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    <link>http://gmane.org</link>
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  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1323">
    <title>Re: tpserver-cpp branches merged!</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1323</link>
    <description>Great to hear (and a little bit scary might I say :P) As you mentioned  
in an email, could I get a branch called "risk++"; I'll probably start  
fiddling around on my own WIP branch until then.

Ryan 'jphr' Neufeld
---------------------------
visit me at hammerofcode.com

On 1-Sep-08, at 12:53 AM, Tim Ansell wrote:


</description>
    <dc:creator>Ryan Neufeld</dc:creator>
    <dc:date>2008-09-02T01:04:24</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1322">
    <title>tpserver-cpp branches merged!</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1322</link>
    <description>Hey guys,

Lee has successfully merged all your branches (config, tae, and risk)
into the tpserver-cpp trunk. This means that everyone now gets your
stuff by default, yay! 

You should now continue your development on main branch (if you have any
questions about switching, feel free to ask). I have removed the
branches from the server.

If you want a branch to continue doing some restructures (I know jphr
wants to modify how some of the risk stuff) we are happy to provide one.

Tim 'mithro' Ansell



</description>
    <dc:creator>Tim Ansell</dc:creator>
    <dc:date>2008-09-01T05:53:46</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1321">
    <title>Re: Starmapper and wormholes</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1321</link>
    <description>
A real simple solution would be to divide all your distances by a
constant which is something like 1/1e6 of the universe size. I doubt you
need more accuracy then that.

Some ruleset might only use really small numbers too (IE around the 10s
or 100s), so using "absolute" sizes is definitely not the best choice.


9634084866000 / 9634084 = 1000000
4773979192500 / 9634084 =  495530

Which are much more manageable.


3402000000 / 3402 = 1000000
2835000000 / 3402 =  833333

All these numbers definitely fit inside long ints.

Tim 

</description>
    <dc:creator>Tim Ansell</dc:creator>
    <dc:date>2008-09-01T00:14:14</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1320">
    <title>Re: Starmapper and wormholes</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1320</link>
    <description>2008/8/30 Krzysztof Sobolewski &lt;jezuch&lt; at &gt;interia.pl&gt;:
You could probably use an approximate iterative method. I'm not
entirely sure of a R^2 -&gt; R iterative method though, someone good at
numerical analysis here? Would Newton-Raphson with the gradient
(instead of the derivative) work? Hmm. There's also the alpha-max +
beta-min algorithm to quickly approximate the length of a vector.

However, perhaps it's safer to just start using BigInteger or, you
know, floating point numbers.  BigInteger doesn't have a sqrt(), so
you'll need to convert to float/double or use iterative methods
anyway. Unless you just use the squared distance...

So many options. :)

Iwanowitch
</description>
    <dc:creator>Vincent Verhoeven</dc:creator>
    <dc:date>2008-08-30T13:18:29</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1319">
    <title>Re: Starmapper and wormholes</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1319</link>
    <description/>
    <dc:creator>Krzysztof Sobolewski</dc:creator>
    <dc:date>2008-08-30T12:06:49</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1318">
    <title>Re: Starmapper and wormholes</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1318</link>
    <description>2008/8/29 Krzysztof Sobolewski &lt;jezuch&lt; at &gt;interia.pl&gt;:

Let's see... Correct me if I'm wrong. Some outside planet locations:
-2399968326000, 1119431722500, 0
7234116540000, 889698663000, 0
6608869260000, -3654547470000, 0

Thus 9 634 084 866 000 x 4 773 979 192 500.

For RFTS, I have

210000000, 2992500000, 0
3612000000, 157500000, 0

which yields 3 402 000 000 x 2 835 000 000, or essentially a factor
3000x2000 smaller. Hmm. :)

Iwanowitch
</description>
    <dc:creator>Vincent Verhoeven</dc:creator>
    <dc:date>2008-08-29T21:18:39</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1317">
    <title>Re: Starmapper and wormholes</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1317</link>
    <description/>
    <dc:creator>Krzysztof Sobolewski</dc:creator>
    <dc:date>2008-08-29T20:35:05</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1316">
    <title>Re: Starmapper and wormholes</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1316</link>
    <description/>
    <dc:creator>Krzysztof Sobolewski</dc:creator>
    <dc:date>2008-08-29T20:36:45</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1315">
    <title>Re: Starmapper and wormholes</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1315</link>
    <description>2008/8/29 Krzysztof Sobolewski &lt;jezuch&lt; at &gt;interia.pl&gt;:

Yep. Test with 2 bots shows the 2 names anyway. (slight note: the text
gets cropped off, but that's nothing really bad)


Yeah... I think so. Each star has exactly one planet, so I'm not sure
whether it's planets or stars I see. There are little diamonds for all
the stars, which seem to grow with the turns - I presume the size
represents the resources, thus the amount of troops on the planet.
However, no regions at all, only white-on-black diamonds and star
names. I want my pretty colors. :(

Screenshot at http://img379.imageshack.us/img379/1654/tparseclocalhost0000sr3.png

Iwanowitch
</description>
    <dc:creator>Vincent Verhoeven</dc:creator>
    <dc:date>2008-08-29T20:18:46</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1314">
    <title>Re: Starmapper and wormholes</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1314</link>
    <description/>
    <dc:creator>Krzysztof Sobolewski</dc:creator>
    <dc:date>2008-08-29T19:57:51</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1313">
    <title>Re: Starmapper and wormholes</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1313</link>
    <description>2008/8/21 Krzysztof Sobolewski &lt;jezuch&lt; at &gt;interia.pl&gt;:

So let's go one layer deeper and just use star systems instead. :)
Since these are displayed in tpclient-pywx (in contrast with
galaxies), it can perhaps be assumed that developers will place them
at the right positions, and thus that you can use them to determine
map bounds. I think this is the same thing tpclient-pywx uses.

I attached a patch for this, however you should review it and probably
design something that is a bit better, because this replaces one
ad-hoc method with another. Also I only tested this with the Risk
ruleset, it might break other rulesets.

The current status is that it now manages to draw the maps. Only
problem is that those are useless because they lack pretty colors. :)
It's probably because of the peculiarities of the ruleset: it doesn't
use ships and I think planet ownership is different or something.
Also, strength is measured by resources because of the absence of
ships. Would it be possible to create a configuration that dr</description>
    <dc:creator>Vincent Verhoeven</dc:creator>
    <dc:date>2008-08-29T13:45:19</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1312">
    <title>Re: AI battle moved</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1312</link>
    <description>2008/8/27 Krzysztof Sobolewski &lt;jezuch&lt; at &gt;interia.pl&gt;:


That's a great idea. I'll be sure to make tpclient-pywx screenshots
each turn :).

</description>
    <dc:creator>Victor Ivri</dc:creator>
    <dc:date>2008-08-27T17:52:44</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1311">
    <title>Re: AI battle moved</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1311</link>
    <description/>
    <dc:creator>Krzysztof Sobolewski</dc:creator>
    <dc:date>2008-08-27T16:39:30</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1310">
    <title>Re: AI battle moved</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1310</link>
    <description>Hi guys,

I won't be able to make this time. Good luck with the battle.

Tim

On Mon, 2008-08-25 at 18:52 +0200, Vincent Verhoeven wrote:


</description>
    <dc:creator>Tim Ansell</dc:creator>
    <dc:date>2008-08-26T00:48:46</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1309">
    <title>AI battle moved</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1309</link>
    <description>Hello all,

vi1985 and me moved the battle between our AIs to 49 hours later,
http://www.timeanddate.com/worldclock/fixedtime.html?month=8&amp;day=28&amp;year=2008&amp;hour=14&amp;min=0&amp;sec=0&amp;p1=0
http://tinyurl.com/58tltz
because I had some family stuff interfering.

See you then!

Iwanowitch
</description>
    <dc:creator>Vincent Verhoeven</dc:creator>
    <dc:date>2008-08-25T16:52:59</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1308">
    <title>Re: Scratchpad patch to setup daneel-ai</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1308</link>
    <description>Applied - d003bdb74686a40e198c65f41d32722e8860bebc

Tim

On Mon, 2008-08-25 at 01:37 +0200, Vincent Verhoeven wrote:

</description>
    <dc:creator>Tim Ansell</dc:creator>
    <dc:date>2008-08-24T23:48:36</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1307">
    <title>Scratchpad patch to setup daneel-ai</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1307</link>
    <description>Mithro: please apply attached patch to the scratchpad repository.

For those that cannot wait for mithro to do this (cough nash cough),
feel free to patch locally. Git should be able to handle that.

Iwanowitch
</description>
    <dc:creator>Vincent Verhoeven</dc:creator>
    <dc:date>2008-08-24T23:37:07</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1306">
    <title>Tigris and Euphrates</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1306</link>
    <description/>
    <dc:creator>Dustin White</dc:creator>
    <dc:date>2008-08-22T20:11:21</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1305">
    <title>Re: AI battle</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1305</link>
    <description>
It must be Noon somewhere in the world! :)

Tim

</description>
    <dc:creator>Tim Ansell</dc:creator>
    <dc:date>2008-08-22T06:01:43</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1304">
    <title>Re: AI battle</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1304</link>
    <description>
never mind that :). It seems to be a mishap on my end: I set the whole
thing up, such that each asynch "time" frame, which is &gt; 0, acts as a
catalyst to start a new turn routine. I didn't know this, but the
server seems to also send one to indicate the turn will be "n" seconds
longer, after it receives "finished turn" frames from enough clients.
This makes my bot act like there are two turns, when there is only one
:).


</description>
    <dc:creator>Victor Ivri</dc:creator>
    <dc:date>2008-08-22T03:49:10</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.games.tp.devel/1303">
    <title>Re: AI battle</title>
    <link>http://permalink.gmane.org/gmane.comp.games.tp.devel/1303</link>
    <description>
Below is an output of three turns in a game between two bots. The bots
are "puk_1" and "puk_2", and it's puk_2's output-stream. It attempts
to conquer the last planet of puk_1, which has 7 troops on it to begin
with, and gets a zero reinforcements each turn. Despite the massive
attack on it, the planet only succumbs on the third turn. This seems
pretty counter-intuitive to me. I believe the output reflects what's
being done, and there's nothing wrong with it, but if you say that the
following is impossible, I'll have to take a closer look :) . Here it
is:

______________________

puk_2's output:
Turn number: &lt;64&gt; (since launch of client). Start of turn routine
commencing... 4 seconds to end of turn.
Initializing bot with new data.....
- - -
Universe data:
Neutral stars:
Stars owned by player puk_1 (1): &lt;66&gt;
Total stars: 1; Total army strength: 7; Total reinforcements: 0
Stars owned by player puk_2 (2): &lt;26&gt; &lt;6&gt; &lt;45&gt; &lt;73&gt; &lt;83&gt; &lt;64&gt; &lt;8&gt; &lt;89&gt;
&lt;60&gt; &lt;10&gt; &lt;79&gt; &lt;55&gt; &lt;36&gt; &lt;57&gt; &lt;42&gt; &lt;77&gt; &lt;32&gt; &lt;71&gt; &lt;91&gt; &lt;40&gt; &lt;62&gt; &lt;2</description>
    <dc:creator>Victor Ivri</dc:creator>
    <dc:date>2008-08-22T03:16:11</dc:date>
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