- Updated Tuesday, June 21st 2016 @ 00:41:24
A Time Hack (not sure if this is allowed by default)
According to the getting-started page, what I understand is that you get 2 mistakes for the whole game, but this is not the case. If you always print no_moves at the beginning of your turn you get additional 500ms per move check this game: http://theaigames.com/competitions/ultimate-tic-tac-toe/games/5768680d4ee9c6546d05ba1a I have verified that from the dump.
Time Measurement Problem
In this game http://theaigames.com/competitions/ultimate-tic-tac-toe/games/5768587e8be8df62200ba329 at move #39 my bot timed out, I use clock() before and after the bot calculations and then print the difference over CLOCKSPERSEC. The time taken I print is within the given window, but the engine decides that my bot timed out. What might be the problem? should I use another time measurement methodology?
I made sure that all object deletion/destruction happens within my 2 requests to the clock() function, so we can cross out this mistake at my end (I hope I am not wrong).
- Created Tuesday, June 21st 2016 @ 00:47:48
The "time hack" has been known for quite a while. It also works on other competitions.
- Created Tuesday, June 21st 2016 @ 00:52:28
Hmmm, so it is there by default as a backup for whenever someone times out, we can actually make use of the extra time.
- Created Tuesday, June 21st 2016 @ 01:03:05
The time measurement problem might be because of pondering of Jeager (not sure), it was discussed at the end of http://theaigames.com/discussions/ultimate-tic-tac-toe/5763094c5d203cab12cc86c7/the-current-state-of-the-game/1/show
DeveloperCreated Tuesday, June 21st 2016 @ 08:41:09
These things will be solved soon :)
- Created Thursday, June 23rd 2016 @ 01:36:31
thanks jim (Y)