[comp.sys.amiga.games] crobots

zinkv@azu21.ifistg.uucp (Volker Zink) (06/12/90)

	Hello,

I got the game CRobots from comp.binaries.amiga and want to
know if there is someone out there who also programs such
a CRobot. If there is someone, I thought it would be nice
to exchange some robots.

Bye...
		Volker
---------------------------------------------------------------------------
Volker Zink               Email: zinkv@azu.informatik.uni-stuttgart.dbp.de
Student                   local: zinkv@azu
Universitaet Stuttgart
BR Deutschland

xrtnt@amarna.gsfc.nasa.gov (Nigel Tzeng) (06/13/90)

In article <2679@ifi.informatik.uni-stuttgart.de>, zinkv@azu21.ifistg.uucp (Volker Zink) writes...
^ 
^	Hello,
^ 
^I got the game CRobots from comp.binaries.amiga and want to
^know if there is someone out there who also programs such
^a CRobot. If there is someone, I thought it would be nice
^to exchange some robots.
^ 
^Bye...
^		Volker
^---------------------------------------------------------------------------
^Volker Zink               Email: zinkv@azu.informatik.uni-stuttgart.dbp.de
^Student                   local: zinkv@azu
^Universitaet Stuttgart
^BR Deutschland

I could upload one from my IBM version of the game and mail it to you if you
like.  I haven't tried getting a C-Robots for my Ami yet...is it on FTP?

NT

--------------------------------------------------------------------------------
   // | Nigel Tzeng - STX Inc - NASA/GSFC COBE Project
 \X/  | xrtnt@amarna.gsfc.nasa.gov
      | 
Amiga | Standard Disclaimer Applies:  The opinions expressed are my own. 

ill@uni-paderborn.de (Markus Illenseer) (06/27/90)

Hi ! I just got the new Version of CRobots. But I have a problem:
If I start playing a match, CRobots will reply me the winner of the match.
But when I start the visual Display, I can't see anything, the counter
on the right bottom is counting up to, say 60, then it stops, and nothing
else is done. I think, the game is hang up then...
My Question: Does anybody see something on the screen, must I wait or have
I a wrong Version ?

 Please Reply in this group, or mail.
CU, Markus.
********************************************************************************
   Markus Illenseer                           I'm sorry Dave, I can't do that. 
         Bergstr. 4         /|  /|  |                    Odyssee 2001, Clarke 
     4790 Paderborn        / | / |  |    
          W-Germany       /  |/  |  |       Email: ill@saturn.uni-paderborn.de 
********************************************************************************

kdugas@dukee.egr.duke.edu (Kenneth R Dugas) (07/18/90)

Here is the 3rd generation of my first robot, it beats all the ones I got with
CRobots2.3.  To recover it, delete everything above the"begin 644 ...", and
uudecode it.  If you come up with any decent robots, I would appreciate a 
copy of them.        Ken Dugas (kdugas@dukee.egr.duke.edu)
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`
end

xrtnt@amarna.gsfc.nasa.gov (Nigel Tzeng) (07/19/90)

Hi!

Here's the first robot I made in IBM C-Robots.  I copied over to the amiga and
tried it out (and compiled it) and it seems to work okay.  It's not a great
design but it was the first "racetrack" type of robot and seems to win at least
half the time vs the older opponents.  The tracking algorithm sucks though.  I
have to look around for one of the newer models or improve this one.

In a match of 50 games it won 26 out of 24 versus the frankenstein robot
someone posted.

NT

Delete everything above the "cut here" line (including that line) and UUDECODE
the rest.

--------------------------------------------------------------------------------
   // | Nigel Tzeng - STX Inc - NASA/GSFC COBE Project
 \X/  | xrtnt@amarna.gsfc.nasa.gov
      | 
Amiga | Standard Disclaimer Applies:  The opinions expressed are my own. 

---cut here---cut here---cut here---cut here---cut here---cut here---cut here---
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end
size 3780

bscott@nyx.UUCP (Ben Scott) (07/20/90)

In article <2842@dftsrv.gsfc.nasa.gov> xrtnt@amarna.gsfc.nasa.gov writes:
>Hello...what was the thought on posting robots in c.s.a?  I finally got my old
>IBM robot on to my Ami and compiled it.  Is there sufficient interest to
>clutter up c.s.a further or should the interested parties start a mailing list?

Two C-Robot executables (no source, sadly) have already been posted to 
comp.sys.amiga.games, where this message has been redirected I hope.  Actually,
since you probably don't read this group already you probably won't get this
message, but oh well.  

I am attempting to debug my own CRobot which will, I hope, eventually be able
to do things like anticipate for moving targets.  Right now it's got some 
obscure bugs, which should NOT be happening, and the debug mode is, of course,
useless.  But once I get it done, I'll post it here (WITH source code, 
most likely) and maybe we can get a regular contest going.  

I have tried both Veer and Frankenstein3 which have been posted here, and
Frankenstein3 wins at least 80% of the matches, even against two or three 
Veers or other robots.  Mine will beat Frankenstein3.  I call it Berserker.
This is because it does a lot of screaming and leaping, and doesn't pay too
much attention to avoiding walls, but it attacks ruthlessly until the enemy
is gone.  And, like I said, it will have some rather sophisticated target
acquisition and tracking routines which will enable it to judge the speed 
of the target and anticipate it's shots.  The only thing it won't compensate
for is wind.

.                            <<<<Infinite K>>>>

--
.---------------------------------------------------------------------------.
|Ben Scott, professional goof-off and consultant at The Raster Image, Denver|
|Amiga UUCP node domain: bscott@vila.denver.co.us Else: bscott@nyx.cs.du.edu|
|FIDO point address 1:104/421.2, or call the Arvada 68K BBS at (303)424-9831|
|"Don't embarrass us..."  "Have I ever?" - Buckaroo Banzai  | *AMIGA POWER* |
`---------------------------------------------------------------------------'

jake@melmac.umd.edu (Rob Borsari) (07/22/90)

   I have version 2.3w of Crobots runing on an A2000 with GVP 030/882
4 meg 32bit ram 4 meg 16bit fast ram and 1 meg chip ram.

My problem is that the robots shots explode and the explosion stays on screen.
 Is this a bug in the release or a problem with my hardware (I have tried with
 the 030 disabled).  I got the program off of a local BBS, if there is an FTP
 site with the program please let me know.  Thanks in advance.

    jake@melmac.umd.edu  Rob Borsari         -R-
    (GRiD 1535  --  386, 100megHD, and drives nails too)

bscott@nyx.UUCP (Ben Scott) (07/25/90)

In article <9007220151.AA02222@melmac.umd.edu> jake@melmac.umd.edu (Rob Borsari) writes:
>   I have version 2.3w of Crobots runing on an A2000 with GVP 030/882
>4 meg 32bit ram 4 meg 16bit fast ram and 1 meg chip ram.

 Congratulations... I bet you're getting more than .0000319 MIPS on that 
virtual CPU...

>My problem is that the robots shots explode and the explosion stays on screen.
> Is this a bug in the release or a problem with my hardware (I have tried with
> the 030 disabled).  I got the program off of a local BBS, if there is an FTP

I've not seen that bug and I have the same version.  I would say it is a 
problem with the caches on the '030 except that you said you tried it without
the '030 running (and I assume the problem did not go away).  Just try 
downloading it again, or get it from the xanth archives (it came across
comp.binaries.amiga recently).

As for Berserker (now at 4.0 and, like a Microsoft program, getting slower
all the time) I'm on the verge of junking it in favor of a total rewrite.  It
is still an absolutely crack shot - it can hit just about anything, no matter
what it's doing, unless it actually changes course after the shot is released,
but it's only capable of firing about every 10 seconds at best... when the
target is moving fast, maybe every minute or so... it still HITS, really makes
some beauty shots from long distances, but that does no good if it can be killed
between one shot and the next.  The whole program needs some serious help, and
optimization (at least the way *I* do it...) just makes it worse.

I wish someone would post SOURCE CODE for their robots - the last two which
were posted here were very very good programs, even though they're rotten 
shots and aren't real fancy movers either... but they win.  Annoying.

.                           <<<<Infinite K>>>>

--
.---------------------------------------------------------------------------.
|Ben Scott, professional goof-off and consultant at The Raster Image, Denver|
|Amiga UUCP node domain: bscott@vila.denver.co.us Else: bscott@nyx.cs.du.edu|
|FIDO point address 1:104/421.2, or call the Arvada 68K BBS at (303)424-9831|
|"Don't embarrass us..."  "Have I ever?" - Buckaroo Banzai  | *AMIGA POWER* |
`---------------------------------------------------------------------------'

xrtnt@amarna.gsfc.nasa.gov (Nigel Tzeng) (07/25/90)

  In article <1654@nyx.UUCP>, you write...
  ^ 
  ^As for Berserker (now at 4.0 and, like a Microsoft program, getting slower
  ^all the time) I'm on the verge of junking it in favor of a total rewrite.  It
  ^is still an absolutely crack shot - it can hit just about anything, no matter
  ^what it's doing, unless it actually changes course after the shot is released,
  ^but it's only capable of firing about every 10 seconds at best... when the
  ^target is moving fast, maybe every minute or so... it still HITS, really makes
  ^some beauty shots from long distances, but that does no good if it can be killed
  ^between one shot and the next.  The whole program needs some serious help, and
  ^optimization (at least the way *I* do it...) just makes it worse.
  ^ 
  ^I wish someone would post SOURCE CODE for their robots - the last two which
  ^were posted here were very very good programs, even though they're rotten 
  ^shots and aren't real fancy movers either... but they win.  Annoying.
  ^ 
  ^..                           <<<<Infinite K>>>>
  ^ 
  ^..---------------------------------------------------------------------------.
  ^|Ben Scott, professional goof-off and consultant at The Raster Image, Denver|
  ^`---------------------------------------------------------------------------'

  I'll upload mine and either post it or mail it to you.  I'd like to see your
  tracking logic before you junk it ;-).  I had a fairly elaborate one in a later
  robot (now lost) but it had problems with identification in the "melee" field. 
  Crossover paths would confuse it a bit...

  You should probably opt for a 'racetrack' type of movement.  Lousy trackers
  have bad times with leading unless they program for one type of robot (IMHO 
  that's cheating ;-).  If you can cut it close enough to the wall you reduce 
  your scanning area by quite a lot...  That WAS the original intent of such a
  path but the lousy tracking logic I first put in really didn't take advantage
  of this.  Plus it is still a little too far out from the wall for me to be
  really comfortable about not scaning supposed "empty" areas ;-).

  Nigel

  ------------------------------------------------------------------------------
     // | Nigel Tzeng - STX Inc - NASA/GSFC COBE Project
   \X/  | xrtnt@amarna.gsfc.nasa.gov
        | 
  Amiga | Standard Disclaimer Applies:  The opinions expressed are my own. 

bscott@nyx.UUCP (Ben Scott) (07/26/90)

In article <2895@dftsrv.gsfc.nasa.gov> xrtnt@amarna.gsfc.nasa.gov writes:
> ^As for Berserker (now at 4.0 and, like a Microsoft program, getting slower
> ^all the time) I'm on the verge of junking it in favor of a total rewrite.  It
> ^is still an absolutely crack shot - it can hit just about anything, no matter
[...] 
> I'll upload mine and either post it or mail it to you.  I'd like to see your
> tracking logic before you junk it ;-). I had a fairly elaborate one in a later
> robot (now lost) but it had problems with identification in the "melee" field.
>  Crossover paths would confuse it a bit...

I'd like to see it.  If you like I can send you three major revisions of my
'bot - they have other bugs in various stages of being fixed, but the tracking
routine was rewritten completely three different times.  All three were just too
slow for fast-moving targets.  I now have some other ideas from a local friend
who wrote a tracking routine with some of the features of mine, but taking it
in an entirely different direction.  The new robot (no longer named berserker
because it won't really behave like one) will incorporate these.
 
As for "crossover" paths, I ignored that problem.  If a robot crossed in front
of my target, and was locked on to, one shot might go wide but thereafter I'd
simply be locked onto the nearest robot again... no big deal.

>  You should probably opt for a 'racetrack' type of movement.  Lousy trackers
>  have bad times with leading unless they program for one type of robot (IMHO 
>  that's cheating ;-).  If you can cut it close enough to the wall you reduce 
>  your scanning area by quite a lot...  That WAS the original intent of such a

What I wanted was something that always headed towards the target, stopping 
only when it died.  But it's REAL hard to keep an accurate lock on a target 
which is very close by and moving fast... so, no "Berserker" any more.

What has been recommended to me is a "zigzag" pattern by someone who doesn't
know how CRobots move... but I may try it.  Trouble is, if you have to slow
down to 50% just to change course (course changes at above that speed are
thrown out which caused the "dizzy spell" bug Berserker 1-3 had), it is kinda
hard to follow a curved path at high speed... 

I'll send you my 'bots, but remember, the comments are not comprehensive and
the bugs vary from version to version... 

.                           <<<<Infinite K>>>>

--
.---------------------------------------------------------------------------.
|Ben Scott, professional goof-off and consultant at The Raster Image, Denver|
|Amiga UUCP node domain: bscott@vila.denver.co.us Else: bscott@nyx.cs.du.edu|
|FIDO point address 1:104/421.2, or call the Arvada 68K BBS at (303)424-9831|
|"Don't embarrass us..."  "Have I ever?" - Buckaroo Banzai  | *AMIGA POWER* |
`---------------------------------------------------------------------------'