| | Re: rtl22 working concept
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(...) I think you just want to use a marker that says "edding BOO" on it. :) Calum, post that photo of the World's Largest Marker (TM) at Spatles. That marker was so large it made me feel insecure about myself. Iain (18 years ago, 14-Aug-06, to lugnet.org.ca.rtltoronto)
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| | Re: rtl22 working concept
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(...) If only one game is played, the bot that plays first will be at a big disadvantage... (18 years ago, 14-Aug-06, to lugnet.org.ca.rtltoronto)
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| | Re: rtl22 working concept
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(...) Calum, I think you missed my point. When I said "easier" to draw. I meant to imply, that the robot who plays O would be at a SLIGHT timed disadvantage, vs. the X playing bot. We need to finalize a "timed" game and or would each "round" (...) (18 years ago, 14-Aug-06, to lugnet.org.ca.rtltoronto)
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| | Re: rtl22 working concept
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(...) I'd suggest a template that has a very light X and O marked in tiny dots. This would be the "ideal" mark location, and robots (and humans) should try to make them as close as possible top these. -Rob A> (18 years ago, 13-Aug-06, to lugnet.org.ca.rtltoronto)
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| | Re: rtl22 working concept
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(...) If you are really worried about very slow machines, do what LafLRC did - time was one of the constraints, fastest wins all else being equal. (...) That was a problem I was going to mention as well. There needs to be a very clear standard here, (...) (18 years ago, 13-Aug-06, to lugnet.org.ca.rtltoronto)
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