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mps:proiect [2024/11/15 17:53]
mihai_lucian.voncila [Agents]
mps:proiect [2024/11/22 17:27] (current)
giorgiana.vlasceanu [Game Mechanics]
Line 39: Line 39:
   *The minimum rectangular path from the entrance to the exit must cover at least 50% of the total rectangular area of the maze.   *The minimum rectangular path from the entrance to the exit must cover at least 50% of the total rectangular area of the maze.
   *Teams will choose the horizontal and vertical dimensions of each generated maze within specified maximum allowable ranges.   *Teams will choose the horizontal and vertical dimensions of each generated maze within specified maximum allowable ranges.
-  *The maze should be able to be generated in one of three ways:+  *The maze should be able to be generated in one of the following ​ways:
     *completely random, based on a fixed seed, which may or may not be provided, and a set threshold that represents the maximum of special tiles that can be generated of each type.     *completely random, based on a fixed seed, which may or may not be provided, and a set threshold that represents the maximum of special tiles that can be generated of each type.
     *semi-random,​ based on a fixed seed and a set number for each special tile that can be generated.     *semi-random,​ based on a fixed seed and a set number for each special tile that can be generated.
Line 132: Line 132:
 The server can store generated mazes as images and output them back on request. The server can store generated mazes as images and output them back on request.
  
 +<note important>​
 In the case where multiple agents are on the same server, they don't interact with one other, so that each agent has a fair chance at solving the maze. For this reason, every trap triggered by an agent will only affect that specific agent, so the server needs to keep track of which agent triggered which trap. In the case where multiple agents are on the same server, they don't interact with one other, so that each agent has a fair chance at solving the maze. For this reason, every trap triggered by an agent will only affect that specific agent, so the server needs to keep track of which agent triggered which trap.
 +</​note>​
 +==== Agents ====
 +An agent can work in one of two modes:
 +  *real time: it sends the move commands to the server, receives back the success fail results and immediately follows with the next list of commands
 +  *await for input: sends the list of commands, receives the results of the execution and awaits for user input before sending the next list of commands (this is done client side, not server side)
 +Each agents performance is measured in one of three ways:
 +  *Least time taken to solve the maze
 +  *Least number of turns taken to solve the maze
 +  *Least number of moves taken to solve the maze
 +For the real-time mode the agents will have a maximum time allotted before sending each command. If the allotted time expires, the agent is timed out and disqualified,​ and the maze is considered unsolved. The maximum time can be set before each run, or be preset depending on the maze difficulty.
 +
 +<note important>​Each AI agents behaviour must be unique, avoid creating different agents that have only a minor part of their strategy modified.</​note>​
  
 ==== Viewer ==== ==== Viewer ====
Line 146: Line 159:
   *Traps should have their value n on top of them if possible.   *Traps should have their value n on top of them if possible.
   *The walked path should be represented by a solid line, and the planned moves of the agent by a dashed line.   *The walked path should be represented by a solid line, and the planned moves of the agent by a dashed line.
-==== Agents ==== +  *The viewer ​can put the server ​into an await for input modewhere it doesn'​t output back an agents ​results for a move till a button ​is pressed ​in the viewer.
-An agent can work in one of two modes: +
-  *real time: it sends the move commands to the server, receives back the success fail results and immediately follows with the next list of commands +
-  *await for input: sends the list of commandsreceives the results ​of the execution and awaits ​for user input before sending the next list of commands (this is done client side, not server side) +
-Each agents performance is measured ​in one of three ways: +
-  *Least time taken to solve the maze +
-  *Least number of turns taken to solve the maze +
-  *Least number of moves taken to solve the maze +
-For the real-time mode the agents will have a maximum time allotted before sending each command. If the allotted time expires, the agent is timed out and disqualified,​ and the maze is considered unsolved. The maximum time can be set before each run, or be preset depending on the maze difficulty. +
- +
-<note important>​Each AI agents behaviour must be unique, avoid creating different agents that have only a minor part of their strategy modified.</​note>​+
  
-==== Team collaboration ==== +==== Team collaboration ====    ​
-    +
 After the initial phase of developing the project: After the initial phase of developing the project:
 For a successful collaboration,​ the teams should consider the following: For a successful collaboration,​ the teams should consider the following:
mps/proiect.1731686011.txt.gz · Last modified: 2024/11/15 17:53 by mihai_lucian.voncila
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