Robot Prisoner's Dilemma - Mccoyn Wins - Round 2 in Limbo

For completed/abandoned Mish Mash Games.
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Post Post #50 (ISO) » Sat Jul 07, 2007 5:31 am

Post by Mokina »

The last-round defection was great... I'm glad some other people thought of it too!
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Post Post #51 (ISO) » Sat Jul 07, 2007 8:01 am

Post by xyzzy »

Now I just need to figure out why Aimeebot did so badly with Mokinabot and figure out a way to make her earn more points... i'm satisfied that I made a bot that almost no one could score against, but I... want to actually win. :P
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Post Post #52 (ISO) » Sat Jul 07, 2007 10:04 am

Post by xyzzy »

...I just figured out a way for my robot to determine the way other robots are working. It's a huge program, but once I work out the kinks of how it'll respond when it figures out what pattern the opponent is using, it'll pretty much pwn your faces.
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Post Post #53 (ISO) » Sat Jul 07, 2007 10:15 am

Post by Mokina »

xyzzy wrote:...I just figured out a way for my robot to determine the way other robots are working. It's a huge program, but once I work out the kinks of how it'll respond when it figures out what pattern the opponent is using, it'll pretty much pwn your faces.
I've been doing that too. 'Cept mine isn't even at the "work-out-the-kinks" stage yet.
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Post Post #54 (ISO) » Sat Jul 07, 2007 11:16 am

Post by Khelvaster »

xyzzy wrote:...I just figured out a way for my robot to determine the way other robots are working. It's a huge program, but once I work out the kinks of how it'll respond when it figures out what pattern the opponent is using, it'll pretty much pwn your faces.
What will you do about the all-foe bots?
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Post Post #55 (ISO) » Sat Jul 07, 2007 11:17 am

Post by Sudo_Nym »

I thought mine would be a break-even proposition- glad to see it worked out as well as it did.
One time, back in 'nam, Sudo was set upon by an entire squadron of charlies. He challenged them all to a game of Pictionary, which he won resoundingly. The charlies were forced to not only surrender the skirmish, but also their world-famous chili recipe, which Sudo sold to Texas for a hefty profit. Sudo is a master of diplomacy.
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Post Post #56 (ISO) » Sat Jul 07, 2007 11:17 am

Post by Sudo_Nym »

I thought mine would be a break-even proposition- glad to see it worked out as well as it did.
One time, back in 'nam, Sudo was set upon by an entire squadron of charlies. He challenged them all to a game of Pictionary, which he won resoundingly. The charlies were forced to not only surrender the skirmish, but also their world-famous chili recipe, which Sudo sold to Texas for a hefty profit. Sudo is a master of diplomacy.
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Post Post #57 (ISO) » Sat Jul 07, 2007 1:37 pm

Post by CoolBot »

I'd like to give it a shot, even if everyone's trying to steal my name.
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Post Post #58 (ISO) » Sat Jul 07, 2007 1:55 pm

Post by Albert B. Rampage »

My bot got raped.
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Post Post #59 (ISO) » Sat Jul 07, 2007 4:06 pm

Post by xyzzy »

Khelvaster wrote:
xyzzy wrote:...I just figured out a way for my robot to determine the way other robots are working. It's a huge program, but once I work out the kinks of how it'll respond when it figures out what pattern the opponent is using, it'll pretty much pwn your faces.
What will you do about the all-foe bots?
The algorithm I'm using tries to create a formula that generates the order of the opponent's moves. An all-foe is a simple 0th degree formula, so it takes only two turns (one to confirm that the generated formula is accurate) to determine what moves to make.

I'll most likely make it go to some other method after several turns of non-success. I doubt anyone is planning on creating a robot that decides its moves from picking points from a quartic equation. :P

Luckily I figured out a way to gather information about the game that requires basically no information; the only difficult part is figuring out the best input and figuring out the best way to use the output.

I apologize in advance, Pie. :lol:
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Post Post #60 (ISO) » Sat Jul 07, 2007 5:09 pm

Post by Pie_is_good »

Alright, I'm going to
start taking submissions
for the next round. I'll resolve choices sometime next weekend, so try and get bots in by Friday. If, by chance, 15 bots are submitted, I'm just going to close signups right there because there's no way I can deal with resolving more than that. I'll try and keep you updated on how many are in so you know if you have to hurry up and submit.
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Post Post #61 (ISO) » Sat Jul 07, 2007 9:38 pm

Post by Brutal Assassin »

I'm contemplating making "Super Random Bot" just to mess with the psycho math people. lmao
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Post Post #62 (ISO) » Sat Jul 07, 2007 9:38 pm

Post by Xdaamno »

Random will lose more often than not ;)
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Post Post #63 (ISO) » Sat Jul 07, 2007 9:42 pm

Post by Brutal Assassin »

Yeah, but at least I'll screw up the math guys :)
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Post Post #64 (ISO) » Sat Jul 07, 2007 9:44 pm

Post by Xdaamno »

1-10: If opponent's name is 'Xdaamno', friend. Otherwise, foe.
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Post Post #65 (ISO) » Sun Jul 08, 2007 5:52 am

Post by xyzzy »

Brutal Assassin wrote:Yeah, but at least I'll screw up the math guys :)
You fail. :D
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Post Post #66 (ISO) » Sun Jul 08, 2007 7:52 am

Post by Guardian »

I recommend that Pie disallows randomness. It makes things unbalanced, and means that a bot facing itself... well, it is complicated and bad.
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Post Post #67 (ISO) » Sun Jul 08, 2007 9:42 am

Post by Mokina »

Guardian wrote:I recommend that Pie disallows randomness. It makes things unbalanced, and means that a bot facing itself... well, it is complicated and bad.
I think randomness is a perfectly viable strategy... and when creating a robot that can adapt to its opponent, it is one that must be considered. By all means, allow it.

Additionally, I think an order for matches should be established and robot code should be able to reference previous matches (which is currently disallowed).
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Post Post #68 (ISO) » Sun Jul 08, 2007 10:20 am

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I've got semi-randomness in mine.
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Post Post #69 (ISO) » Sun Jul 08, 2007 10:41 am

Post by CoolBot »

Pie_is_good, would it be helpful if we gave the algorithms as a functions in a Excel? That way, you could just copy and paste them in. You would just have to tell us which cells to operate on.
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Post Post #70 (ISO) » Sun Jul 08, 2007 10:43 am

Post by JDodge »

CoolBot wrote:Pie_is_good, would it be helpful if we gave the algorithms as a functions in a Excel? That way, you could just copy and paste them in. You would just have to tell us which cells to operate on.
Eh?
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Post Post #71 (ISO) » Sun Jul 08, 2007 10:43 am

Post by Sudo_Nym »

That would screw with those of us who never bothered to learn the Excel algorithms.
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Post Post #72 (ISO) » Sun Jul 08, 2007 10:43 am

Post by JDodge »

Or who don't have Excel.
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Post Post #73 (ISO) » Sun Jul 08, 2007 12:21 pm

Post by CoolBot »

Or we could use Google's spreadsheet. Just an idea to make the accounting easier.
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Post Post #74 (ISO) » Sun Jul 08, 2007 4:27 pm

Post by Pie_is_good »

-7 choices in so far.

-I'm going to go ahead and
disallow randomness
. Partially because it's a bit against the spirit of the game, and partially because I really don't want to roll that many dice.

-As for the spreadsheet thing, don't worry about it - I'm not going to bother those who don't know spreadsheets algorithms to learn 'em. Plus, I'm currently attempting to become fluent in Java, so I may try and write a Java resolution for this game.
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