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.
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
- target
- 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