Author Archive

Tuesday, April 07th, 2009 | Author: Ben Murrell

We’ve heard that there are concerns from potential competitors about the amount of information available about this semester’s game. Part of the competition is getting here and having to figure out the game mechanics, how things interact, and determining your strategy for the rest of the competition. We can assure you that we haven’t shared any details that aren’t on the official page for the tournament with local students. We wouldn’t want to spoil the fun!

To alleviate the lack of information, we’ve updated the official page for the Spring 2009 tournament to include more information about the game – hopefully this will give some of our 50ish Monday visitors the information they wanted to know before committing to the tournament. If there are more questions, you can leave comments on this post and we’ll see if it’s something we can reveal, then update the official page if it is.

Finally, if anyone needs assistance finding a team, comment on this post or send an email to acm@mst.edu and we’ll help you find a team.

-The Developers

  • Ben Murrell – Leader, Visualizer, Client
  • Steven Wallace – Client
  • Andrew Schrader – PR
  • Stephen Mues – Server, Arena
  • Josh Bohde – Server
  • Brian Goldman – Testing, Balancing
  • Kyle Steinert – Testing, Balancing

Danger! Zombie Attack

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Wednesday, March 25th, 2009 | Author: Ben Murrell

The official page for the Spring 2009 tournament is up! It contains all of the rules and details about the competition on April 18-19. If you’re interested in coming, check it out to get the scoop on the competition, then register!

Zombies! Poster by Aco

Also, an update on the progress of the game: We’re done! The visualizer works, the server works, and there are working clients for C++, Java, and Python! We still need to do some balancing of the game rules to make things fair, and I’m still making the visualizer prettier… and we’re doing some fine tuning of the API for each language to make sure that competitors have an intuitive interface to work with. Compared to past semesters though, we’re doing great and we’ve got a lot more time to work on the little details that usually get overlooked until the night before.

Category: SP09  | 2 Comments
Sunday, February 15th, 2009 | Author: Ben Murrell

We’ve been through the game design process three times now, and something that has come up each time is the real time vs turn based paradigm. I’m writing this post to articulate some of our reasoning for our competitors and for future AI game designers.

Why real time? True real time strategy games are more fun to watch. They reward faster / better performing players – with human players, we may not necessarily want to reward the fastest player; but with an AI, we want to encourage the development of efficient AI. Real time games map into our brains easily because we live in a real time world – we don’t determine how far we can move in a turn, then determine how many actions we can perform during a turn, etc. We think of things in terms of rates. I can  move 2 meters/second, I can type 60 words / minute.

Unfortunately, creating a real time game API for an AI is hard. It’s not just technically hard – it’s also conceptually hard to  introduce to someone and expect them to make something cool with it within 24 hours. We considered a few ways of providing an API for a real time game: setting up Qt-like signals or giving each unit its own thread were a couple. Unfortunately, giving each unit a thread doesn’t scale well (and it forces all of the concurrency issues upon the API user). The signal method sounds nice, but we haven’t investigated it yet.

The downside of a turn based game is that it’s harder to reward faster and more efficient AI’s. Since the other AI doesn’t get to move while your AI is thinking, you can take all the time you want. There is no reward for thinking and acting quickly, so as game designers we have to come up with a penalty for underperforming AIs. What this usually means is that if your AI is taking 5 minutes to complete a turn, you forfeit. When we finish the implementation of the current Zombie Survival game, we’ll probably spend some more time on this problem and see if we can find a way to fairly reward faster AI.

In a turn based game, we can convert the rates of a real time game so they all use a common time unit – in one hour I can type 3600 words or I can move 7200 meters. The problem is that in the games we have created, we let all actions draw from an action pool – each turn, a unit gets X actions. Some actions may cost more than others, but the unit never has more than X actions, ever (if units accumulate actions, then it would be possible to perform a low-cost action hundreds of times in one turn – since we’re in favor of keeping a simple API, we’ve avoided making fixes to this particular problem by adding more limits). The problem with sharing a common time unit then is that it’s hard to include some more complicated game mechanics or long term actions into the game.

To solve this, we have created what we call a fine grain turn based game. Say we want to build a boat. In a turn based game, we might wait until we have enough actions, then tell our unit to build the boat. If our fine grain turn based game, we tell the unit to build the boat each turn. Each turn, a little progress is made on the construction of the boat. By doing this, we’ve captured the “fun to watch” part of the real time game, but we still get the simplified API of a turn based game (which is necessary since we only run our tournament for 24 hours).

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Tuesday, December 23rd, 2008 | Author: Ben Murrell

I added the presentations that a few of us gave at the AI and Small Game Development ACM meeting in September – you can find them at http://acm.mst.edu/presentations/.

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Monday, December 22nd, 2008 | Author: Ben Murrell

We’ve settled on a weekend for the Spring tournament! The 3rd semi-annual MegaMiner AI Tournament (we’re still looking for a new name!) will be held on the weekend of April 17th. The specific dates and times haven’t been selected yet – we’ll make another post when they’re set.

Development updates that I know of: Steven and Bohde have been working on the protocol for next semester – something with Domain Specific Languages and automatic protocol generation is in the works. Stephen is working on the game logic implementation, and Ben is mulling over OpenGL books

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Friday, December 12th, 2008 | Author: Ben Murrell

We’ve expanded our team a bit – the current team is:

  • Ben Murrell – Visualization, Fearless Leader
  • Steven Wallace – Client, Fearless Co-Leader
  • Stephen Mues – Server
  • Andrew Schrader – PR
  • Brian Goldman – Concepts, balancing
  • Kyle Steinert – Concepts, balancing
  • Josiah Worcester – Client
  • Alex St. John – Visualizer
  • Josh Bohde – Server
  • Sean Schmidt – PR

Yep, that’s 10 people – quite a jump from the last two semesters… but it’s a good thing. We’ve got a lot of work ahead of us – we’ve already laid out all of the details for the game, now it’s just a matter of implementing all of them. We’ll also be dedicating more time to planning the actual tournament this semester – like we said before, we want a better Arena up and running when competitors arrive. We also want more competitors from more schools, which means we’ll be spending more time inviting schools out to the competition. Finally, we’re aiming to get some sponsorship for the event – perhaps t-shirts, food, or prizes. We’ll keep you updated as things progress!

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Sunday, November 16th, 2008 | Author: Ben Murrell

We’ve already started work on the Spring 2009 game!

So far, the team is:

  • Ben Murrell – Visualization, Fearless Leader
  • Steven Wallace – Client, Fearless Co-Leader
  • Stephen Mues – Server
  • Andrew Schrader – PR
  • Brian Goldman – Concepts, balancing
  • Kyle Steinert – Concepts, balancing
  • Gerald Holt – ???

We’ve already settled on a game idea – in record time too. Last time it took ~5 weeks, this time it took ~15 minutes. I have to say, the game idea is really sweet, and when it’s finished we should be able to get a lot of people to come compete. We haven’t seen anything like it in the genre of AI Tournament games… I wish I could tell you more,  but you’ll have to wait to find out!

We have several general objectives for this game, the first is that we want a 3D visualizer that is built into the client binary (as opposed to past competitions where the visualizer is a separate program). I’ll be working on this, and I’m going to be working with OpenGL and the SDL so we can remain cross-platform. We also want the client to have bindings for several languages – Steven is taking over this; he plans to implement the client in C, then provide bindings for Java, C++, and Python. Hopefully with more languages available, we’ll be able to pull in more competitors, and competitors from other schools as well. Our other big push is to make the tournament experience much better this semester – this means we’ll be putting more time into the Arena server, simplifying the process of hosting/joining games, creating an automatic upgrade process (so everyone doesn’t have to build on the same machine in order to get transparent updates to the client), having the game well balanced before the competition, and having a few staff AI’s to compete against from the beginning.

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Saturday, November 15th, 2008 | Author: Ben Murrell

The Fall 2008 tournament went well – you can check out the game and results here.

The only bad thing (in my opinion) was that I had to leave for good at 4am to go to Pyro class for the rest of the weekend. Thanks to all of the teams that came out, and thanks for your suggestions for future games! We’re already working on integrating your suggestions into future games – be sure to check back for more details on next semester’s competition!

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Saturday, November 15th, 2008 | Author: Ben Murrell

This is the new home for the Missouri S&T ACM AI team. We work on the games that are used for the MegaMiner AI Tournament.

The team and the AI tournament were originally created by Ben Murrell, with motivation provided by the current faculty co-advisor, Matt Buechler. We wanted to have something like UIUC’s MechMania so we could get local students involved (it’s hard to take everyone to Urbana-Champaign!).

The original team was formed at the ACM reformation meeting (Josh Eads’ idea – at the end of FS07 ACM underwent some big changes because we wanted to get people more involved and to get more people interested in ACM). It was originally supposed to be the “Events Committee” – the other committees formed that night were the projects committee (SIG-SODA, MAME Cabinet), some sort of PR committee, a MinerLAN committee, and a committee to form mini-conference, similar to Reflections|Projections. At this time, most of the committees have been reabsorbed into the ACM officers, or the general membership – but still now, the Events Committee lives on as the Missouri S&T ACM AI Team.

The original team had seven people on it, but when as time went by the team dwindled down to four members: Ben Murrell (El Capitan), Steven Wallace (Server Czar), Justin Voss (Client King), and Andrew Schrader (PR Lord). We started working on the game towards the end of 2007, and we held the first MegaMiner AI Tournament on April 25th and 26th, 2008.  Six teams submitted AIs to the tournament, though we had about 9 teams at the beginning of the competition.

We pulled some of our competitors into our team for the next semester – Stephen Mues and Gerald Holt. Unfortunately, Justin was on co-op at Anheuser Busch, so he wasn’t able to help out in the fall semester of 2008.  The rest of the team remained the same. We started working in the beginning of the semester, and held the second MegaMiner AI Tournament on November 6th and 8th, 2008. We had 18 people sign up prior to the tournament, and at the event ended up with 9 teams. About six teams submitted AIs to the tournament.

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