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22:00
I'm talking about making meta posts to try to improve the score of a specific non-meta answer
@flawr s/and/vs/ s/dogs/dog/
^ Mechanical calculator tries to divide by 0.
oops. :P
@El'endiaStarman Your moms sliderule is so long it has a 0 on it.
......I think that's one of the more clever "your mom" jokes I've seen in a while. :P
22:09
:D
Most people won't get it / don't even know what a sliderule is =P
Your moms log-log plot goes from -10 to 10
@LegionMammal978 You don't know????
I know what it is
22:14
I just agreed that most people don't
I'm not that good at interpreting carets=/
Rule of thumb: carets are agreement.
At times, however, they are ><>.
Fish?
Seafood?
greater-than-unequal?
@El'endiaStarman They can also mean "look up here, it might interest you"
^^ @flawr
22:18
v Inverse caret. Risky one. (U better post something interesting down here)
Infinite loop!
Just broke several chatbots
That just caused a stackoverflow.
I'm outa here.
Gn8
e4y1
22:19
kthxbai
Good night!
@DonMuesli Oh yeah, that too.
Hah, the codegolf.xyz proxy is working too good. Google picked up the SSL domain as the actual SSL equivalent to codegolf.SE.
Does anyone have suggestions for this KOTH? meta.codegolf.stackexchange.com/a/8832/2867
I'm trying to decide how complex I want the "bot language" to be.
I think the "strategy spectrum" for the game is pretty clear cut: either the best strategy is to have the bot-program only 1 token long and update it every turn, or spend your first several turns building up a long program that is left running.
The original game resolved this by having two bots, forcing players to either 1) write programs that can be run for multiple turns, or 2) only actively play with a single bot.
Okay, change of terminology: "program" refers to the thing users write, "instruction list" denotes the series of token the bot performs.
You should set the code mode in your markdown, because the current highlighting is a bit messed up.
@mınxomaτ code mode?
@Downgoat Wait a sec...
Oh nvm, I saw an old version apparently...
@PhiNotPi I quite like this idea.
@PhiNotPi Can a command be inserted at an arbitrary point?
22:50
@trichoplax yes
@PhiNotPi And is the entire 24 command program executed each turn, always starting with the first command?
I guessed those from the spec but I wasn't sure enough to assume I was right. Might be worth stating explicitly in the spec.
Sounds good to me. What more complex features were you considering? I'm guessing you don't want much in the way of control flow if the instruction list has to terminate for each turn?
24 is an arbitrary number, since I just decided it would be a good idea to have an upper limit
@trichoplax I think control flow is supposed to be handled by the meta-program?
22:57
I remember the discussion about how long an instruction list to use for the original Code Bots. I think being able to have multiple copies of the same program that would mutually repair was relevant to that choice, but here bots can only be controlled by other bots, and no instructions will ever be overwritten, so the number can be even more arbitrary...
@El'endiaStarman Yes it sounds like. So I was trying to think what other more complex features might be interesting, if control flow is ruled out.
lol - how much of the board??
All of it. Destroy all bots.
Closed: No winning criterion :P
Well...actually.........the only winning move is not to play... :P
(I swear I didn't plan that. :P)
23:01
Touche :)
@flawr Ah mah gahd dogs in the office I'm so jealous
@AlexA. I'll be happy if I never see fleas in an office again - it only takes one dog to visit and everyone gets bitten ankles until they fumegate...
@ChrisJester-Young Does just taking a screenshot of the image get around the geotagging problem?
@trichoplax Probably.
(I can probably survive without cat pictures - it's just what occurred to me when I saw your message)
23:09
@trichoplax ...hm.
@El'endiaStarman I've only just seen this - it is beautiful!
@El'endiaStarman Your moms epsilon is so big that N is zero.
I continue to be sad that the metagame around our codebots and other koth challenges generally only lasts a few days or weeks
I loved watching the metagame evolve over years for older programming contest games like Robot Battle and C++ Robots and Corewars
did anyone here ever play Food Chain? a simple game where you design an organism by setting 6(?) traits, then they compete for food among each other.
We have a few people working on KotH servers. At some point, we're gonna hit critical mass with those and all the KotHs in the Sandbox will get posted. :P
Maybe there should be an "emergent KotH" category that runs "forever".
@PhiNotPi The only more complex feature that comes to mind is a command to sacrifice a crystal. Perhaps only one command can be added per turn, but additional commands can be added at the cost of one sacrificed crystal each. So you decide whether to hoard crystals to get a high score or spend some on getting an advantage. Just a thought - personally I'd go with keeping it as simple as possible and seeing what strategies emerge from that.
@El'endiaStarman I wonder if I'll ever find the time to write a KotH server.
sadly the games seem to have stopped in 2014
15 years of what was probably an entirely untouched cron job
@ChrisJester-Young Really, PPCG just needs one platform that can run arbitrary code in (almost) all of the languages safely. You could run KotHs and do , and you could implement automatic checking of test cases for challenges.
@Sparr Great - I don't have to battle with getting STDIN/STDOUT to work - I can run my KoTH via email!
23:15
a lot of the best koth programming/etc challenges ran as email services
wow, I had forgotten about that shitty little visual basic app I wrote to help with that game
and now I've been reminded of an email address I was using in the late 90s that I had forgotten. time to google myself.
A lot of KoTHs seem to have a very short time limit per turn, allowing huge numbers of turns in a game. I've tended to assume this for my own ideas, but now you mention it, it would be interesting to see a KoTH with a game that has a much longer time limit, as long as the game isn't subject to exhaustive brute force.
0
A: Sandbox for Proposed Challenges

GamrCorpsParse a quaternion into a list code-golf parsing This challenge is fairly simple: parse a string form of a quaternion (ex. "1+2i-3j-4k") into a list/array (ex. [1 2 -3 -4]). However, the quaternion string can be formatted in many different ways... It may be normal: 1+2i-3j-4k It may have mi...

one neat aspect of food chain is that the game kept running
each of the four jungles was a single long-running game
new entries went right in alongside the old ones for the next turn/tick
Would old entries be removed if no email was received with next move, or would they continue living based on last received instruction?
imagine one of the codebots challenges running at one turn per second, forever, on a large toroidal playing field. any time a new player joins, the field expands and some copies of that new bot are added.
@trichoplax you didn't submit emails for moves, you submitted a whole self-contained bot/entry once and let it run indefinitely
23:22
Ah I see - the email was just to submit a bot, not to submit a turn?
Got it
Sounds good
> a commercial play-by-email game company
I did not know that was a thing...
it used to be
an offshoot of commercial play-by-postal-mail strategy/war/roleplay games
so those really would be email per turn?
yeah, those didn't involve bots, but a human playing the game
some of my favorite games of all times were de-commercialized versions of some play by email strategy games
sadly the best of which have long since died. only a few less-good older versions still run, and with depressingly shrinking and small communities
Do any of them lend themselves to being played by bots as a KoTH?
the ones humans played? not really
I mean, it would have been neat to have ai players in some of them, but the ones I really liked were too complex for an ai player to fully grasp or compete in.
however, there are a lot of old pbem bot games that could easily be ppcg koth tournaments
23:31
@trichoplax I was considering some kind of conditional statement, like "skip next instruction if there's an object in front of you". Maybe also some kind of jump, like "jump to the command after the next HALT token" which would allow for more complex programs.
Interesting. Control flow that is forwards only - allows decisions but not loops
@Sparr balance is a huge issue for these kinds of games
its the real reason MMORTS isn't a big thing
nearly all of them I can think of start new games frequently
@PhiNotPi I suppose it depends how much you want the game to be about the bots fending for themselves, and how much you want the bot controllers to intervene. Do you want to limit the processing capabilities of the bots to force the controllers to do most of the work, or have bots that only need occasional tweaking (if any)?
I've enjoyed every MMORTS I've played. Time of Defiance was fun while it lasted.
The problem with MMORTS isn't balance, it's how to deal fairly with offline players.
To which my answer has always been "let me code my own bot".
maybe even let people publish their bots, so people can choose among different bot strategies to defend for them while they are away.
Does anyone have any ideas on how I should implement something where an expression may contain a literal but a literal may also contain an expression?
23:44
if anyone could ever get access to the ToD sourcecode and run a server with an API to make it a bot contest... that would be amazing for me
ToD: Tunnels of Doom? Total Overdose? I'm not familiar with games so I can't guess...
also, do you think -> (a,b) a + b is a good function syntax?
Time of Defiance, which I mentioned 4 comments earlier :p
@Downgoat That's an expression body, not a function.
@Sparr Sometimes I am amazed by my lack of observation skills... :)
23:49
it was a sorta-massive RTS. maybe 64 players per game, iirc. games lasted for a few weeks.
maybe months
@mınxomaτ what do you mean? that's how I'm planning to implement lambdas in Cheddar, though I've never seen this sort of syntax for lambdas which is why I'm wondering if it's actually a good idea
@Downgoat This is a traditional function: (a, b) { return a+b }, and that is an expression body: (a, b) => a+b. An example for a language that uses expr. bodies is C#6
@mınxomaτ oh. Cheddar will have no "traditional functions" it'll just be expression bodies
should it have traditional functions?
Well, that'd be your decision.
I dom't think they are any advantages..
23:54
In C#, every function that can be expressed in one single expression can be converted to an expression body. I wouldn't use EBs for more than one expressions, since they become unreadable.
Case in point, here's an EB that got out of hand (It's recursive, too :D) :
Cheddar will have hopefully improved expression body syntax. It's pretty much like a mix between traditional syntax except where function is ->, and expression bodies
oh, expression bodes can be multiline too
@Downgoat Well, keep in mind the above is just one expression (a big, recursive ternary condition to be precise). There's just no EOL significance in C#.
I meant multi-expression. You'll be able to put {} around your expression bodies/functions
-> (a,b) {
    return a + b
}
that'll also be valid

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