I recently discovered Crobot which is (briefly) a game where each player codes a virtual robot in a pseudo-C language. Each robot is then put in an arena where it fights against other robots.

A robots' source code has this shape :

/* Beginning file robot.r */
    while (1)
        /* Do whatever you want */
/* End file robot.r */

You can see that :

  1. The code is totally independent from any library/include
  2. Some predefined functions are available (move, fire, etc…)
  3. The program has its own game loop, and consequently is not called every frame

My question is: How to achieve a similar result using scripted languages in collaboration with a C/C++ main program ?

I found a possible approach using Python, multi-threading and shared memory, although I am not sure yet that it is possible this way. TCP/IP seems a bit too complicated for this kind of application.

  • 2
    \$\begingroup\$ Google for scripted languages that can be run from an existing application - Python, Lua and PascalScript come to mind. \$\endgroup\$ – Kromster Jun 2 '14 at 13:15
  • \$\begingroup\$ @KromStern I thought the same, however, it appears Crobot is a compiler and virtual machine application. So, it appears it's compiling its own executables and then running them on a virtual machine? I'm not sure of the details. However Crobot did it, it's likely far more advanced than is necessary today, and a scripting language would be superior way to implement this now. \$\endgroup\$ – MichaelHouse Jun 2 '14 at 13:19
  • 3
    \$\begingroup\$ @Jim, do you actually care how Crobots did it? Or do you just want to know how you can implement something similar? Typically questions that are "how X did Y" are off topic here because only X can answer that. In this case, the source code is GPL, so you can find out exactly how Crobots did it on your own, but I suspect you'd like to know how you can do it on your own instead. \$\endgroup\$ – MichaelHouse Jun 2 '14 at 13:22
  • 1
    \$\begingroup\$ @Byte56, you're right, I was planning to try something similar. And as you say (and Krom Stern says), it might be easier to use scripting languages. I am still curious about Crobot's case, maybe I will investigate further but it does not seem to be the best way of doing things today. \$\endgroup\$ – Jim Jun 2 '14 at 14:27
  • 3
    \$\begingroup\$ @Jim Maybe you can modify the question to ask what you're actually interested in, or remove the question? \$\endgroup\$ – MichaelHouse Jun 2 '14 at 15:50

A way to implement it is to use Python, threads and TCP/IP. What you need is :

  1. A main application managing the game itself
  2. A python thread for each bot
  3. A python script to connect a bot to the main application (sending/receiving messages)

What you do not need (in this particular case) is :

  1. Embed Python in the main application or vice versa
  2. Mutex, semaphore or any other stuff preventing the memory to get corrupted (thanks to TCP/IP)

I can suggest the following design which worked for me :

Game design picture

Using this design, I came up with a very simple interface for the bots and a fairly playable game. A bot looks like :

# Beginning of file name_of_bot.py
def main(bot):
    while True:
        scanResult = bot.scan()
# End of file name_of_bot.py

...where you can do anything you want since it is a Python script (provided that you keep the main function's signature as it is) !

Update: For those interested, here is the link to the actual game on GitHub.

| improve this answer | |
  • \$\begingroup\$ As this answer is very specific, I am still open to accept a more generic (constructive) answer. \$\endgroup\$ – Jim Aug 11 '15 at 15:32

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