A DATC compliant dippy judge in Go.
Tested against over 5000 real games played by humans.
For autogenerated documentation, see http://godoc.org/github.com/zond/godip.
To run the DATC test cases:
cd classical
go test
To run the tests against the real human played games:
cd variants/classical/droidippy/games
tar xvf games.tar.bz2
cd ..
env DEBUG=true go test
The real game tests will likely die from timeout, to continue testing where it left off:
cd classical/droidippy
env DEBUG=true SKIP=game_xxxx.txt go test
http://godip-adjudication.appspot.com/ hosts a free public adjudicator based on godip.
GET http://godip-adjudication.appspot.com/
lists JSON for all supported variants.
GET http://godip-adjudication.appspot.com/{variant name}
lists JSON for a starting map for the named variant.
POST http://godip-adjudication.appspot.com/{variant name}
expects the body to be JSON matching a state previously provided by the corresponding GET
URL but with populated orders, and returns the next state JSON.
See https://github.com/zond/godip/tree/master/gae for exact implementation details.
Currently only a few variants are supported.
Many variants would, however, be simple to implement in godip, or using godip.
These are the truths that should be valid for such a variant to be godip compatible in a simple manner:
- There is a Map with Provinces.
- Each Province can contain at most one Unit.
- Each Province can contain at most one SupplyCenter.
- Each Province has one or more SubProvinces.
- Each SubProvince has attributes, such as Sea, Land or Coast.
- Each SubProvince has connections to other SubProvinces.
- There are Units with UnitType and Nation.
- Each unit is in one SubProvince.
- There are SupplyCenters with Nation.
- Each SupplyCenter is in one Province.
- There are Phases with Year, Season and PhaseType.
- Orders can vary greatly:
- They can be valid only for certain Years, PhaseTypes or Seasons.
- They can be valid only for certain UnitTypes.
- They can be valid only for certain Map environments.
- They can be valid only when certain other Orders are valid.
- They can be valid only when certain Units are present.
Maps are svg files and can be created with a combination of the free tool Inkscape and your favourite text editor. The file should contain a pattern with id "stripes", which can be used by the client to highlight regions that the player can select. The file should have at least the following layers in it:
- The background (bottom layer): This should contain regions in the colour they should be when not owned.
- Provinces with
id="provinces"
: This should be a hidden layer (style="display:none"
) containing each province. When a province is owned then it will be revealed and coloured appropriately. Each province should have its id set to the appropriate abbreviation (e.g. in the classical game the "London" region has the id "lon"). There should also be an extra transparent province for each coast (i.e. in the classical game "St. Petersburg" has two transparent coastal regions "stp/nc" and "stp/sc"). - Supply centers with
id="supply-centers"
: This is a layer of markers for supply centers. Each supply center should have the id set to the province name concatenated with "Center" (e.g. the supply center for "London" has the id "lonCenter"). These markers are used to position units and when drawing order symbols on the map. - Province centers with
id="province-centers"
: This is a similar layer of markers, but for the regions which aren't supply centers. There should also be a center here for any subprovince (e.g. St. Petersberg North Coast has a center with id "stp/ncCenter"). The markers should follow the same naming convention as the supply center layer, but each marker should containfill:none;stroke:none;
in its style attribute so that it isn't displayed. - Highlights layer with
id="highlights"
: This is used to highlight selectable regions. - Names layer with
id="names"
: A layer containing text so the player knows what each region is called. - Units layer with
id="units"
: This will be empty in the map file. - Orders layer with
id="orders"
: This will also be empty in the map file.
Currently the script to handle map manipulation does not cope well with transform attributes. To remove these attributes from the svg use one of the methods on this page.
To prepare the svg file for use by go, the tool go-bindata can be used. For example the command go-bindata -pkg variants ./svg
will convert all assets in the svg directory into a script in the package "variants".
Heavily inspired by The Math of Adjudication by Lucas Kruijswijk.
Res(x) is https://github.com/zond/godip/blob/master/state/resolver.go.
Adj(x) is defined in each order type.
Example runs:
Running 6.C.3
Res(bul) (deps [])
Adj(bul)
'bul Move con' vs 'ank Move con': 1
H2HDisl(con)
Not dislodged
'ank Move con' vs 'bul Move con': 1
bul: Failure: ErrBounce:ank
No guessing, resolving bul
bul: Failure: ErrBounce:ank (deps [])
Res(ank) (deps [])
Adj(ank)
'ank Move con' vs 'bul Move con': 1
H2HDisl(con)
Not dislodged
'bul Move con' vs 'ank Move con': 1
ank: Failure: ErrBounce:bul
No guessing, resolving ank
ank: Failure: ErrBounce:bul (deps [])
Res(con) (deps [])
Adj(con)
'con Move smy' vs 'smy Move ank': 1
Esc(smy)
Res(smy) (deps [])
Adj(smy)
'smy Move ank' vs 'ank Move con': 1
Esc(ank)
Res(ank) (deps [])
Resolved
ank: Failure: ErrBounce:bul (deps [])
Failure: ErrBounce:bul
smy: Failure: ErrBounce:ank
No guessing, resolving smy
smy: Failure: ErrBounce:ank (deps [])
Failure: ErrBounce:ank
con: Failure: ErrBounce:smy
No guessing, resolving con
con: Failure: ErrBounce:smy (deps [])
Res(smy) (deps [])
Resolved
smy: Failure: ErrBounce:ank (deps [])
Running 6.F.17 (Pandin's extended paradox)
Res(eng) (deps [])
Adj(eng)
Res(bel) (deps [])
Adj(bel)
Res(nth) (deps [])
Adj(nth)
nth: Success
No guessing, resolving nth
nth: Success (deps [])
'bel Move eng' vs 'wal Move eng': 2
Res(lon) (deps [])
Adj(lon)
Res(eng) (deps [])
Already resolving eng, making negative guess
eng: Failure: Negative guess (deps [eng])
Res(eng) (deps [eng])
Guessed
eng: Failure: Negative guess (deps [eng])
Res(eng) (deps [eng])
Guessed
eng: Failure: Negative guess (deps [eng])
Res(eng) (deps [eng])
Guessed
eng: Failure: Negative guess (deps [eng])
Res(bre) (deps [eng])
Adj(bre)
Res(eng) (deps [eng])
Guessed
eng: Failure: Negative guess (deps [eng])
Res(eng) (deps [eng])
Guessed
eng: Failure: Negative guess (deps [eng])
bre: Failure: ErrMissignConvoyPath
bre: Failure: ErrMissignConvoyPath (deps [eng])
lon: Success
Made new guess, adding lon to deps
lon: Success (deps [eng lon])
H2HDisl(eng)
Not dislodged
'wal Move eng' vs 'bel Move eng': 2
bel: Failure: ErrBounce:wal
Made new guess, adding bel to deps
bel: Failure: ErrBounce:wal (deps [eng lon bel])
Res(wal) (deps [eng lon bel])
Adj(wal)
Res(lon) (deps [eng lon bel])
Adj(lon)
Res(eng) (deps [eng lon bel])
Guessed
eng: Failure: Negative guess (deps [eng lon bel])
Res(eng) (deps [eng lon bel])
Guessed
eng: Failure: Negative guess (deps [eng lon bel])
Res(eng) (deps [eng lon bel])
Guessed
eng: Failure: Negative guess (deps [eng lon bel])
Res(eng) (deps [eng lon bel])
Guessed
eng: Failure: Negative guess (deps [eng lon bel])
Res(bre) (deps [eng lon bel])
Adj(bre)
Res(eng) (deps [eng lon bel])
Guessed
eng: Failure: Negative guess (deps [eng lon bel])
Res(eng) (deps [eng lon bel])
Guessed
eng: Failure: Negative guess (deps [eng lon bel])
bre: Failure: ErrMissignConvoyPath
bre: Failure: ErrMissignConvoyPath (deps [eng lon bel])
lon: Success
lon: Success (deps [eng lon bel])
'wal Move eng' vs 'bel Move eng': 2
Res(nth) (deps [eng lon bel])
Resolved
nth: Success (deps [eng lon bel])
H2HDisl(eng)
Not dislodged
'bel Move eng' vs 'wal Move eng': 2
wal: Failure: ErrBounce:bel
wal: Failure: ErrBounce:bel (deps [eng lon bel])
eng: Success
Guess made for eng, changing guess to positive
Adj(eng)
Res(bel) (deps [eng lon bel])
Adj(bel)
Res(nth) (deps [eng lon bel])
Resolved
nth: Success (deps [eng lon bel])
'bel Move eng' vs 'wal Move eng': 2
Res(lon) (deps [eng lon bel])
Adj(lon)
Res(eng) (deps [eng lon bel])
Guessed
eng: Success (deps [eng lon bel])
Res(eng) (deps [eng lon bel])
Guessed
eng: Success (deps [eng lon bel])
lon Support [wal eng]: broken by: [bre]
lon: Failure: ErrSupportBroken:bre
lon: Failure: ErrSupportBroken:bre (deps [eng lon bel])
'wal Move eng' vs 'bel Move eng': 1
Res(nth) (deps [eng lon bel])
Resolved
nth: Success (deps [eng lon bel])
'bel Move eng' vs 'eng Convoy [bre lon]': 2
'eng Convoy [bre lon]': 1
Res(nth) (deps [eng lon bel])
Resolved
nth: Success (deps [eng lon bel])
'bel Move eng' vs 'wal Move eng': 2
Res(lon) (deps [eng lon bel])
Adj(lon)
Res(eng) (deps [eng lon bel])
Guessed
eng: Success (deps [eng lon bel])
Res(eng) (deps [eng lon bel])
Guessed
eng: Success (deps [eng lon bel])
lon Support [wal eng]: broken by: [bre]
lon: Failure: ErrSupportBroken:bre
lon: Failure: ErrSupportBroken:bre (deps [eng lon bel])
'wal Move eng' vs 'bel Move eng': 1
bel: Success
bel: Success (deps [eng lon bel])
Res(wal) (deps [eng lon bel])
Adj(wal)
Res(lon) (deps [eng lon bel])
Adj(lon)
Res(eng) (deps [eng lon bel])
Guessed
eng: Success (deps [eng lon bel])
Res(eng) (deps [eng lon bel])
Guessed
eng: Success (deps [eng lon bel])
lon Support [wal eng]: broken by: [bre]
lon: Failure: ErrSupportBroken:bre
lon: Failure: ErrSupportBroken:bre (deps [eng lon bel])
'wal Move eng' vs 'bel Move eng': 1
Res(nth) (deps [eng lon bel])
Resolved
nth: Success (deps [eng lon bel])
H2HDisl(eng)
Not dislodged
'bel Move eng' vs 'wal Move eng': 2
wal: Failure: ErrBounce:bel
wal: Failure: ErrBounce:bel (deps [eng lon bel])
eng: Failure: ErrConvoyDislodged:bel
Calling backup rule with [eng lon bel]
Calling backup rule for [eng lon bel]
Res(eng) (deps [])
Resolved
eng: Failure: ErrConvoyParadox (deps [])
No guessing, resolving eng
eng: Failure: ErrConvoyParadox (deps [])
Res(nth) (deps [])
Resolved
nth: Success (deps [])
Res(bre) (deps [])
Adj(bre)
Res(eng) (deps [])
Resolved
eng: Failure: ErrConvoyParadox (deps [])
Res(eng) (deps [])
Resolved
eng: Failure: ErrConvoyParadox (deps [])
bre: Failure: ErrMissignConvoyPath
No guessing, resolving bre
bre: Failure: ErrMissignConvoyPath (deps [])
Res(wal) (deps [])
Adj(wal)
Res(lon) (deps [])
Adj(lon)
Res(eng) (deps [])
Resolved
eng: Failure: ErrConvoyParadox (deps [])
Res(eng) (deps [])
Resolved
eng: Failure: ErrConvoyParadox (deps [])
Res(eng) (deps [])
Resolved
eng: Failure: ErrConvoyParadox (deps [])
Res(eng) (deps [])
Resolved
eng: Failure: ErrConvoyParadox (deps [])
Res(bre) (deps [])
Resolved
bre: Failure: ErrMissignConvoyPath (deps [])
lon: Success
No guessing, resolving lon
lon: Success (deps [])
'wal Move eng' vs 'bel Move eng': 2
Res(nth) (deps [])
Resolved
nth: Success (deps [])
H2HDisl(eng)
Not dislodged
'bel Move eng' vs 'wal Move eng': 2
wal: Failure: ErrBounce:bel
No guessing, resolving wal
wal: Failure: ErrBounce:bel (deps [])
Res(lon) (deps [])
Resolved
lon: Success (deps [])
Res(yor) (deps [])
Adj(yor)
yor: Success
No guessing, resolving yor
yor: Success (deps [])
Res(bel) (deps [])
Adj(bel)
Res(nth) (deps [])
Resolved
nth: Success (deps [])
'bel Move eng' vs 'wal Move eng': 2
Res(lon) (deps [])
Resolved
lon: Success (deps [])
H2HDisl(eng)
Not dislodged
'wal Move eng' vs 'bel Move eng': 2
bel: Failure: ErrBounce:wal
No guessing, resolving bel
bel: Failure: ErrBounce:wal (deps [])