Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

[ANN] RRobots - ducks, armed and dangerous

1 view
Skip to first unread message

Simon Kröger

unread,
Nov 24, 2005, 8:05:39 AM11/24/05
to
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.

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)


Dave Burt

unread,
Nov 24, 2005, 8:29:55 AM11/24/05
to
Simon announced:
> RRobots v0.1
> ...
> RRobots is a simulation environment for robots...

Looks great, Simon - I can't wait to try it out!

Cheers,
Dave


Edwin van Leeuwen

unread,
Nov 24, 2005, 8:49:11 AM11/24/05
to
SimonKroeger wrote:
>(along with the bug-reports and feature requests)

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/.


Leslie Viljoen

unread,
Nov 24, 2005, 9:01:28 AM11/24/05
to
Great work!


Simon Kröger

unread,
Nov 24, 2005, 9:02:54 AM11/24/05
to
Edwin van Leeuwen wrote:

Doh!

Lazy me.

v0.1.1 is ready for download.
(and hopefully realy platform independent)

cheers

Simon


Gyoung-Yoon Noh

unread,
Nov 24, 2005, 9:23:03 AM11/24/05
to

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

Gyoung-Yoon Noh

unread,
Nov 24, 2005, 9:35:44 AM11/24/05
to
On 11/24/05, Simon Kröger <SimonK...@gmx.de> wrote:
>
> v0.1.1 is ready for download.
> (and hopefully realy platform independent)
>

My screenshot:
http://static.flickr.com/26/66471832_4ceaf3b81b_o.png

--
http://nohmad.sub-port.net


Simon Kröger

unread,
Nov 24, 2005, 9:47:58 AM11/24/05
to
Gyoung-Yoon Noh wrote:

Hehe, nice!

and thanks for the feedback.

Simon


Harold Hausman

unread,
Nov 24, 2005, 2:44:51 PM11/24/05
to
You get a gold star on the chart for the day!

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

Reinder Verlinde

unread,
Nov 24, 2005, 2:49:11 PM11/24/05
to
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...

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

Simon Kröger

unread,
Nov 24, 2005, 3:43:53 PM11/24/05
to
Harold Hausman wrote:
> You get a gold star on the chart for the day!
>
> 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.

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


Simon Kröger

unread,
Nov 24, 2005, 3:51:32 PM11/24/05
to
Reinder Verlinde wrote:

> 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

Edwin van Leeuwen

unread,
Nov 24, 2005, 4:51:45 PM11/24/05
to
hhausman wrote:
> You get a gold star on the chart for the day!
>
> 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.

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

Lyndon Samson

unread,
Nov 24, 2005, 5:02:59 PM11/24/05
to
On

>
> 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?

Judicious use of freeze?

Dave Burt

unread,
Nov 24, 2005, 7:55:04 PM11/24/05
to

"Simon Kröger" <SimonK...@gmx.de> wrote in message
news:4386288...@gmx.de...

Dave Burt

unread,
Nov 24, 2005, 8:09:12 PM11/24/05
to
(Sorry for the blank post)

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


Mickael Faivre-Macon

unread,
Nov 24, 2005, 8:43:22 PM11/24/05
to
> 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 :)

Against SittingDuck, it performed very badly :)


James Edward Gray II

unread,
Nov 24, 2005, 8:50:45 PM11/24/05
to
On Nov 24, 2005, at 2:51 PM, Simon Kröger wrote:

> 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

Gavin Kistner

unread,
Nov 24, 2005, 11:07:36 PM11/24/05
to
On Nov 24, 2005, at 8:05 AM, Simon Kröger wrote:
> velocity #your velocity (-8/8)

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.

Dave Burt

unread,
Nov 24, 2005, 11:21:23 PM11/24/05
to
JEGII:

> 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.

Yes, that's the better way - easier than $SAFE.

Cheers,
Dave


Harold Hausman

unread,
Nov 24, 2005, 11:26:23 PM11/24/05
to
On 11/24/05, Simon Kröger <SimonK...@gmx.de> wrote:
> Harold Hausman wrote:
> > You get a gold star on the chart for the day!
> >
> > 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.
>
> to cool.

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


Terje Tjervaag

unread,
Nov 25, 2005, 4:51:48 AM11/25/05
to
On 11/24/05, Simon Kröger <SimonK...@gmx.de> wrote:
> v0.1.1 is ready for download.

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

robot.diff

Terje Tjervaag

unread,
Nov 25, 2005, 4:53:09 AM11/25/05
to
On 11/24/05, Simon Kröger <SimonK...@gmx.de> wrote:
> v0.1.1 is ready for download.

Just wanted to add, well done, and I'm looking forward to creating some robots!

--
Terje


Jannis Harder

unread,
Nov 25, 2005, 7:54:15 AM11/25/05
to
Hi,

I converted a new explosion animation based on the robocode one but
with alpha dithering.

http://www.harderweb.de/jix/ml/exppack.zip

--
Jannis


Simon Kröger

unread,
Nov 25, 2005, 9:34:45 AM11/25/05
to
Jannis Harder wrote:

Hehe, nice!

i like it.

cheers

Simon


Edwin van Leeuwen

unread,
Nov 25, 2005, 9:42:09 AM11/25/05
to

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.

Simon Kröger

unread,
Nov 25, 2005, 10:25:47 AM11/25/05
to
Terje Tjervaag wrote:

Thanks,

patch accepted (with minor tweak)

cheers

Simon


Phrogz

unread,
Nov 25, 2005, 10:27:41 AM11/25/05
to
Feature request: support an arbitrary number of bots on the field,
instead of 2. Most of the time bots will probably be designed for 1-1
battles, but it would be cool to see how tactics differ as you add more
enemies to the field.

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.

Simon Kröger

unread,
Nov 25, 2005, 11:11:04 AM11/25/05
to
> [...]

> 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 hope i got it. Would you download v0.1.2 and try it?

cheers

Simon


Harold Hausman

unread,
Nov 25, 2005, 11:16:29 AM11/25/05
to
Just downloaded it. It's killer... Absolutely rockin'

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

Clayton Smith

unread,
Nov 25, 2005, 2:10:38 PM11/25/05
to
Another robot to play with...

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.

Simon Kröger

unread,
Nov 25, 2005, 6:49:58 PM11/25/05
to
I wasted my time creating my first real bot (should have fixed
more bugs instead) and named it quite arrogant 'Killer':
(found one very anoying bug with the scanner pointing east, fixed
it, new version v0.1.3)

-------------------------------------------------------------------
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


Jeff Wood

unread,
Nov 25, 2005, 7:15:28 PM11/25/05
to
I think this has grown enough that there needs to be a separate website &
mailing list for RRobots...

j.

On 11/25/05, Simon Kröger <SimonK...@gmx.de> wrote:
>


--
"Remember. Understand. Believe. Yield! -> http://ruby-lang.org"

Jeff Wood

Dick Davies

unread,
Nov 26, 2005, 6:27:55 AM11/26/05
to
Damn. I had some free time until I found this.
Brilliant work !


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/


Simon Kröger

unread,
Nov 26, 2005, 5:44:20 PM11/26/05
to
Jeff Wood wrote:

> 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


Jeff Wood

unread,
Nov 26, 2005, 5:58:00 PM11/26/05
to
I"m saying there's been a lot of traffic on the topic over the past
few days which shows a group with a focused interest, maybe you don't
want the noise from the rest of the list ... Enjoy your ducks in peace
so to say.

j.

Kero

unread,
Nov 27, 2005, 11:27:52 AM11/27/05
to
> I"m saying there's been a lot of traffic on the topic over the past
> few days which shows a group with a focused interest, maybe you don't
> want the noise from the rest of the list ... Enjoy your ducks in peace
> so to say.

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.

Simon Kröger

unread,
Nov 27, 2005, 5:04:56 PM11/27/05
to

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


0 new messages