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Arimaa >> Site Discussion >> Server archive doesn't like really long game
(Message started by: Janzert on Nov 14th, 2012, 1:00pm)

Title: Server archive doesn't like really long game
Post by Janzert on Nov 14th, 2012, 1:00pm
Doing some testing for arimaa server monitoring and while the game played fine while it was live, now that the game has ended the server doesn't want to cough up the game data. :} Even to the point of not displaying comments left on the game. The game is #249495 (http://arimaa.com/arimaa/gameroom/comments.cgi?gid=249495).

Not really a problem since I can just assure that games end sooner, but thought I'd leave a record here in case Omar wanted to fix it.

Janzert

* last I opened it was about a half hour before it ended somewhere around the 3000 move mark.

Title: Re: Server archive doesn't like really long game
Post by Hippo on Nov 15th, 2012, 3:45am
I have replayed older game of the bots, with rabbits one step to the goal on both sides on their players turn ... but the game lasted 57 turns. Games lasting 1773 and 3257 are really long and prohibitting their watching could be welcomed not to bore visitors to the death.

Was the only restricion for the bots not to goal and not to capture?

On the other side, a message informing about this decision would be useful.

Title: Re: Server archive doesn't like really long game
Post by Janzert on Nov 16th, 2012, 3:08am

on 11/15/12 at 03:45:52, Hippo wrote:
I have replayed older game of the bots, with rabbits one step to the goal on both sides on their players turn ... but the game lasted 57 turns. Games lasting 1773 and 3257 are really long and prohibitting their watching could be welcomed not to bore visitors to the death.


Yeah they're certainly not meant to watch. Although I don't think they're is any reason to actively prohibit it. :) I'm sure they are just running into a size limit in some component(s) on the server.


Quote:
Was the only restricion for the bots not to goal and not to capture?


Pretty much, they are just doing random step moves while avoiding captures and game ending moves. Although the check on game ending doesn't actually test for potential immobilization. But that's not been a problem so far, even in 70,000+ turn games. ;)

The idea for these would be to set up a few servers throughout the world running them during tournament games in order to rule out server issues in case of a timeout of the tournament game.

Janzert



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