# $Id: game2,v 1.13 2008/03/05 00:22:19 orts_mburo Exp $ Game 2 Changes - refer to game2.bp for updated game object stats Setup - two players - perfect information (apart from simultaneous actions) - random 64x64 terrain (ground level connected, small irregular static obstacles) - for each player: 5 randomly (but symmetrically) located control centers with 10 tanks each nearby - some small mobile obstacles ("sheep") moving randomly Objective - Destroy as many opponent buildings as possible within 15 minutes Challenges - small-scale combat - unit group management - adversarial/cooperative pathfinding Object actions: tank (terrans/units.bp): move(x,y[,s]) : start moving towards (x,y) with speed s (or max-speed) weapon.attack(obj) : attack object (tank_turret terrans/weapons.bp) stop() : stops moving and attacking How to start the server and gfx client for this game: in orts3/. ./tournament-2008/game2_orts and ./tournament-2008/game2_ortsg (twice in a different terminal windows) Alternatively ./tournament-2008/game2_orts_test starts the server and displays the world using simple 2d graphics which is good for testing purposes. Units will move randomly. Tournament setting: Round-robin style. Each pair of players will play a 2k games where k >= 1 depends on the number of available computers. k starting positions are generated randomly with symmetric base locations (starting with a fixed seed that depends on numbers provided by contestants). To ensure fairness, for each of the starting positions two games are played - switching sides in the 2nd game. The outcome of each game pair is evaluated as follows: When all buildings of a player are destroyed the game ends instantly. s = # of destroyed opponent buildings in game 1 and game 2 r = s(player 1) - s(player 2) If r > 0, player 1 wins. If r < 0, player 2 wins. If r = 0: (tiebreaker) s = - elapsed time when last opponent building is destroyed in game 1 - elapsed time when last opponent building is destroyed in game 2 r = s(player 1) - s(player 2) If r > 0, player 1 wins. If r < 0, player 2 wins. If r = 0, game is a tie This evaluation scheme encourages to destroy many buildings quickly. It also compensates for biased situations created by randomizing the terrain.