brmlife/README
2011-12-07 23:59:28 +01:00

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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
pheromones (<ph>,<ph>,<ph>,...) (<ph>...)...
(<ph>,...) describes set of pheromones on a tile,
in the same order as visual
<ph> format is <id>:<intensity>
<id>: pheromone id 0..65535
<intensity>: floating-point number
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}
secrete <phid> <phintensity>
produce a pheromone; pheromones are initially
associated with an agent and trailed at tiles
visited by the agent; pheromones with lower id
transfer from agent to tile faster
energy required is proportional to phintensity
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.