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AI Challenge Forums • View topic - Idea: ProxyBot

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Idea: ProxyBot

Random stuff about the contest, posts that don't fit in the other forums.

Idea: ProxyBot

Postby aerique » Thu Sep 09, 2010 8:27 pm

The ProxyBot is a bot which is run like any other bot except it doesn't have any AI. Instead it passes the game state it receives from the game engine on to another bot and in return passes the orders from that bot back to the game engine.

Why would one want to use a proxy bot?

Enter the , which allows one to make changes to live, running code. Languages with good support for REPLs have a somewhat different approach to developing software. Instead of editing, compiling and then running the program it is customary to have the software always running and, through the REPL, only update what you've changed (variables, functions, etc.). This is almost always much faster than recompiling and running the whole program again. Think of it as incremental compilation.

It is also much easier to test specific, small parts of one's program, like functions: make some tweaks, send it to the live image and run it with some test input.

Anyway, I made this to have a more natural development environment for my Common Lisp bot. An implementation can be found in my .

It will probably also be useful for people using Clojure, Scheme or Haskell to write their bots but they'll need to change the main loop of their bots a little since it uses sockets for communication. Your bot should accept a connection on localhost port 41807 and do input and output on that connection instead of over standard input and output.

Ideally someone should write a more robust implementation in Java that can be distributed with the starter packs.
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Re: Idea: ProxyBot

Postby temp_dummy » Sat Sep 11, 2010 11:34 pm

Of course it is a nice idea, but this communication over the ports will take time.
If there is a hickup in the connection, then your both forfeit the game because it did not respond in time.

Even if it would work reliable, then it could be used as at an unfair advantage.
The bot on using the port could be controlled by a zombie network or something on the cloud,
while the opponent can only use de single processor on the server.

Not really fair, I do not think this idea will be approved.
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Re: Idea: ProxyBot

Postby xmarkd400x » Sun Sep 12, 2010 2:17 am

How does this work? Is it in essence a player playing the game instead of a bot? If you have a proxy bot that proxies to another bot, wouldn't the same purpose be served by having that same bot interact directly with the game?

-Mark
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Re: Idea: ProxyBot

Postby Vector_Matt » Sun Sep 12, 2010 2:21 am

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Re: Idea: ProxyBot

Postby xmarkd400x » Sun Sep 12, 2010 3:54 am

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Re: Idea: ProxyBot

Postby Vector_Matt » Sun Sep 12, 2010 4:30 am

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Re: Idea: ProxyBot

Postby aerique » Sun Sep 12, 2010 6:49 am

Some clarifications:

The ProxyBot is meant for local development not for submission to the game servers.

It is not meant so much for unsupported languages (you'd still have to write the starter package) but for a different way of developing your bot. In most popular languages the usual way of developing software is: edit your files, save them, perhaps compile them and run the resulting program.

In languages with a mature the development environment and resulting program are tied closer together and a live version of the program is kept running in the development environment at all times. This allows you to quickly update parts of your program and test them.

For people making bots in those languages the ProxyBot allows them to keep coding the way they're used to.
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Re: Idea: ProxyBot

Postby Vector_Matt » Sun Sep 12, 2010 1:54 pm

Ah, thanks for the clarification.
I hadn't heard of REPL till your post, so I didn't quit get the actual point of the proxy bot. :oops:
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