| bio | website | apiad.net |
|---|---|---|
| location | Havana, Cuba | |
| age | 23 | |
| visits | member for | 10 months |
| seen | Dec 20 '12 at 19:38 | |
| stats | profile views | 5 |
I'm a Computer Science student at the University of Havana, Cuba.
My fields of interest are:
- Algorithms
- Compiling and Formal Languages
- Computer Graphics and Computer Vision
- Artificial Intelligence
My favorite programming languages are C# and Python, in no specific order.
I think that good ideas make good software, independent of platform, languages, tools and IDEs. These do help, however. I know its hard to be completely unbiased, but I try to judge software and programmers by this rule.
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Dec 20 |
accepted | Implementing a multilanguage AI contest platform |
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Dec 20 |
comment |
Implementing a multilanguage AI contest platform In the end I'll be going with the client-server approach, using some text protocol (perhaps HTTP with data formatted in JSON), and drop the requirement of continuous competition. Thanks everyone for guiding me towards this idea. |
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Nov 11 |
comment |
Creating A Board Game AI Minimax is not restricted to two players. It can be easily generalized to n players, by storing a vector of payoffs, so I think it could be a good algorithm here, coupled with an ad-hoc heuristic specially designed for the game. |
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Nov 11 |
awarded | Commentator |
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Nov 11 |
comment |
Implementing a multilanguage AI contest platform Indeed, but I was looking around the website and didn't found the technical explanation of the programming interface, and other details. Do you have any idea where I can find this information? |
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Nov 7 |
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Implementing a multilanguage AI contest platform @nathan As I want to run competitions continuously, I don't want to require that users stay connected all day. I want they to upload their AIs and then let them play, and just check every once in a while their agents status. So yes, I prefer to run the code by myself, although the client-server approach is very interesting. Thanks for the reply. |
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Nov 6 |
asked | Implementing a multilanguage AI contest platform |
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Nov 6 |
awarded | Scholar |
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Nov 6 |
accepted | Developing an ELO like point system for a multiplayer gaming site |
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Nov 6 |
comment |
Developing an ELO like point system for a multiplayer gaming site I think this is a quite close to what I want. I accepting this answer, since it covers most of my needs, but many many thanks to @PapaAtHome and other for their help. The only thing I'm still a bit in the dark is about the matchmaking. Is there something complicated or I just arrange matches at random? Thanks a lot. |
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Nov 6 |
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Developing an ELO like point system for a multiplayer gaming site Very helpful. I assume this frequency factor has to do with what I was talking about playing often or not. Any idea on how I can calculate this? Something like your-participations/total-events? +1. |
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Nov 6 |
comment |
Developing an ELO like point system for a multiplayer gaming site Thanks for the extensive reply. I'll be looking into this ideas. I looked over Gecko as an improvement on ELO (I am right?), so I think i'll start somewhere around there. |
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Nov 5 |
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Developing an ELO like point system for a multiplayer gaming site Very helpful indeed. I didn't thought of the intrinsic inconsistency of these soft rules I proposed. What I want is nothing extraordinary, just a 'natural' ranking system that pays for better players. I want mostly to encourage diversification (people trying new games without fear to loosing a lot of points), and exploitation (having just one or two very good players per game rather than a lot of mediocre players). I know there is some trade-off between these two ideas, there is where I need your help. Thanks for a very helpful post. +1. |
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Nov 5 |
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Developing an ELO like point system for a multiplayer gaming site I'm seriously considering the one-rating-per-game system and then somehow combining these ratings to an overall. Of course in each particular game pairings would be done by the particular rating, and not the overall. Its just like you said, I want to avoid that a good user trying to explore a new game begins loosing a lot of points, because that would discourage people from trying new games. Also I would like to encourage people trying new strategies even on games they already dominate. |
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Nov 5 |
awarded | Supporter |
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Nov 5 |
comment |
Developing an ELO like point system for a multiplayer gaming site A nice suggestion. Any idea on how to attack any of the three particular problems? Thanks. |
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Nov 5 |
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Developing an ELO like point system for a multiplayer gaming site This is close to what I had imagined, defining (or googling) a ranking system tailored for each game, and then compute the overall ranking. It is this overall ranking that gives me the problems, since I want to avoid people submitting tons of players or playing in all games mediocre just to score higher, but on the other hand how do you compare someone who only plays chess to someone who only plays backgammon? Thanks for your helpful post. |
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Nov 5 |
comment |
Developing an ELO like point system for a multiplayer gaming site @MarkusvonBroady It's is exactly like that. You'll have a hoard of NPC players playing in a lot of different games, some playing in a league, others saved for tournaments, perhaps some even playing in teams. |
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Nov 2 |
asked | Developing an ELO like point system for a multiplayer gaming site |
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Sep 13 |
awarded | Autobiographer |