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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.

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Wednesday, March 18th, 2009 | Author: Andrew Schrader

At long last the registration page is up!

Paypal doesn’t work yet (should work within a week), but you can register with the cash option (pay at the door).

Either click on the registration link in the sidebar, or click here .

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Thursday, February 19th, 2009 | Author: Andrew Schrader

The lab we’ll be using this semester is the one in Centennial Hall. It has around 50 computers in pods of 4, so it’s really perfect for the tournament!
uce

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Friday, January 16th, 2009 | Author: Andrew Schrader

Hi everyone,

We’ve finally settled on a specific date,time, and location!

Coding starts:  Saturday, April 18th at 1:oopm

Coding Ends: Sunday, April 19th at 1:00pm (A whole 24hrs!!!)

Where: Centennial Hall 105

Check back for updates!

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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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