Artificial Life Platform; enables you to write competiting AIs
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2011-11-30 01:40:33 +01:00
.gitignore gitignore 2011-11-26 19:41:27 +01:00
agent.cc agent::on_action_takes(): Call die() only if not dead 2011-11-29 23:11:59 +01:00
agent.h Fix agent initialization 2011-11-27 17:05:16 +01:00
connection.cc connection::senses(): Split to many smaller printfs 2011-11-30 01:40:33 +01:00
connection.h Connection: Add negotiation phase 2011-11-27 05:06:46 +01:00
main.cc Now, agents can disappear after action_takes too 2011-11-29 23:10:01 +01:00
main.h Evolve herbs dynamically based on energy 2011-11-27 07:33:48 +01:00
Makefile Connection communication in separate thread 2011-11-27 01:24:52 +01:00
map.cc tile::str(): Report herb 2011-11-27 07:41:23 +01:00
map.h Evolve herbs dynamically based on energy 2011-11-27 07:33:48 +01:00
rawio.h Added server pre-gui interface 2011-11-28 21:08:48 +01:00
README README: Test commit 2011-11-28 21:12:48 +01:00
viewer.nlogo Added server pre-gui interface 2011-11-28 21:08:48 +01:00
world.h Rapidly accelerate decay_rate 2011-11-29 23:14:07 +01:00

Artificial Life Platform
========================

Client-server protocol: The time is quantized in ticks.
In each tick, the server sends sensor input to the agent.
Until the next tick, the client may supply actions to take
to the server.

Both server input and client output follow the same format:

	cmd1 <par1> <par2>...
	cmd2 <par1> <par2>...
	...
	<empty line>

I.e. a sequence of lines terminated by an empty line.
Each line starts with a single word (command name), plus
some command-specific parameters. Note that newlines are
CRLF ("\r\n"), not just LF ("\n")!

The following inputs (in no particular order) are supported:

	tick <ticknum>
	BUMP
		if received, the agent's move failed
		(or attack of non-existent agent, etc.)
	DEAD
		if received, the agent is dead!
	energy <points>
		number of agent's energy points; disregard
		in case of dead agents
	visual <desc> <desc>...
		<desc> describe tiles, clockwise from top,
		in the immediate vicinity of the agent
		<desc> format is two-character, <type><agent>
			<type>:  . for ground
			<agent>: - no agent
				 a dead agent
				 A alive agent
				 x herp

The following outputs are supported:

	move_dir <x> <y>
		<x> and <y> are integer offsets relative
		to the current position; may be just {-1,0,1}
	attack_dir <x> <y>
		<x> and <y> are integer offsets relative
		to the current position; may be just {-1,0,1}


After connecting, the client specifies its desired attributes,
in the same format as in normal output (line-based, terminated
by empty line), but with these commands instead:

	move <rate>
		<rate> between 0 and 1, describing probability
		of success of move command.
	attack <rate>
		<rate> between 0 and 1.
	defense <rate>
		<rate> between 0 and 1.

In general, higher rate means higher energy maintenance of the
appropriate actuators.