Timeline for Weekend-Challenge Reboot
Current License: CC BY-SA 3.0
14 events
when toggle format | what | by | license | comment | |
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Mar 16, 2017 at 15:46 | history | edited | CommunityBot |
replaced http://meta.codereview.stackexchange.com/ with https://codereview.meta.stackexchange.com/
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Mar 16, 2017 at 15:46 | history | edited | CommunityBot |
replaced http://meta.codereview.stackexchange.com/ with https://codereview.meta.stackexchange.com/
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Mar 16, 2017 at 15:46 | history | edited | CommunityBot |
replaced http://meta.codereview.stackexchange.com/ with https://codereview.meta.stackexchange.com/
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Jul 3, 2015 at 18:01 | comment | added | maaartinus | @Malachi I'd bet that XML would manage to convert a payload of a single byte (there are 81 fields) to a monster needing more time and memory than any player AI. | |
Jul 23, 2014 at 16:42 | comment | added | Malachi | @Vogel612 I am thinking bigger.... like massive multiplayer games bigger. bigger boards with more than 2 players to a board... | |
Jul 23, 2014 at 16:29 | comment | added | Vogel612 | @Malachi you're welcome to create a protocol / datastructure that is accepted by all the "owners" of working UTTT implementations... | |
Jul 23, 2014 at 16:22 | comment | added | Malachi | if we were to use an XML file to save the stats of the game, we could send moves back and forth in a specified XML format and it wouldn't matter what language it was coded in because the data would be sent in the same language, XML. | |
Feb 14, 2014 at 23:48 | comment | added | Simon Forsberg | @AJMansfield Cryptographic? Even though it's a nice idea, I am not an expert in making things secure. But, if I also get next month to do it, then we can talk :) | |
Feb 7, 2014 at 1:56 | comment | added | AJMansfield | Even better, make it a peer-to-peer cryptographic protocol for this purpose, where the entire tic-tac-toe playing network serves to arbitrate each game. | |
Feb 1, 2014 at 0:30 | comment | added | Mathieu Guindon | @SimonAndréForsberg in your dreams :p | |
Jan 30, 2014 at 20:06 | comment | added | Simon Forsberg | Or if we all use Java we can define an interface to make our bots play against each other :) (A socket-layer also sounds nice though) | |
Jan 30, 2014 at 15:18 | comment | added | Mathieu Guindon | That would be absolutely awesome indeed, but I think it's a little bit beyond - à la SimonAndréForsberg. Implement a network-playable version if you want, but the challenge is really about implementing the game itself. Right? | |
Jan 30, 2014 at 12:06 | comment | added | ChrisW | "@ChrisW raises an interesting possibility that there is IO" -- That's observation which I read in a book once: "If it doesn't specify the system's input and output, then it's not a specification." That book (a novel) also had more than one team independently implementing (different implementations of) a system to the same specifications (teams competing against each other to experiment). | |
Jan 30, 2014 at 11:42 | history | answered | rolfl | CC BY-SA 3.0 |