First there was CRobots, followed by PRobots and many others,
recently (well also years ago) Robocode emerged and finally
this is RRobots bringing all the fun to the ruby community.
What is he talking about?
RRobots is a simulation environment for robots, these robots have
a scanner and a gun, can move forward and backwards and are entirely
controlled by ruby scripts. All robots are equal (well at the moment,
maybe this will change) except for the ai.
A simple robot script may look like this:
----------------------- code -----------------------
require 'robot'
class NervousDuck
include Robot
def tick events
turn_radar 1 if time == 0
turn_gun 30 if time < 3
accelerate 1
turn 2
fire 3 unless events['robot_scanned'].empty?
end
end
----------------------- code -----------------------
all you need to implement is the tick method which should
accept a hash of events occured turing the last tick.
By including Robot you get all this methods to controll your bot:
battlefield_height #the height of the battlefield
battlefield_width #the width of the battlefield
energy #your remaining energy (if this drops
#below 0 you are dead)
gun_heading #the heading of your gun, 0 pointing east,
#90 pointing
#north, 180 pointing west, 270 pointing south
gun_heat #your gun heat, if this is above 0 you can't shoot
heading #your robots heading, 0 pointing east, 90 pointing
#north, 180 pointing west, 270 pointing south
size #your robots radius, if x <= size you hit
#the left wall
radar_heading #the heading of your radar, 0 pointing east,
#90 pointing north, 180 pointing west,
#270 pointing south
time #ticks since match start
velocity #your velocity (-8/8)
x #your x coordinate, 0...battlefield_width
y #your y coordinate, 0...battlefield_height
accelerate(param) #accelerate (max speed is 8,
#max accelerate is 1/-1,
#negativ speed means moving backwards)
stop #accelerates negativ if moving forward
#(and vice versa), may take 8 ticks to stop (and
#you have to call it every tick)
fire(power) #fires a bullet in the direction of your gun,
#power is 0.1 - 3, this power will heat your gun
turn(degrees) #turns the robot (and the gun and the radar),
#max 10 degrees per tick
turn_gun(degrees) #turns the gun (and the radar), max 30 degrees
#per tick
turn_radar(degrees) #turns the radar, max 60 degrees per tick
dead #true if you are dead
These methods are intentionally of very basic nature, you are free to
unleash the whole power of ruby to create higher level functions.
(e.g. move_to, fire_at and so on)
Some words of explanation: The gun is mounted on the body, if you turn
the body the gun will follow. In a simmilar way the radar is mounted on
the gun. The radar scans everything it sweeps over in a single tick (100
degrees if you turn your body, gun and radar in the same direction) but
will report only the distance of scanned robots, not the angle. If you
want more precission you have to turn your radar slower.
RRobots is implemented in pure ruby using a tk ui and should run on all
platforms that have ruby and tk. (until now it's tested on windows only)
To start a match call e.g.
ruby rrobots.rb SittingDuck NervousDuck
the classes have to be defined in files with the same name.
(SittingDuck.rb and NervousDuck.rb for the example above)
You can download the 0.1 release from rubyforge:
http://rubyforge.org/frs/?group_id=1109
The best way to help and keep me motivated would be to post some cool
bots here (along with the bug-reports and feature requests)
cheers
Simon
(and thanks to the robocode project for the nice graphics)
Looks great, Simon - I can't wait to try it out!
Cheers,
Dave
Just tried it out, and here is the first bug report. You use \\ for the
images dir, this doesn't work on unix based platforms (all except
windows?). If you replace these with / it should work on all platforms
(including windows).
After replacing these it worked fine though, and great graphics :) I
might start building some robots :)
Edwin
--
Posted via http://www.ruby-forum.com/.
Doh!
Lazy me.
v0.1.1 is ready for download.
(and hopefully realy platform independent)
cheers
Simon
Really great work!
It runs on my Linux desktop very well by only modifying image path. :)
However, ruby can handle unix style path separator(/) on other platforms,
(If I am wrong, correct me.) though 'File.join' will be better for that use
My screenshot:
http://static.flickr.com/26/66471832_4ceaf3b81b_o.png
Hehe, nice!
and thanks for the feedback.
Simon
Today we can all be thankful for rrobots.rb.
Here's the listing of my first bot, affectionately titled BotOne. He
lays a savage beat down on the aptly named NervousBot, but he is by no
means invincible.
#Begin listing
require 'robot'
class BotOne
include Robot
def tick events
@rapid_fire = 0 if @rapid_fire.nil?
@last_seen = 0 if @last_seen.nil?
@turn_speed = 3 if @turn_speed.nil?
if time - @last_seen > 200
@turn_speed *= -1
@last_seen = time
end
turn @turn_speed
if( @rapid_fire > 0 )
fire 0.84
turn_gun -(@turn_speed / @turn_speed) *2
@rapid_fire = @rapid_fire - 1
else
turn_gun @turn_speed * 1.25
end
if( !events['robot_scanned'].empty? )
@turn_speed *= -1
@last_seen = time
@rapid_fire = 20
end
@last_hit = time unless events['got_hit'].empty?
if @last_hit && time - @last_hit < 20
accelerate(-1)
else
accelerate 1
end
end
end
#End listing
This bot prefers long matches, as he fires low power shots. This, on
my machine at least exposes some performance problems associated with
shooting a lot. Matching a couple of rapid firing bots brings the app
to it's knees after only a few thousand ticks. My first idea where
maybe that the bullets were not being cleaned up properly, but looking
at the source it looks like they are being remove from the hash and
canvas, so I don't know.
Barring that though, this is brilliant!
One thousand thanks,
-Harold
> The best way to help and keep me motivated would be to post some cool
> bots here (along with the bug-reports and feature requests)
It looks cool. Now only if I could find time to write a bot or series of
bots...
Here is a tiny bug report/feature request. The first I did was:
ruby rrobots.rb SittingDuck.rb NervousDuck.rb
result:
Error loading SittingDuck.rb!
usage: rrobots.rb <FirstRobotClassName> <SecondRobotClassName>
the names of the rb files have to match the class names of
the robots e.g. 'ruby rrobots.rb SittingDuck NervousDuck'
This is easily corrected, but I think the code c/should be smart enough
to notice that the '.rb' extensions already are there (with tab
completion, typing the '.rb' is easier than not typing it)
I also have the first security breach to report. I do not think you
intend that the following should be valid inside a robot:
@battlefield.robots.each do |other|
puts "robot #{other}: x #{other.x}, y #{other.y}"
end
If a robot can do that, the radar seems extremely limited.
Reinder
> Here's the listing of my first bot, affectionately titled BotOne. He
> lays a savage beat down on the aptly named NervousBot, but he is by no
> means invincible.
to cool.
> #Begin listing
> [...]
> #End listing
>
> This bot prefers long matches, as he fires low power shots. This, on
> my machine at least exposes some performance problems associated with
> shooting a lot. Matching a couple of rapid firing bots brings the app
> to it's knees after only a few thousand ticks. My first idea where
> maybe that the bullets were not being cleaned up properly, but looking
> at the source it looks like they are being remove from the hash and
> canvas, so I don't know.
I will dive into that (i was able to finish the match, but it slows
down considerably) maybe i have to 'reuse' old bullets.
> Barring that though, this is brilliant!
>
> One thousand thanks,
> -Harold
I'm realy glad to see someone enjoys this little game.
cheers
Simon
> In article <4385BB50...@gmx.de>,
> Simon Kröger <SimonK...@gmx.de> wrote:
>
>
>>The best way to help and keep me motivated would be to post some cool
>>bots here (along with the bug-reports and feature requests)
>
>
> It looks cool. Now only if I could find time to write a bot or series of
> bots...
Would make me happy too :)
> Here is a tiny bug report/feature request. The first I did was:
>
> ruby rrobots.rb SittingDuck.rb NervousDuck.rb
>
> result:
>
> Error loading SittingDuck.rb!
> usage: rrobots.rb <FirstRobotClassName> <SecondRobotClassName>
> the names of the rb files have to match the class names of
> the robots e.g. 'ruby rrobots.rb SittingDuck NervousDuck'
>
> This is easily corrected, but I think the code c/should be smart enough
> to notice that the '.rb' extensions already are there (with tab
> completion, typing the '.rb' is easier than not typing it)
Ok, will be in the next release.
> I also have the first security breach to report. I do not think you
> intend that the following should be valid inside a robot:
>
> @battlefield.robots.each do |other|
> puts "robot #{other}: x #{other.x}, y #{other.y}"
> end
>
> If a robot can do that, the radar seems extremely limited.
Robots are distributed as source code (i don't see another way anyway)
so nobody would want to compete against such a bot.
(You can search ObjectSpace and find the other robot, setting his energy
to -1, easy victory but without honour)
Maybe there is a way to protect against such strategies i didn't thought
of, any ideas?
> Reinder
cheers
Simon
After quite a bit of tweaking I'm also ready to release my aptly named
HuntingDuck. It will try to move closer to it's prey (while shooting it
ofcourse).
It seems to be about even with BotOne, but I as its creator might be
overproud :)
class HuntingDuck
include Robot
def initialize bf
super(bf)
@time_since=10
@direction=1
end
def rel_direction(from,to)
rel = to -from
if rel > 180
rel = -360 + rel
end
if rel < -180
rel = 360+rel
end
return rel
end
def rel_gun_heading
rel_direction(heading, gun_heading)
end
def tick events
accelerate 1
@direction = -@direction if Kernel.rand < 0.02
if !events['got_hit'].empty?
fire 2
turn -10*@direction
end
if !events['robot_scanned'].empty?
fire 3
@time_since=0
else
if @time_since < 15
if Kernel.rand < 0.5 && rel_gun_heading < 30
turn_gun 6
elsif rel_gun_heading > -30
turn_gun -6
else
turn_gun 6
end
fire 0.5
elsif @time_since < 100
turn 10*@direction
else
turn 5
end
end
@time_since += 1
end
end
Judicious use of freeze?
Simon Kröger wrote:
> Robots are distributed as source code (i don't see another way anyway)
> so nobody would want to compete against such a bot.
> (You can search ObjectSpace and find the other robot, setting his energy
> to -1, easy victory but without honour)
> Maybe there is a way to protect against such strategies i didn't thought
> of, any ideas?
$SAFE can stop this kind of thing. Run a thread for each robot, taint stuff
you don't want it to be able to mess with (e.g. the thread), untaint the
robot's code, and eval and run it under $SAFE=4.
Cheers,
Dave
Against SittingDuck, it performed very badly :)
> Reinder Verlinde wrote:
>
>> I also have the first security breach to report. I do not think
>> you intend that the following should be valid inside a robot:
>> @battlefield.robots.each do |other|
>> puts "robot #{other}: x #{other.x}, y #{other.y}"
>> end
>> If a robot can do that, the radar seems extremely limited.
>
> Robots are distributed as source code (i don't see another way anyway)
> so nobody would want to compete against such a bot.
> (You can search ObjectSpace and find the other robot, setting his
> energy
> to -1, easy victory but without honour)
> Maybe there is a way to protect against such strategies i didn't
> thought
> of, any ideas?
Sure, move the communication to a client server architecture so you
can control this better. You've got to stop them running in the same
process, to make it easier on yourself.
James Edward Gray II
Minor nitpick - as a scalar, this should really be called "speed".
Velocity indicates a magnitude and direction (a vector), while speed
is a pure rate measurement.
Yes, that's the better way - easier than $SAFE.
Cheers,
Dave
no, you're too cool. ;)
>
> > #Begin listing
> > [...]
> > #End listing
> >
> > This bot prefers long matches, as he fires low power shots. This, on
> > my machine at least exposes some performance problems associated with
> > shooting a lot. Matching a couple of rapid firing bots brings the app
> > to it's knees after only a few thousand ticks. My first idea where
> > maybe that the bullets were not being cleaned up properly, but looking
> > at the source it looks like they are being remove from the hash and
> > canvas, so I don't know.
>
> I will dive into that (i was able to finish the match, but it slows
> down considerably) maybe i have to 'reuse' old bullets.
>
I've seen some code for circular lists (Gavin K?) that might be a more
efficient way to manage @battlefield.bullets than a hash, but as far
as optimizing the TK stuff, I haven't the foggiest. I'm super
interested in this game improving though, thanks again for taking the
lead on this, that thread went on too long for *someone* not to put
the rubber to the road.
Keep up the good work,
-Harold
Hi,
I added a little status display in the canvas so each robot's health
is shown - easier to have it all in one window rather than having the
health in the terminal window.
Diff attached, against 0.1.1
--
Terje
Just wanted to add, well done, and I'm looking forward to creating some robots!
--
Terje
I converted a new explosion animation based on the robocode one but
with alpha dithering.
http://www.harderweb.de/jix/ml/exppack.zip
--
Jannis
Hehe, nice!
i like it.
cheers
Simon
Yeah SittingDuck is a though one, it seems only NervousDuck is really
good against sittingDuck.
Another nice feature to add would be a benchmark method. You let two
bots fight 50 times without any screen output, and publish the results.
Nicest would even be to have the output of one of the ongoing fights on
screen (to keep you from getting bored) while in the background it's
running the other matches.
Thanks,
patch accepted (with minor tweak)
cheers
Simon
Ooh, and then perhaps the concept of same-team bots (radar would show
the bot as 'friendly') so you could have multiple instances of two bots
on the field.
I hope i got it. Would you download v0.1.2 and try it?
cheers
Simon
No excuses now, lets see some bots (:
here's a quasi interesting bot, doesn't display the modicum of
intelligence that the BotOne does, but still wins a fair ammount.
Behold, CheeseBot:
#Begin Listing
require 'robot'
class CheeseBot
include Robot
def tick events
@stage = 1 if @stage.nil?
@direction = -1 if @direction.nil?
fire 1
case @stage
when 1
accelerate @direction
if( heading < 90 )
turn 90 - heading
elsif( heading > 90 )
turn heading - 90
else
@stage = 2
end
when 2
accelerate @direction
if y > @battlefield.height - (size*2)
@stage = 3
@temp_time = time
end
when 3
accelerate @direction
if( (@temp_time + 9) >= time )
turn 10
turn_gun -10
else
@stage = 4
end
when 4
accelerate @direction
if( (time > @temp_time+30) && (x > (@battlefield.width - (size*2))
|| x < (size*2)) )
@direction *= -1
@temp_time = time
end
end
end
end
#End Listing
#Beware the word wrap. heh
Thanks again and long live rrobots.rb,
-Harold
require 'robot'
class Testing
include Robot
def initialize bf
super(bf)
@saw_robot = false
end
def tick events
accelerate 1
if @saw_robot
direction = time%2==0 ? -1 : 1
turn_gun 20*direction
turn 1*direction
@saw_robot = false
else
turn_gun 10
turn 2
end
if !events['robot_scanned'].empty?
fire 1
@saw_robot=true
end
end
end
---
this robot may have problems if it gets stuck in a corner or along the
side but so far it has seemed effective against those posted.
-------------------------------------------------------------------
require 'robot'
class Killer
include Robot
def min_max value, m
value-= 360 if value > 180
value+= 360 if value < -180
value = -m if value < -m
value = m if value > m
return value
end
def tick events
@dist = 1000 if @dist.nil?
@target_heading = 0 if @target_heading.nil?
@radar_range = 60 if @radar_range.nil?
@approach = false if @approach.nil?
if !events['robot_scanned'].empty?
@dist = events['robot_scanned'].first.first
@target_heading = (radar_heading - @radar_range * 0.5 + 360.0) %
360 if @radar_range.abs < 10
@radar_range = (@radar_range.abs > 0.5) ? -@radar_range * 0.5 :
-@radar_range
else
@radar_range *= -2 if (@radar_range.abs < 60)
end
fire 3 if @radar_range.abs < 10
@approach = true if (@dist < 200 || @dist > 500)
@approach = false if (@dist > 250 && @dist < 300)
if @approach
turn_body = min_max(@target_heading - heading, 10)
accelerate(@dist > 275 ? 1 : -1)
else
turn_body = min_max(@target_heading - heading + 90, 10)
accelerate((time / 100) % 2 * 2 - 1)
end
gun = min_max(@target_heading - gun_heading - turn_body, 30)
radar = min_max(@radar_range - gun - turn_body, 60)
turn(turn_body)
turn_gun(gun)
turn_radar(radar)
end
end
-------------------------------------------------------------------
cheers
Simon
j.
On 11/25/05, Simon Kröger <SimonK...@gmx.de> wrote:
>
--
"Remember. Understand. Believe. Yield! -> http://ruby-lang.org"
Jeff Wood
On 24/11/05, Simon Kröger <SimonK...@gmx.de> wrote:
> RRobots v0.1
>
> First there was CRobots, followed by PRobots and many others,
> recently (well also years ago) Robocode emerged and finally
> this is RRobots bringing all the fun to the ruby community.
--
Rasputin :: Jack of All Trades - Master of Nuns
http://number9.hellooperator.net/
> I think this has grown enough that there needs to be a separate website &
> mailing list for RRobots...
>
> j.
true,
and there is a first version online:
http://rrobots.rubyforge.org/index.html
I would like to see new robots in the forum and move most of the
discussion there. (i read your post as a polite way of saying: please
reduce the noise to ruby-talk, or am i completely wrong?)
cheers
Simon
j.
And you'll have to continue making noisy, shooting ducks on this list.
Otherwise you're unlikely to entice me to make one, too (in between
the other stuff I do).
Bye,
Kero.
Maybe this can entice you: :)
After a lot of Bugfixes and implementing slugfests of up to 8 robots,
this is RRobots v0.2.
The robot interface didn't change so all your creations should still
work. If you need some challenge look in the forums, good bots are
starting to apear there.
http://rrobots.rubyforge.org/screenshots.html
and if you want to download:
http://rubyforge.org/frs/?group_id=1109
cheers
Simon