Capture the Flag Tournament Rules
The Playing Field
- Two teams of 10 players compete, the Reds and the Blues.
- The playing field is a 50x50 plane centered at the origin, (0, 0, 0).
- Each team has a home-side—Blues on the negative side of the X-axis, Reds on the positive side.
Gameplay:
- If a player is tagged offsides, the player is sent to jail.
- If a player tags the jail on the other team's side, all of the jailed teammates are freed. The freed teammates are automatically zapped back to random locations on their home-side ("free walkbacks"). The agent that tagged the jail does not automatically return home.
- Agent's cannot move their own team's flag.
The End of the Game:
- The game is over when one of the following conditions has been met:
- one team's flag has been carried to the other team's side
- all players from one team have been captured
- 500 simulated seconds have elapsed
- The winning team is the team that:
- captures the other team's flag; or,
- the one that captures all of the other team's opponents; or,
- if neither of the above conditions are met, then the winning team is the one which has possession of its opponent's flag for the larger portion of the game.
- The results of the competition are printed to the output log.
The Agents:
- Agents have a maximum speed of 1.0.
- The agent's sensor range is 20 units.
Technical Details:
- Your entry into the competition should be a single breve class, a subclass of "CaptureTheFlagPlayer" with a unique name.
- Your team will arbitrarily be assigned to be the red or blue players. Blue players have the team number "0" and live on the negative side of the X-axis. Red players have the team number "1" and live on the positive side of the X-axis.
