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   Author  Topic: 2009 Arimaa Challenge  (Read 7816 times)
99of9
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Re: 2009 Arimaa Challenge
« Reply #15 on: Mar 15th, 2009, 12:52pm »
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on Mar 15th, 2009, 12:32pm, omar wrote:

I ran it today aroun 12pm MST. I'll try to run it about this time everyday. If you notice I didn't run it till 12:30 pm ping me.

Thanks omar.  You may not be able to run it at the same time every day because one of the bots may be playing.  This time it took 6 minutes - enough to completely mess up a bot if it were running.
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omar
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Re: 2009 Arimaa Challenge
« Reply #16 on: Mar 15th, 2009, 2:35pm »
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That's right. I have to make sure nothing is running before running the script. Also I should disable the bots from starting while the script is running.
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omar
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Re: 2009 Arimaa Challenge
« Reply #17 on: Mar 15th, 2009, 2:44pm »
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Jdb, can you look at the log files for aaaa vs clueless and see if clueless really crashed. The netLog file just shows that it left the game while it was still thinking.
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jdb
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Re: 2009 Arimaa Challenge
« Reply #18 on: Mar 15th, 2009, 7:49pm »
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on Mar 15th, 2009, 2:44pm, omar wrote:
Jdb, can you look at the log files for aaaa vs clueless and see if clueless really crashed. The netLog file just shows that it left the game while it was still thinking.

 
I took a look at the game.log file for clueless. I have no idea what happened. If clueless crashes, it supposed to print out a stacktrace in the log. It didn't do this, but  it still most likely crashed.
 
As far as I can tell the game should count.
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ChrisB
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Re: 2009 Arimaa Challenge
« Reply #19 on: Mar 16th, 2009, 9:12pm »
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on Mar 15th, 2009, 12:15am, aaaa wrote:
Clueless timed out on me again!

 
Clueless timed out on me also... and it was UP a horse!
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99of9
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Re: 2009 Arimaa Challenge
« Reply #20 on: Mar 16th, 2009, 9:50pm »
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on Mar 16th, 2009, 9:12pm, ChrisB wrote:
Clueless timed out on me also... and it was UP a horse!

 
This time it appears that clueless had 10s in reserve, together with a move time of 120s, giving it a total of 130s.
 
The game log says Total Elapsed Time: 129409, which presumeably means 129.409 seconds... which seems to me to be cutting things too close, so was probably a lag timeout.  For comparison, gnobot is told to immediately cut the search when it has 15s left... and the actual gameroom regularly records 13s reserve.
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aaaa
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Re: 2009 Arimaa Challenge
« Reply #21 on: Mar 17th, 2009, 12:43pm »
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I ask that games 100123, 100128, 100135 and 100141 are disregarded from consideration on account of the fact that the bots in those games were sharing the resources of one server for a period of time.
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Fritzlein
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Re: 2009 Arimaa Challenge
« Reply #22 on: Mar 17th, 2009, 1:02pm »
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Ouch, there's an extra explanation of why humans are doing so well in the screening.  Sad  Thanks for looking up the game times, aaaa.  I'm glad there have only been two overlaps, so that only four of the eighteen games so far need to be thrown out.
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Arimabuff
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Re: 2009 Arimaa Challenge
« Reply #23 on: Mar 17th, 2009, 2:12pm »
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on Mar 17th, 2009, 1:02pm, Fritzlein wrote:
Ouch, there's an extra explanation of why humans are doing so well in the screening.  Sad  Thanks for looking up the game times, aaaa.  I'm glad there have only been two overlaps, so that only four of the eighteen games so far need to be thrown out.

I think you're jumping the gun here, Chrisb is the only one who's likely to lose against the bot(s). aaaa, mdk and camelback have proven that they are strong enough to beat the bots as many times as necessary. So your pessimism is a little  premature.
« Last Edit: Mar 17th, 2009, 2:14pm by Arimabuff » IP Logged
Arimabuff
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Re: 2009 Arimaa Challenge
« Reply #24 on: Mar 17th, 2009, 2:17pm »
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I hope that Omar will see to it that there are no more overlaps otherwise these screening are likely to be of little effect as no one likely to lose against one bot and win against the other will have a chance to play.
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omar
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Re: 2009 Arimaa Challenge
« Reply #25 on: Mar 17th, 2009, 3:08pm »
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I do have checks in the bot starting script to check the servers and pick the one which is not busy. I am not sure why it didn't work. I added some logging and will be testing this out in a bit.
 
I'll wait for the TDs decision before I mark the games as unrated.
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99of9
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Re: 2009 Arimaa Challenge
« Reply #26 on: Mar 17th, 2009, 3:23pm »
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on Mar 17th, 2009, 3:08pm, omar wrote:
I do have checks in the bot starting script to check the servers and pick the one which is not busy. I am not sure why it didn't work. I added some logging and will be testing this out in a bit.

How do you check if it's busy?  50% of the time it's the human opponent's move, so it would look quiet unless you had an explicit lock file to show when a game started and ended.
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Fritzlein
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Re: 2009 Arimaa Challenge
« Reply #27 on: Mar 17th, 2009, 3:46pm »
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on Mar 17th, 2009, 3:23pm, 99of9 wrote:

How do you check if it's busy?  50% of the time it's the human opponent's move, so it would look quiet unless you had an explicit lock file to show when a game started and ended.

An inefficient but reliable system is to stick with the notion that the bots only play Gold on gold.arimaa.com and only play Silver on silver.arimaa.com.  Then the script could simply check for games in progress involving the two bots.  The downside is that if some human is "due" to play a color, and that color server is occupied, he can't play even if the other server is free.  But at least it has the convenience that the "lock" is already created.
« Last Edit: Mar 17th, 2009, 3:47pm by Fritzlein » IP Logged

ChrisB
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Re: 2009 Arimaa Challenge
« Reply #28 on: Mar 17th, 2009, 5:23pm »
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on Mar 17th, 2009, 12:43pm, aaaa wrote:
I ask that games 100123, 100128, 100135 and 100141 are disregarded from consideration on account of the fact that the bots in those games were sharing the resources of one server for a period of time.

 
I agree, especially in the case of my game, 100123, where Clueless timed out while ahead.  Marking these games as unrated seems appropriate also
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omar
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Re: 2009 Arimaa Challenge
« Reply #29 on: Mar 17th, 2009, 6:33pm »
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OK, I was able to trace down this problem and fix it. Hopefully it should not happen again. The output of the 'ps' command was formatted a little different than what my script was expecting. When a bot is about to be started the startup script does a 'ps' command on the two servers and check to see if the 'bot' script is running on them. The bot interface script runs throughout the game even when the bot engine is not running; so it is a pretty good way to tell if a bot is running on the server. If both servers are free then the startup script runs the bot on the server that matches the side the bot will be playing, otherwise it starts it on the only available server. If both servers are busy it gives an appropriate error message.
 
Thanks for spotting this aaaa and jdb.
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