Java-Gaming.org Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (800)
Games in Android Showcase (237)
games submitted by our members
Games in WIP (866)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: 1 [2] 3
31  Games Center / WIP games, tools & toy projects / Re: Pathway on: 2016-07-29 17:20:55
This looks incredible, and is right up my alley thematically, too. Looking forward to seeing the end product!
32  Games Center / WIP games, tools & toy projects / Re: OpenTafl: old terminal graphics meet Old Norse board games on: 2016-07-29 03:03:45
Great to hear, Jono! I look forward to seeing your entry play. Well done on the speed: OpenTafl's built-in AI can be either fast or memory-efficient, but not both, and right now, it's more on the memory-efficient side. (To a degree. It's all fairly heavyweight, since I'm using the same code as for the engine.) I think the best I ever did was 200-300k nodes per second on fairly beefy hardware.

I'm fascinated by your results w.r.t. old-school technique against Monte Carlo. My gut suggests that MCTS will produce better results in the long run, although you're probably right that there isn't nearly enough expert knowledge, nor a large enough corpus of games, to make it workable. Maybe later on in the fall, I'll ask for game records from Aage Nielsen's website—there have been a few thousand to maybe a few tens of thousands played there. It would be a handy thing to have.

Hydroque, if you want to look at another, less well organized approach, OpenTafl's built-in AI package is here. Start with AiWorkspace.explore.

Anyway, OpenTafl is now up to v0.3.3.2b, which is I-swear-for-real the v0.3.x stable release, barring any bugfixes required. Network play is feature-complete, including loading saved games. v0.4.x is upcoming, with two things solidly in line: variations during replays, along with support for puzzle-type saved games, and AI improvements. There are lots of heuristics known for chess programming I'd like to try to apply here.
33  Games Center / WIP games, tools & toy projects / Re: OpenTafl: old terminal graphics meet Old Norse board games on: 2016-07-24 12:22:17
There will be at least one more release in the v0.3.x series before I move on, to correct two issues:

1. On large boards (15x15 and 19x19 especially), having the rank and file labels on the top and left alone makes for very difficult reading in the bottom right corner. To fix this, I'm now rendering the rank/file labels on all sides of the board, and the 'info' command now shows the coordinates for all moves a piece can make.
2. When loading a saved game over the network, the time-remaining information from any previous game loads is lost when the game is re-saved. I'll have to change the network protocol version again, but it should be a fairly easy fix. (I just have to send the info along with the move list.)

In other news, I made what may turn out to be an AI improvement, but I haven't had OpenTafl play enough games against itself to know for sure yet. While I'm off at church this morning, I'm going to have it run 100 or so and see what happens.
34  Games Center / WIP games, tools & toy projects / Re: OpenTafl: old terminal graphics meet Old Norse board games on: 2016-07-16 01:45:35
v0.3.3.0b is now released. This one wraps up network play functionality, including playing saved games over the network and some configuration options for hosts to disallow spectators to talk to players and to disable analysis and replays for the players.

v0.4.x is moving from 'on the horizon' to 'coming soon'.
35  Games Center / WIP games, tools & toy projects / Re: OpenTafl: old terminal graphics meet Old Norse board games on: 2016-07-14 19:41:34
For all that it sounds impressive, it still can't even come close to beating me, unless I really misplay badly, and I'm not all that great a tafl player.
36  Games Center / WIP games, tools & toy projects / Re: OpenTafl: old terminal graphics meet Old Norse board games on: 2016-07-14 18:58:56
Nothing to report since a few versions ago—the networking stuff and UI improvements have really eaten up my time.

I have a lot of fun AI stuff planned for 0.4.x: improvements to the evaluation function should net me some better play, and I have a few heuristics left to add which should improve my alpha-beta performance. I'll write about those more when I'm closer.
37  Games Center / WIP games, tools & toy projects / Re: OpenTafl: old terminal graphics meet Old Norse board games on: 2016-07-14 17:04:13
v0.3.2.3b has been out for a day or two now. In the next few days, I expect to have v0.3.3.0b released, which will implement loading of saved games over the network, as well as provide additional configuration options for more competitive games, allowing hosts to turn off replay mode and spectator chat.

Following that, v0.4.x is on the horizon, to include two main features: playable variations, which will be built into saved games and will enable features like tafl puzzles, and OpenTafl AI improvements.
38  Games Center / WIP games, tools & toy projects / Re: OpenTafl: old terminal graphics meet Old Norse board games on: 2016-07-05 16:34:33
v0.3.2.1b had some embarrassing JAR build bugs, so v0.3.2.2b is out now to correct those. (Oops.)

I've always said 'taa-ful', like ags1. I don't know how Old Norse went, but I've heard some people suggest the original pronunciation was more like 'taa-vul'. Personally, I'm fine with the unvoiced labiodental fricative.
39  Games Center / WIP games, tools & toy projects / Re: OpenTafl: old terminal graphics meet Old Norse board games on: 2016-07-03 19:20:04
v0.3.2.1b is out, at the usual place. Also has 19x19 tafl, and a functional terminal-only mode.
40  Games Center / WIP games, tools & toy projects / Re: OpenTafl: old terminal graphics meet Old Norse board games on: 2016-06-30 03:46:56
Hydroque, crashing the OpenTafl server is probably as simple as sending random bytes for an hour or two. Tongue

Coming soon is v0.3.2.1b, which will have some OpenTafl AI performance improvements, along with a benchmark mode. (Turns out my new work laptop, with a Skylake i7, is about as peppy as my desktop's Sandy Bridge i5 at 4 GHz, at least as far as mono-core performance is concerned.) It's a little faster now than it was before v0.3.2.0b; v0.3.2.0b caused some serious performance issues as a result of a bugfix for server mode. Now that I have a good profiling setup, I expect some further improvements in the medium term.

The pace of releases will probably slacken somewhat over the summer—I don't have nearly as much planned, now that network mode is finished. Possibly support for online tournaments, and support in the headless AI client therefore, but that's a luxury feature, not a requirement. The fall will probably see some OpenTafl AI improvements, in the hope that I might be a slightly better competitor in the pool stage of the tournament.
41  Games Center / Contests / Re: The OpenTafl Computer Tafl Open - An Abstract Strategy AI Tournament on: 2016-06-16 23:11:54
Don't feel too bad—somewhere along the road, I've completely ruined the performance of my AI. I think a bugfix I made to one of my custom data structures made it much slower.
42  Games Center / Contests / Re: The OpenTafl Computer Tafl Open - An Abstract Strategy AI Tournament on: 2016-06-16 16:36:36
At the thread in the previous post, there's news on the latest release, which supports spectator mode and headless AI network clients. (You don't need to do any work to run a headless AI client beyond implementing the OpenTafl engine protocol—headless AI mode runs your AI as an external engine.)

This is the new stable version, and sees the stable version catch up to v0.3.x. The v0.4.x series will primarily involve optimizations and AI algorithm improvements.
43  Games Center / WIP games, tools & toy projects / Re: OpenTafl: old terminal graphics meet Old Norse board games on: 2016-06-16 16:25:11
v0.3.2.0b is released! This is the stable release for v0.3.x, and OpenTafl is unlikely to change much in its underlying mechanics between now and the tournament in December, so if you're interested in a good version to code against, this would be that one.
44  Games Center / WIP games, tools & toy projects / Re: OpenTafl: old terminal graphics meet Old Norse board games on: 2016-06-15 17:08:52
Coming soon is v0.3.2.0b, which will have support for headless AI network clients. Headless AI clients can be set to join one game against a specific player, or to create permanent games on the server, playing against any opponents who care to try. To help AI authors diagnose issues with their AIs, headless clients automatically save a record of every game they play. A long-running headless client hosting games should, over time, build up a library of useful and instructive games. (Theoretically, anyway. Not a lot of average players on the server so far.) The headless client supports any engine using the OpenTafl engine protocol; no special work is needed.

Remaining on the hit list for this version:
  • Build out test coverage for network play
  • Update documentation, provide command-line documentation for headless mode
  • Hands-on testing pass, along with a longer test cycle on the server with headless clients
  • Finish implementing a chatty-normal-silent spectrum for debug prints
  • Built-in update checking/downloading

Once v0.3.2.0b comes out, all the groundwork will be in place for the AI tournament in December, and I can move back to additional OpenTafl AI development work. v0.3.2.xb (or v0.3.3.xb, if I punt on auto-updates for a bit) will be released as the stable version in the next month or so.
45  Games Center / WIP games, tools & toy projects / Re: OpenTafl: old terminal graphics meet Old Norse board games on: 2016-06-13 02:27:11
OpenTafl v0.3.1.0b has released, which adds spectator mode to online games and bumps the network protocol version. (The server running at my website has updated, so old v0.3.0.0b clients will have to update to the new version to play online.)
46  Games Center / WIP games, tools & toy projects / Re: OpenTafl: old terminal graphics meet Old Norse board games on: 2016-06-03 11:42:46
Afraid not—I haven't had time to put in support for tafl variants which limit the range of taflmen yet. Perhaps over the summer.

The good news is that I have released v0.3.0.0b, which has network support. If you're interested in tafl, find a buddy and go play a game!
47  Games Center / Contests / Re: The OpenTafl Computer Tafl Open - An Abstract Strategy AI Tournament on: 2016-06-01 13:58:34
I made a thread in the WIP section for general discussion, and also moved the source over to Bitbucket for easier pull requests and issue tracking.
48  Games Center / WIP games, tools & toy projects / OpenTafl: old terminal graphics meet Old Norse board games on: 2016-06-01 13:15:52


OpenTafl is an open-source engine for board games in the hnefatafl family, supporting local human-on-human play, a built-in artificial intelligence, external AI engines, and (very soon) network play. You can get the stable release or the bleeding-edge release at the OpenTafl website, and you can find the source code at Bitbucket. If you run into any issues, please report them there.

The hnefatafl board games are asymmetric abstract strategy games. The defending player, who starts in the center of the board, must get his king to a board edge space or a corner space, while the attackers, who start around the outside, must stop him. There's a thread here about the game, and a thread about the AI competition I'm running, too.
49  Games Center / Contests / Re: The OpenTafl Computer Tafl Open - An Abstract Strategy AI Tournament on: 2016-05-31 17:02:16
Drat, I thought I'd solved that one. Must have reintroduced it somewhere.

I'm on the road today, but I'll take a look at it tonight (and add a test for it).

Edit: fixed it! Newly-released 0.2.5.3b has it.
50  Games Center / Contests / Re: The OpenTafl Computer Tafl Open - An Abstract Strategy AI Tournament on: 2016-05-27 17:36:20
Thanks to Jono for a bug report—the fix is up now, if I got the cause right.

In other news, lunch hours and evenings have brought me to the cusp of a public release of OpenTafl-with-networking. (It turns out my application model, which is already built to accommodate asynchronous, unpredictable players like humans and external engines, is also well-suited to accommodating networked players.) I just played my first networked game against myself, although I have a lot to do before the initial release. I have to reorganize the settings menu, do in-game chat, add configuration for server address and other network parameters, send time settings over the network and handle clock updates, and tidy up the UI and add some fault tolerance. All that considered, though, it should be a week or two tops before the initial public release, and spectators should be soon after that.

Longer term, I might like to try doing a headless AI client, so people can run AIs on the server on a semi-permanent basis, and build some sort of server management interface, with the eventual aim of building a tournament infrastructure which can automate a lot of what I'll be doing by hand this time around.
51  Games Center / Contests / Re: The OpenTafl Computer Tafl Open - An Abstract Strategy AI Tournament on: 2016-05-19 15:55:58
That's precisely why I chose to announce it so far in advance. Looking forward to seeing your entry!
52  Games Center / Contests / Re: The OpenTafl Computer Tafl Open - An Abstract Strategy AI Tournament on: 2016-05-13 14:08:20
No, that's just my web server VPS—I was playing around with the benchmark tool. Expect an AWS benchmark and a working network play implementation sometime in July, probably.
53  Games Center / Contests / Re: The OpenTafl Computer Tafl Open - An Abstract Strategy AI Tournament on: 2016-05-02 16:23:50
I'll look into that. It's a backwards-compatible change, which is nice—don't have to bump the protocol version or anything.

In the interim, I've just been reserving 250-500ms for comms overhead and extracting the primary variation after search stops.
54  Games Center / Contests / Re: The OpenTafl Computer Tafl Open - An Abstract Strategy AI Tournament on: 2016-05-02 12:50:49
Competitive board games are played with a time limit for the game, not per move. In the example interaction, you, as the attackers, have ~203 seconds of main time to make all of your moves, plus overtimes.

Overtimes are as in go: so long as you don't expend an overtime, it resets to its full time when your turn starts. (So if I have three 10-second overtimes, and I use 9 seconds on my turn, I start my next turn with three 10-second overtimes—I didn't 'use' one. If I use 15 seconds on my next turn, my third turn begins with two 10-second overtimes. I used all of one, and half of another.)

For the tournament, you'll have three ten-second overtimes and no main time. You'd probably be fine just using ten seconds per turn.

I don't have benchmarks handy, but the c4.large EC2 instances I'll be using have a pair of modern Xeon cores available.

Preliminary moves aren't in the protocol, and since there isn't a strict time-per-move measure in most cases, it would be difficult to put them in. I'd encourage you to build in some facility for fast stopping and move extraction from partial results—it's a broadly-used feature in a lot of board game AIs.

For the inaugural potential exhibition match, I think I lean toward one computer against one human, to establish a benchmark between strong humans and tournament-winning computers. (If the human stomps the AI, I can always scale up the match for next year; if a networked AI stomps the human, it's hard to push for scaling back the computers.)
55  Games Center / Contests / Re: The OpenTafl Computer Tafl Open - An Abstract Strategy AI Tournament on: 2016-04-29 14:01:04
ags1, here's a link to a full game's engine interactions. This is from the host's point of view: lines labeled received are things external AIs send to OpenTafl, and lines labeled sent are things OpenTafl sends to external AIs.
56  Games Center / Contests / Re: The OpenTafl Computer Tafl Open - An Abstract Strategy AI Tournament on: 2016-04-29 13:16:29
For invalid moves, OpenTafl will send an error command, an opponent-move command (which contains a board state), and a play command. As a general architectural rule, when OpenTafl is hosting an external engine, OpenTafl maintains its own internal game state, which is considered the authoritative version.

Here's an example ini file. Note that OpenTafl's working directory for engines is <opentafl-dir>/engines, so you'll probably want to put your engine under the engines directory.

In the saved-games/replays directory, there are a few annotated game replays. The file format contains human-readable move lists, so that's a place to start for test games. I'll see about making a few games which explore some rules edge cases, too.

If I have time at lunch, I'll whip up a version of OpenTafl which saves all of the engine interactions during a game, and put that file up somewhere.
57  Games Center / Contests / Re: The OpenTafl Computer Tafl Open - An Abstract Strategy AI Tournament on: 2016-04-27 14:54:51
Please do. I'm excited to see what everyone comes up with.
58  Games Center / Contests / The OpenTafl Computer Tafl Open - An Abstract Strategy AI Tournament on: 2016-04-26 18:32:50
Hello there! If you follow the AI forum here, you may have seen ags1's thread about Hnefatafl, a Norse board game popular from the British Isles through Northern Europe from the 5th century through the 11th century. It has seen something of a renaissance lately, and as a student of the game and a hobbyist student of games and artificial intelligence generally, I thought it was high time that tafl games join the club comprising abstract strategy games with AI tournaments.

You can read my (long) intro/rules/FAQ post over at my website, or I can sum up here.

1. What's tafl?
It's an asymmetric board game. The king and his defenders, at the center of the board, are outnumbered by the attackers, who start around the edges. The king must reach a corner space, and the attackers must stop him from doing so. (There are a large number of variations on the rules, since no single version survived. The most common variants are played on 7x7, 9x9, and 11x11 boards.)

2. How does the tournament work?
You write an AI to plug into OpenTafl, the tafl engine I'm working on, using this protocol, which in turn uses this notation.

Your AI is due by December 15 of this year, and the tournament will play out over the next few weeks. AIs will play two-game matches, one as each side, to account for imbalances in the game. There will be a round-robin stage to establish ratings, then a single-elimination tournament seeded by the ratings established during the round-robin stage. If I can convince a high-level player to play, there may be an AI-vs-human exhibition match at some point after the AI tournament.

The rules are a slight modification of a well-known tafl variant. They're on the page linked above.

There are prizes.

4. Anything else?
Nothing I feel like I have to reproduce here—hopefully, this is enough to pique your interest. Thanks for your time. I hope to see you on the field of battle!
59  Game Development / Artificial Intelligence / Re: Hnefatafl on: 2016-04-26 17:44:51
Here's a link to the engine protocol. You can get board state (and OpenTafl sends external engines a position record when the board state changes), but you'll need your own move generator.

OpenTafl communicates in a specific human-readable notation. OpenTafl's code for generating and parsing OpenTafl notation lives in this package, and is Apache-licensed, so you can crib from it directly.

This is the source file where the engine client implementation lives, and should get you started.

Thanks for the tip about the contests page—I didn't realize it was for community-run contests, too. I'll post over there.
60  Game Development / Artificial Intelligence / Re: Hnefatafl on: 2016-04-26 14:09:21
Delighted to have you! I look forward to seeing your entry.
Pages: 1 [2] 3
 
Riven (339 views)
2019-09-04 15:33:17

hadezbladez (5121 views)
2018-11-16 13:46:03

hadezbladez (2003 views)
2018-11-16 13:41:33

hadezbladez (5390 views)
2018-11-16 13:35:35

hadezbladez (1114 views)
2018-11-16 13:32:03

EgonOlsen (4529 views)
2018-06-10 19:43:48

EgonOlsen (5385 views)
2018-06-10 19:43:44

EgonOlsen (3076 views)
2018-06-10 19:43:20

DesertCoockie (3970 views)
2018-05-13 18:23:11

nelsongames (4520 views)
2018-04-24 18:15:36
A NON-ideal modular configuration for Eclipse with JavaFX
by philfrei
2019-12-19 19:35:12

Java Gaming Resources
by philfrei
2019-05-14 16:15:13

Deployment and Packaging
by philfrei
2019-05-08 15:15:36

Deployment and Packaging
by philfrei
2019-05-08 15:13:34

Deployment and Packaging
by philfrei
2019-02-17 20:25:53

Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!