limitation on
>>what data can be stored in the state).
>>
>>After say 1000 turns, the results are the points of each script. (or we
>>could give each script a number of "lives" and if its loses them all the
>>other script wins outright)
>>
>>
>>This can run on a hosted webserver probably, because each match is part of a
>>webpage request, and lasts a maximum of about a second, so shouldnt be
>>terminated prematurely by cpu-monitoring scripts.
>>
>>
>>_______________________________________________