Earlier quoted context omitted.
We're not happy about the restriction either, and hopefully we'll run a Battlecode that doesn't have a programming language restriction, but we haven't found a way to deal with limited instruction count execution that we are happy with that is machine independent, and counting Java bytecode has worked for us so far. If there are other JVM languages people want supported, we'd be happy to take pull requests on Github…
So any language compiling to Java bytecode is OK?
Battlecode 2015 – AI Programming Competition
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Re: Battlecode 2015 – AI Programming Competition
#22Earlier quoted context omitted.
We're not happy about the restriction either, and hopefully we'll run a Battlecode that doesn't have a programming language restriction, but we haven't found a way to deal with limited instruction count execution that we are happy with that is machine independent, and counting Java bytecode has worked for us so far. If there are other JVM languages people want supported, we'd be happy to take pull requests on Github…
Why the JVM? Why not run your own bytecode, or even use Redcode straight up? edit: Perhaps I should explain. I dabbled in rec.games.corewars a few times, and what I found most rewarding was all the tricks you could play with the bytecode. I've never found the Java variants as fun, as one fun part of the game seems lost. I feel like I'm missing something.
Re: Battlecode 2015 – AI Programming Competition
#23Earlier quoted context omitted.
We're not happy about the restriction either, and hopefully we'll run a Battlecode that doesn't have a programming language restriction, but we haven't found a way to deal with limited instruction count execution that we are happy with that is machine independent, and counting Java bytecode has worked for us so far. If there are other JVM languages people want supported, we'd be happy to take pull requests on Github…
Can you explain in more detail what you mean by "limited instruction count execution that is machine independent"? For example: - Is it measuring the count and making sure it doesn't exceed some threshold, or is the client API designed to actually give each client a specific number of instructions and terminate if that is exceeded? - Does "machine independent" mean it needs to run outside of x86/amd64? - Would it off…
Machine-independent isn't really the write word, more of that we want the same two bots fighting on the same maps to be deterministic regardless of the machine its being run on.
For mechanics like this, we've found that bytecode instruction counts are the best metric we currently have, since anything that is time-based could result in different results depending how the CPU schedules the bots, and doing something like using PIN or another system to count assembly instructions turns it into a competition of who can write the most optimized assembly code.