| | Re: Connect Four game issues Rob Stehlik
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| | (...) This is a good idea, but I wonder how many people would actually have a working prototype by then. We all like procrastinating... (...) I don't care if you don't use a homing sensor, that isn't really the point. If we are going to use a sensor (...) (21 years ago, 15-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | Re: Connect Four game issues Chris Magno
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| | | | (...) because like someone else pointed out. you have now forced someone to only home once. what If I need to home at each line? (...) that's exactly what I meant. I'm not near an RCX can you try it? Chris (21 years ago, 15-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | Re: Connect Four game issues Bruce Sheridan
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| | | | | Silly is all this complicated and wasteful crap about motor and sensor ports. IR works very nicely and consistently. If we're worried about interference from other competitions we could place just about anything in the path of the IR and we'd be (...) (21 years ago, 15-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | Re: Connect Four game issues Chris Magno
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| | | | | | (...) no it does not! for the most part with a head to head robot. YES. but some place NOT in you basement, under not ideal conditions..... (...) and what happens IF/WHEN I send a "your turn" signal, and you miss it? then what? who's to say you (...) (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | Re: Connect Four game issues Bruce Sheridan
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| | | | | | (...) Of course it does...I've never seen it fail, and I've used it many many times in all kinds of environments. (...) The exact same situation could apply to a direct link. In either case, I think there is something to be said for a judge / (...) (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | Re: Connect Four game issues Chris Magno
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| | | | | | (...) as have I. and I HAVE seen it fail. why do you think I have to install error checking to make sure I GOT a message. (...) agreed (...) i'm saying use up one of your "spare" rcx or even something as lowly as a scout, and send it your IR, and it (...) (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | Re: Connect Four game issues Bruce Sheridan
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| | | | | | (...) 'Cause you're not doing it right? I've never used any kind of protocol or error checking and I've used this in all of my multi RCX robots (and no comments about the last one...messaging was not the problem) (...) True, but, I read that the guy (...) (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | RE: Connect Four game issues Ralph Hempel
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| | | | | | | (...) Put the RCXs in "standard" locations and cover them with a box. (...) But what if we only scan for new pieces? Our bot should be smart enough to know what the board looked like on the last move, so it should be trivial to find the ONE piece (...) (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | | Re: Connect Four game issues Bruce Sheridan
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| | | | | | | | | (...) That's true enough, but, my question still stands...how long per move, and does anyone with any experience know what the average number of moves per game is. Bruce (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | | | | RE: Connect Four game issues Ralph Hempel
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| | | | | | | | | | (...) I can't believe it, but I asked my wife where the Connect4 game is, and she donated the damned thing to Goodwill just last week!!!! I've played it a lot with the kids, and the standard board is (I think) 6x7 = 42 squares. From experience, we (...) (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | | | | | Re: Connect Four game issues Steven Lane
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| | | | | | | | | | (...) Vison Command! If your going to use IR why not just send the column number as well? 'Dear opposing RCX. I dropped my chip down column number X, your turn.' Steve (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | | | | | Re: Connect Four game issues Derek Raycraft
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| | | | | | | | | | (...) If your going to do that, then why bother having the board at all. We could just point to RCXs at each other. Derek (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | | | | | Re: Connect Four game issues Chris Magno
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| | | | | | | | | | (...) no THAT'S a neat idea for the mock game? cause really we can all build a project X robot. (except for those few people who have NOT built a project X robot) so why bother with the hardware. we could have a trial game of software or even some (...) (21 years ago, 17-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | | | | | Re: Connect Four game issues Calum Tsang
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| | | | | | | | | | (...) Wow, and afterwards we can go to a Star Trek convention and debate the merits of the Galaxy versus Nebula class starships, then play RPGs where I'm a dragon and you're a really scantily dressed elf, and finally we can head over the Linux (...) (21 years ago, 17-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | | Re: Connect Four game issues Mario DeFacendis
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| | | | | | | | (...) Not true. This assumes that the opponent (or even YOUR last move) was successful. What if the gantry gets misaligned and a piece drops to the floor? You should check for this. Unless of course a rule is created to make you automatically lose (...) (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | | | Re: Connect Four game issues Derek Raycraft
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| | | | | | | | | (...) AC power cords. :-) Derek (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | | | RE: Connect Four game issues Ralph Hempel
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| | | | | | | | (...) Geez that reminds me. Kids being kids, they tended to fiddle with the slider at the bottom of the game board that emptied the playing field. It got so bad that we added a rule that if you accidentally moved the slider and emptied the game (...) (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | Re: Connect Four game issues David Eaton
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| | | | | | | (...) [butting in] By my calculations there are 261,827 distinct states the board can be at by the 8th move (184,868 board combos for turn 8 itself). I don't have numbers for further states, cuz, well, it was taking too long for my program to (...) (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | | Re: Connect Four game issues Dan Boger
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| | | | | | | | (...) Speaking of fitting stuff into 20 RCXs, is there a limit in this game for how many RCXs can be used? If not, doesn't that kill the idea that we can put the RCXs fact to face, to communicate with the opponent? Dang. I liked that idea better (...) (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | | | Re: Connect Four game issues Iain Hendry
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| | | | | | | | (...) I don't believe so! (...) You bring up a good point we haven't touched on yet. If we do opt for an IR "your turn" signal (which, from what I've been reading, is what we're steering away from now), we'll have to assign numbers to people to use (...) (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | | | Re: Connect Four game issues David Eaton
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| | | | | | | | (...) To give some reference for plausibility, a look-ahead will reveal (I think): Look-ahead | Max Possibilities ---...---+---...--- 1 | 7 2 | 49 3 | 238 4 | 1,120 5 | 4,263 6 | 16,422 7 | 54,859 8 | 184,868 9 | 821,283 So, you're entirely right. (...) (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | | | Re: Connect Four game issues Jennifer L. Boger
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| | | | | | | | Quoting David Eaton <deaton@intdata.com>: (...) Wouldn't you only have to look ahead one step at a time? The opponent only has 7 choices on any given turn. It's pretty much impossible to say like playing a computer in chess, figure out how the game (...) (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | Re: Connect Four game issues Chris Magno
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| | | | | | (...) cant.... stop..... must.... not..... hit reply.... button...... (...) wow bruce, keep it up. I'll have enough sig files to last for years. but seriously, you know as well as I do that very few of us have the ability to build and code this. I (...) (21 years ago, 17-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | | Re: Connect Four game issues Bruce Sheridan
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| | | | | | (...) You "Son-of-a-Gun" or something like that! (21 years ago, 17-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | Re: Connect Four game issues David Koudys
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| | | | | (...) then it ain't home on the x axis, there's the actual board and then there's beside the board to make way for the other 'bot. Why would you need to return to beside teh board for each scan, and if you do, then have a "beside the 'beside the (...) (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | | Re: Connect Four game issues Iain Hendry
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| | | | | | (...) only home (...) to (...) do, (...) We're pidgenholing again... argh..... :( (What if my robot is made of PRIMO and powered by love?) Iain (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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| | | | | | Re: Connect Four game issues Chris Magno
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| | | | (...) ok, I tried it. this is what I found: 1. I need to do more tests. 2. if the receiving RCX is set as switch or light as RAW, then an wire connected to a second RCX that is off reads 100. as soon as you power up the RCX, the reading drops to (...) (21 years ago, 16-Sep-03, to lugnet.org.ca.rtltoronto)
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