Artificial Life Platform; enables you to write competiting AIs
brmlab/brmlife
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Artificial Life Platform ======================== Client-server protocol: The time is quantized in ticks. In each tick, the server sends sensor input to the agent. Until the next tick, the client may supply actions to take to the server. Server input follows the format: cmd1 <par1> <par2>... cmd2 <par1> <par2>... ... <empty line> I.e. a sequence of lines terminated by an empty line. Each line starts with a single word (command name), plus some command-specific parameters. Note that newlines are CRLF ("\r\n"), not just LF ("\n")! The following inputs (in no particular order) are supported: agent_id <id> unique id of agent; may be sent only once at the beginning (you can use it to reconnect to the same agent later) tick <ticknum> BUMP if received, the agent's move failed (or attack of non-existent agent, etc.) BRED <id> <father_info> a new agent has been spawned, connect using agent_id <id>; <father_info> is arbitrary string passed from the father, can be used for genetic recombination DEAD if received, the agent is dead! energy <points> number of agent's energy points; disregard in case of dead agents visual <desc> <desc>... <desc> describe tiles, clockwise from top, in the immediate vicinity of the agent <desc> format is two-character, <type><agent> <type>: . for ground <agent>: - no agent a dead agent A alive agent x herp pheromones (<ph>,<ph>,<ph>,...) (<ph>...)... (<ph>,...) describes set of pheromones on a tile, in the same order as visual; if agent is on a tile, its pheromones are merged with tile pheromones <ph> format is <id>:<intensity> <id>: pheromone id 0..65535 <intensity>: floating-point number Client output follows a slightly different format: <tickid> cmd1 <par1> <par2>... <tickid> cmd2 <par1> <par2>... ... Only commands with a matching tickid are processed; in case a command is delayed, causing late relaying to the server and processing in the future, it is silently dropped and ignored. The following outputs are supported: move_dir <x> <y> <x> and <y> are integer offsets relative to the current position, may be just {-1,0,1} attack_dir <x> <y> <force> <x> and <y> are integer offsets relative to the current position, may be just {-1,0,1}; <force> is invested energy, damage is proportional breed_dir <x> <y> <info> <info> is arbitrary string passed to the "mother" (to be passed to the child) secrete <phid> <phintensity> produce a pheromone; pheromones are initially associated with an agent and trailed at tiles visited by the agent; pheromones with lower id transfer from agent to tile faster energy required is proportional to phintensity When new agent connects, the client first enters the "negotiation" phase, specifying its desired attributes, in the same format as in normal output (line-based, terminated by empty line), but with these commands instead: move <rate> <rate> between 0 and 1, describing probability of success of move command. attack <rate> <rate> between 0 and 1. defense <rate> <rate> between 0 and 1. breeding_key1 <value> breeding_key2 <value> <value> is arbitrary integer number; default is 0; breeding succeeds only between individuals with key that is near enough (abs(key1-key2) < kappa). key1 is used as the initiator's key, key2 as the receiver's key. (I.e., use different keys for sexually reproducing species.) In general, higher rate means higher energy maintenance of the appropriate actuators. Alternately, the client may send a single command in the negotiation phase: agent_id <id> If the id corresponds to a disconnected agent, the connection is immediately attached to that agent. Combining this with other negotiation commands is undefined, except for newborns - in that case, negotiation commands must follow after agent_id.
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