As mentioned above two teams compete with each other. Their goal collect
as much apples as possible in a limited time.
In order to distinguish the players of each team different color are
used. Two colors are available, white or black. On screen these colors
are used as background for each player. Granted it is not a very nice looking
solution but has the nice property of avoiding any confusion ;-)
So what does a team look like? Well, a team consists of 4 different
kinds of players. Their advantages and disadvantages will be explained
later on in more detail. We start will a revue of the players here under.
Next to each name you see the how of each kind of players looks like on
the screen. The players types are :
You have no choice as for the composition of your team. Each and every
team has exactly these four kind of players once. The only way for your
team to make a difference is in the way you program your player to behave!
Later in this text the different capabilities of the players will be
described. It is however useful to point out that you will need to make
you players act like a team. Indeed, each of the player has a quite specific
function. Some players can run faster where others can bring items back
to the home cells. You will soon find out that you need to work a some
strategy to maximize your chances of success.
More about the players
Normally there can only be 1 player per cell. The only exception are the
home cells there is no limitation. That is there can be several player
in one home cells. You already know that there are 4 types of players:
eater, hunter, ghost, explorer. Each camp has only one eater, one hunter
and one explorer. You can however have several ghosts if you feel up to
it, you need at least one ghost.
We now describe the capabilities and limits of each type of player.
It is important that you keep these in mind when programming then so that
you use them in an optimal way.
What players can do
The possible actions are:
Players specific :
A player is limited to the walls of the arena labyrinth, cannot go into
an opponent home cell or into a cell with another player (jumping over
a player is also impossible).
A player can go into a cell with an element.
After a player picked up something or killed a player, he can continue
Each turn each player can communicate with the other players by
sending them a message of 3 characters: only one message to all players.
Note that the opponents can read it!
An Eater can pick up Apples and drop them in its home cells. Only when
an apple is in the home cell will the team get the points.
An Explorer can pick up a Bonus and put a mine in an empty cell (but not
in a home cell).
A Ghost can kill opponent Eaters and Explorers.
A Hunter can however kill opponent Ghosts!
What players can see/know
Of course in order to behave in an intelligent way the different players
should get some information about the game situation. Here are the different
information elements a player can get. Note that the information can be
different for each player. This for instance that case for the visual information
a player can get. This being dependent on its visibility.
You do not get all this information automatically. The player has to
ask for this information explicitly (this is done by using the appropriate
procedures in your program).
A player knows the Arena Labyrinth.
A player sees players and elements around him, but limited to its visibility
A player hears the communication of all other players (also opponent players).
A player knows the number of elements and other players in the arena.
There are some properties common to all types of player, these are:
The number of moves he can do in one turn. Some can take several
steps in one turn, thus making them faster than others
Eater: for each 2 apples, he looses 1 move of speed, thus an eater can
carry at most 7 apples.
||4 (-1 for 2 apples)
||take Apples, put at home
||directions + radius
||kill Eaters & Explorers
||take Bonus -> put Mines
||directions + radius
Visibility: the elements and players they see
Here are the rules which govern what can be seen by a player. We therefore
define several terms:
The following rules apply to the visibility of the players (see table for
a more general overview):
directions visibility = a player sees everything in all directions, but
not through the walls
radius visibility = a player sees everything in a certain radius around
Mines are only seen by Explorers when they walk over them (an Eplorer thus
act like a mine detector).
Birth & Kill
Elements and player are submitted to some rules as far as the moment
when they appear in the arena or when they are killed.
All players start the game at their home cells.
When a player is killed, the opposite camp receives 2 points.
When an Eater, an Explorer or a Hunter is killed, he goes back to one of
the Home cells (randomly chosen).
A killed Ghost is not reborn.
New Ghosts come regularly out of the Ghost Home cells, at a certain rate
or when they are all killed (like Apples & Bonus generation).
When an Eater is killed, the apples he carries are randomly scattered around
the position where he died (in a radius of 2 cells).
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