The Game

Players compete by controlling little circles called “seekers”. Every player has an underlying program, its AI. The player with the most points after global.playtime wins.

Players receive points by bringing balls, so called “goals”, to their camp.

Game Preview

In this image you see two AIs competing. Each AI gets assigned a color.

  • The colored squares are the camps of their respective AI.
  • The colored big circles are the seekers of their respective AI.
  • The little purple circles are the goals.

Player Input

Every time the player’s AI is called, it can change the

  1. target
  2. magnet strength

of each of its seekers.

To make this decision, it is aware of the whole game. This includes and is limited to:

  • your own seekers
  • the seekers of your opponents
  • all goals
  • all camps
  • the passed playtime

Seeker Information

  • position, acceleration, velocity
  • player (owner)
  • magnet strength
  • target
  • time until they get enabled again

Goal Information

  • position, acceleration, velocity
  • owner of the camp they were in last
  • time that they spent in that camp

Camp Information

  • position and dimensions
  • owner