[Haskell-cafe] Haskell shootout game
Re, Joseph (IT)
Joseph.Re at MorganStanley.com
Mon Jul 16 11:31:19 EDT 2007
Interestingly enough, we're doing something very similar for ACM at UIUC's
2007 MechMania XIII contest (http://en.wikipedia.org/wiki/Mechmania), an
AI competition hosted during our annual Reflections Projections
I can't release too many details until the day of the contest (Oct
13), but it's tactical, grid based combat game where you get one day to
write an AI (while testing in a pre-arena of sorts that is rendered to a
video wall in the middle of the conference building's atrium) and then
the next morning we run a (usually double elimination) tournament and
display all the simulations on a giant projector. You can look at
screenshots / client API docs from 2006 as an example until we post the
details the night of the contest.
After the contest we post results, (hopefully) clean up the code, and
release it for people to play with. We're not professionals, nor do we
mainly write games, but it should be clean enough for someone to modify
and play around with.
I guess it goes without saying that you can actually enter the
contest proper by coming to the conference if you happen to live in the
middle of nowhere (Champaign-Urbana, IL USA). Registration will be up
(www.acm.uiuc.edu/conference/) towards the end of summer.
From: haskell-cafe-bounces at haskell.org
[mailto:haskell-cafe-bounces at haskell.org] On Behalf Of Hugh Perkins
Sent: Sunday, July 15, 2007 2:47 PM
Subject: [Haskell-cafe] Haskell shootout game
Had an idea: a real shootout game for Haskell.
The arena itself comprises:
- a 2d grid, of a certain size (or maybe variable size)
- each grid cell can be a wall, or one of the opponents
- the boundaries of the grid are walls
- random blocks of wall are placed around the grid
This can run on a hosted webserver probably, because each match is part
of a webpage request, and lasts a maximum of about a second, so shouldnt
be terminated prematurely by cpu-monitoring scripts.
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