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cave master
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Kami



Joined: 04 May 2011
Posts: 10

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Damn, "'You were too slow at 3034 moves!' is incorrect." isn't even close... Razz
"'You were too slow at 1990 moves!' is incorrect.". I'm on the right way... Smile
1875 -> Yes! Very Happy

This challange was real fun!
Mon Jul 25, 2011 8:45 am View user's profile Send private message
AMindForeverVoyaging
Forum Admin


Joined: 28 May 2011
Posts: 473
Location: Germany

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'You were too slow at 2077 moves!' is incorrect.

Dammit Smile

Is everybody else also getting "503 Service Temporarily Unavailable" errors from time to time, or is that just me?
Sun Sep 25, 2011 11:56 am View user's profile Send private message
dangermouse



Joined: 05 Jun 2011
Posts: 89
Location: deep space computing AG

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If my warrior gets 503 it waits one minute and then retries... Also implementing a performance indicator is good to judge different strategies. Best is to apply the cybernetic principle Wink
Sun Jul 08, 2012 11:40 pm View user's profile Send private message Visit poster's website
Sliver18



Joined: 12 Oct 2011
Posts: 1

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NOOOOOOO! End boss slayed at 1901 moves! NOOOOOO!
Tue Jul 17, 2012 9:54 pm View user's profile Send private message
AMindForeverVoyaging
Forum Admin


Joined: 28 May 2011
Posts: 473
Location: Germany

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Sliver18 wrote:
NOOOOOOO! End boss slayed at 1901 moves! NOOOOOO!


In my opinion, in such a case the website should just give you the benefit of the doubt and accept this.

A program that can achieve a turncount of 1901 can certainly also achieve a turncount of 1899, if you just run it often enough, what with the RNG variation that is in place here.

Running the same program repeatedly is just a pointless exercise, and puts unnecessary stress on the servers. The server load is already high enough, what with the 503 errors that keep happening with this challenge.
Thu Jul 19, 2012 9:23 am View user's profile Send private message
laz0r



Joined: 04 Feb 2010
Posts: 290
Location: Within the depths of Unix

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But then you get the same problem with "End boss slayed at 1902 moves! NOOOOOO!" - you have to have an arbitrary cutoff somewhere, and it might as well be here.

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Thu Jul 19, 2012 11:34 am View user's profile Send private message
AMindForeverVoyaging
Forum Admin


Joined: 28 May 2011
Posts: 473
Location: Germany

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Yeah well. If the server was super fast and there were not issues with it, then sure, run the same program a hundred times till you get the proper result.

Under ideal circumstances, you are right.
Thu Jul 19, 2012 2:38 pm View user's profile Send private message
laz0r



Joined: 04 Feb 2010
Posts: 290
Location: Within the depths of Unix

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AMindForeverVoyaging wrote:
Yeah well. If the server was super fast and there were not issues with it, then sure, run the same program a hundred times till you get the proper result.

Under ideal circumstances, you are right.


Under any circumstances, I am right - increase the limit and you get exactly the same problem, it's just that the challenge has become easier. I could encapsulate both halves of the problem in two analogies: "Oh no, my solution to King Mouse is 30 characters long - if only the limit had been one greater!", and "Oh no, my answer to Anybody Out There doesn't seem to be accepted - getting all that data off the server for nothing puts undue load on it!"
Anyway, all these challenges being made by adum, the one who manages the server, I think they're fine.
Algorithm improvement is better than "run again and hope" - it's an exercise in balancing the time cost of levelling up with the associated ability improvement.
Full disclosure: I got Cave Master in about 1920 the first time I tried it, IIRC.
(I suspect my mind's not going to be changed easily, and I've got emotionally attached to my point of view, so I'm not going to argue any more)

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Fri Jul 20, 2012 9:35 am View user's profile Send private message
aurora



Joined: 05 Feb 2009
Posts: 53
Location: Bavaria, Germany

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mmm ... maybe this challenge got stronger? my bot almost immediately dies, if user-level is only one higher then current level. however, i think it's just a matter of finding the right parameters to begin with and maybe adjust during runtime ... nevertheless, in my opinion it's fun to optimize the bot Smile
Mon Mar 18, 2013 3:42 pm View user's profile Send private message
aurora



Joined: 05 Feb 2009
Posts: 53
Location: Bavaria, Germany

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mmm ... i managed to beat the master in 1891 steps. i've logged the html to a log file, but there does not seem the be the name of the monster in the html? it just tells me to "return to collect the prize" ... Sad
Tue Mar 26, 2013 12:12 am View user's profile Send private message
aurora



Joined: 05 Feb 2009
Posts: 53
Location: Bavaria, Germany

Post Reply with quote
aurora wrote:
mmm ... i managed to beat the master in 1891 steps. i've logged the html to a log file, but there does not seem the be the name of the monster in the html? it just tells me to "return to collect the prize" ... Sad


nevermind ... just had to scroll a little bit in my log-file Embarassed
Tue Mar 26, 2013 12:14 am View user's profile Send private message
Tabun



Joined: 05 Feb 2014
Posts: 17

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1814 ..
Tue Feb 11, 2014 11:28 pm View user's profile Send private message
Hippo



Joined: 01 Feb 2014
Posts: 332
Location: Praha 5

Post :) Reply with quote
My attempts failed till I wrote version which makes statistics what happens ... to understand the rules.

The main problem for this and cavern challenge were the ?name= &spw= required interface not to get "not logged in" message ... thanks the forum Wink

I had a feeling that pending just on neighbours of stairs let you wait for monsters longer than walking through all the places, but I did not check that at statistics. So I walked in "2N" pattern till I decided to go down when I chosen shortest way to the already remembered stairs position (if known).

Just the decision when to go down, when use which potion ... Wink,
btw: I just logged the statistics, but I solved the puzzle before actualy making a research on it ... so I don't understand the weapons ...
Sun Mar 16, 2014 9:22 am View user's profile Send private message
metamilo



Joined: 03 Sep 2015
Posts: 3

Post Reply with quote
I barely needed to modify my code from cavern master since it was averaging 76.88 moves per level out of the box.


some hints / things to note: (all are kinda self explanatory)

- you need to average less than 76 moves per level (1900 moves / 25 levels)

- try over-leveling your character early, it may save you moves later when fighting monsters since it will take fewer hits to kill them.

- when you find the stairs down, stay in adjacent spaces so you can move on quickly after meeting your level requirement for moving on.

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Thu Oct 01, 2015 8:43 am View user's profile Send private message
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