Timeline for answer to Sandbox for Proposed Challenges by Rainbolt
Current License: CC BY-SA 3.0
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24 events
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| Jun 17, 2020 at 9:03 | history | edited | CommunityBot |
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| May 6, 2015 at 21:15 | history | wiki removed | Martin EnderMod | ||
| May 3, 2015 at 15:37 | history | made wiki | Post Made Community Wiki by Martin EnderMod | ||
| Feb 4, 2015 at 22:55 | history | edited | Rainbolt | CC BY-SA 3.0 |
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| Feb 4, 2015 at 22:40 | comment | added | Peter Taylor |
I didn't look very closely at that command line. It should be java MyBot (or maybe java -classpath c:\ MyBot, not java C:\MyBot.java. Other that that, looks good.
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| Feb 4, 2015 at 21:38 | comment | added | Rainbolt | Discussed in chat and made the change. I think I've addressed all comments up to now. | |
| Feb 4, 2015 at 21:36 | history | edited | Rainbolt | CC BY-SA 3.0 |
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| Feb 4, 2015 at 21:28 | comment | added | Rainbolt |
@PeterTaylor 2000 bytes it shall be, then. I changed the row delimiter to ; to eliminate confusion. I added that columns are zero indexed. The rule about external resources was intended to allow you to fetch from existing resources, but to disallow you to fetch from resources that were created after the fact. In hindsight, this might open the door to abuse, so I've removed that allowance. I'm unsure if this leaves the challenge vulnerable or not, so I'll bring it up in chat.
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| Feb 4, 2015 at 21:27 | history | edited | Rainbolt | CC BY-SA 3.0 |
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| Feb 4, 2015 at 21:20 | comment | added | Peter Taylor | The byte limit and timing restriction between them may be too much: I can't see any approach which attempts a real analysis fitting into 500 bytes except in a golfing language which will struggle with the time limit. Maybe 2kB would be a better compromise. | |
| Feb 4, 2015 at 21:19 | history | edited | Rainbolt | CC BY-SA 3.0 |
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| Feb 4, 2015 at 21:19 | comment | added | Geobits | I feel that with a strict byte limit, you're most likely to see mainly versions of min/max or other "simple" algorithms. If you want more interesting or varied players, you may want to relax it. Banning extensive hard-coding is good, but I'd hate for it to come at the expense of creativity. | |
| Feb 4, 2015 at 21:18 | comment | added | Peter Taylor |
I got distracted by looking for work on perfect play and didn't post the thoughts I had. I'm slightly confused about the input format: is \n a literal backslash followed by an n, or does it mean a newline character? The latter would be my assumption, but the example input makes it look literal (and wouldn't work if it were newline). I don't think you specify whether the output assumes 0-indexed or 1-indexed columns. I'm not sure whether the rule about external resources is intended to indicate that I can fetch stuff from the web without it counting towards the byte limit.
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| Feb 4, 2015 at 20:37 | comment | added | Rainbolt | @PeterTaylor Thank you for that. Knowing what you just found out, do you think that the 500 byte limit plus the timing restriction are enough to make the challenge interesting? If someone can solve Connect Four optimally under those restrictions, then at least PPCG has created something worth having, right? I'm just asking because nobody has upvoted the sandbox proposal, so I assume that maybe there are still some concerns about it. | |
| Feb 4, 2015 at 20:14 | comment | added | Peter Taylor | I took a program that claims to do perfect play and added some timing: the vast majority of its moves take less than 1ms; in about 1 game in 8 it has a single move which takes more than 1s. The longest I've seen was just short of 2s, so with a bit of optimisation and a more modern computer it might well come inside the 1s limit. The byte limit would hit it hard, though: its opening book is 12k. | |
| Feb 4, 2015 at 17:25 | comment | added | Rainbolt | @FryAmTheEggman It will be a little while. I haven't written the controller yet. Thanks for the feedback! | |
| Feb 4, 2015 at 17:21 | comment | added | FryAmTheEggman | 500 seems fine, but it might squeeze Java / C# entries. I'll see how long a pretty bad bot is over the weekend if you haven't posted yet ;p | |
| Feb 4, 2015 at 17:09 | history | edited | Rainbolt | CC BY-SA 3.0 |
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| Feb 4, 2015 at 17:08 | comment | added | Rainbolt | @FryAmTheEggman I am totally fine with a few hard coded moves, but perhaps I should reintroduce the byte limit that I originally had in place. Do you think 500 characters is sufficient? I went ahead and added it back. I also added a restriction on external resources to prevent external hard coding. It's probably a loophole, but one worth covering I think. (I'm in chat btw if you want to discuss.) | |
| Feb 4, 2015 at 17:07 | comment | added | FryAmTheEggman | Oops, didn't see that, sorry :S I think there might be problems still, as several moves could be hard-coded in. (i.e. the first move(s) is always just the middle column) | |
| Feb 3, 2015 at 23:17 | history | edited | Rainbolt | CC BY-SA 3.0 |
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| Feb 3, 2015 at 23:00 | history | edited | Rainbolt | CC BY-SA 3.0 |
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| Feb 3, 2015 at 22:54 | history | edited | Rainbolt | CC BY-SA 3.0 |
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| Feb 3, 2015 at 22:33 | history | answered | Rainbolt | CC BY-SA 3.0 |