battlecode-devs
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battlecode-devs368 karma
We sandbox player code by sandboxing it at runtime - you're not allowed to access any tools but the ones we give you, so you can't, say, write files on the match-running servers.
It doesn't always work, though.
Last year's game was about zombies (not cliche at all, right?) They were supposed to show up periodically at spawn points around the map.
It turned out that there was a particular way to escape the sandbox and modify the "zombie spawn schedule" data structure while the match was running. Somebody sent us a match file that consisted of hundreds of zombies spawning every timestep until the match player crashed.
We got it fixed eventually.
battlecode-devs247 karma
Yes! For 2016's files:
Download the files here.
View the game specs here.
Java API / documentation is here.
Troubleshooting/help/FAQ forum post is here
It comes with a dummy player "examplefuncsplayer" that basically moves randomly. You can also download source code from last year's participants here.
Edit: added links. We'll also make these accessible on the website at some point.
battlecode-devs137 karma
We run most of our stuff on VMs in Amazon Web Services. It's fairly simple, a few web servers, a server that just compiles code, and a few servers that pull from a match queue and run matches.
We've messed around with tools like Docker and Kubernetes but ultimately VMs serve our needs just fine for now.
Edit: simplistic -> simple
battlecode-devs429 karma
We haven't before, but we'll be giving it some serious thought now.
Answer from another dev: I definitely remember we had a team called "BattleToads" one year. We've also had similarly-inspired names like "Cattlebode", "Paddlegoats", and "Battlecod"
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