Real Time Battle and Python

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  • hg

    #1

    Real Time Battle and Python

    Hi,

    I have started to work on a python-based robot, and am interested in your
    feedback:

    RealTimeBattle is a programming game for UNIX, where robots written in (almost) arbitrary programming languages are fighting each other on a customizable arena. For the graphics gtk+ (the gimp toolkit) is used.

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    hg


  • Matimus

    #2
    Re: Real Time Battle and Python

    On May 3, 5:20 am, hg <h...@nospam.or gwrote:
    Hi,
    >
    I have started to work on a python-based robot, and am interested in your
    feedback:
    >

    >
    hg
    This is not necessarily a response to your effort, but just a note
    (rant) about realtimebattle. It reminds me more of homework in 300 and
    400 level college engineering classes than a game. Based upon my
    previous effort and realizations, I found realtimebattle coding to be,
    from a programming perspective, an exercise in protocol implementation
    first. Once the protocol work is done you need to implement control
    algorithms for movement and enemy tracking. Think PID algorithms
    (Proportional, Integral and Differential). Only when the protocol and
    control portions are done can you focus on strategy and play the game.
    You should also note, however, that the first two tasks are quite
    daunting. And the second is difficult to get right. I found the whole
    process to be very tiring and not very rewarding. I don't mean to
    discourage you, I just think it would be more fun to write my own game
    than to 'play' that one.

    A better game, from a programming perspective, would be
    "discretetimeba ttle". Where each player controls their robot with
    second order parameters (velocity not force), the world has no third
    order effects (friction) and the time is discrete. Discrete time
    meaneing that the protocol updates every player at regular intervals
    with the same information and, in terms of the simulation, each update
    represents a set time delta.

    I would be interested to know if anybody else has played, or tried to
    play, realtimebattle and has similar sentiments.

    I do wish you luck though. If you get a robot working you are a far
    more dedicated and patient individual than me.

    -Matt

    Comment

    • hg

      #3
      Re: Real Time Battle and Python

      Matimus wrote:
      On May 3, 5:20 am, hg <h...@nospam.or gwrote:
      >Hi,
      >>
      >I have started to work on a python-based robot, and am interested in your
      >feedback:
      >>
      >http://realtimebattle.sourceforge.ne...kecard.com/rtb
      >>
      >hg
      >
      This is not necessarily a response to your effort, but just a note
      (rant) about realtimebattle. It reminds me more of homework in 300 and
      400 level college engineering classes than a game. Based upon my
      previous effort and realizations, I found realtimebattle coding to be,
      from a programming perspective, an exercise in protocol implementation
      first. Once the protocol work is done you need to implement control
      algorithms for movement and enemy tracking. Think PID algorithms
      (Proportional, Integral and Differential). Only when the protocol and
      control portions are done can you focus on strategy and play the game.
      You should also note, however, that the first two tasks are quite
      daunting. And the second is difficult to get right. I found the whole
      process to be very tiring and not very rewarding. I don't mean to
      discourage you, I just think it would be more fun to write my own game
      than to 'play' that one.
      >
      A better game, from a programming perspective, would be
      "discretetimeba ttle". Where each player controls their robot with
      second order parameters (velocity not force), the world has no third
      order effects (friction) and the time is discrete. Discrete time
      meaneing that the protocol updates every player at regular intervals
      with the same information and, in terms of the simulation, each update
      represents a set time delta.
      >
      I would be interested to know if anybody else has played, or tried to
      play, realtimebattle and has similar sentiments.
      >
      I do wish you luck though. If you get a robot working you are a far
      more dedicated and patient individual than me.
      >
      -Matt

      I do try to separate the "engine" from the "driver". Yes the engine is a
      pain to code and the documentation quite skimpy (have to got through C
      headers to understand the command set) ... still I'll try to finish it.

      hg


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