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Author Topic: [ANN][HUC] Huntercoin - Worlds First Decentralized Game/World on the Blockchain  (Read 879143 times)
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April 17, 2016, 07:42:03 AM
 #7201

Eth raised more than double BTC than LISK.

What's this, unrelated spam?  Or did I miss a "hidden connection" to Huntercoin?

No connection, please return to coding Kiss

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April 17, 2016, 07:43:10 AM
 #7202

Good news - I think that Huntercoin Core should be ready for first testing by brave individuals, as it should now be able to serve as backend for something like Mithril or Unity.  (Though I'm not sure if they will work out-of-the-box.)  Do not yet use for mining, and use at your own risk!

You can get the code from https://github.com/domob1812/huntercore, and see also http://forum.huntercoin.org/index.php/topic,22255.0.html.

any thing to know about RPC, any new command? any changed interface?

Mostly the changes Bitcoin did since the old version - but I'm not really aware of anything particular that would be important for your or any other client.  But that's one of the reasons I ask for testing - just try it out and raise any issues you find.

Currently name_list is not yet fully working (with respect to the "dead" flag), but I think I can fix that today.

The main difference is probably that the new code has not yet "game_waitforchange".  Bitcoin's philosophy is more based on callbacks when blocks arrive, like the "-blocknotify" argument.  It also has a ZeroMQ interface for that.  I would prefer to make use of that instead of rolling our own by backporting game_waitforchange - do you think this is possible for you and others?  If not, it should be straight-forward to backport the RPC command at least temporarily.

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April 17, 2016, 10:38:02 AM
 #7203

The main difference is probably that the new code has not yet "game_waitforchange".  Bitcoin's philosophy is more based on callbacks when blocks arrive, like the "-blocknotify" argument.  It also has a ZeroMQ interface for that.  I would prefer to make use of that instead of rolling our own by backporting game_waitforchange - do you think this is possible for you and others?  If not, it should be straight-forward to backport the RPC command at least temporarily.

in my case the running version just poll, so no problem for me but I'm very interested in ZeroMQ.
During my daily job I already work with service buses and queue systems (like RabbitMQ), and using ZeroMQ sounds nice to me, but how far bitcoin/huntercoin core goes deep into ZeroMQ?
Is it used to broadcast even the pending transactions?

where can i see a list of dispatched events?

talking about huntercoin, It would be nice to have almost all events dispatched that way, with events like
- "player hit" that contains data "player AAA killed player BBB at 123,232"
- "player killed" that contains data "player AAA killed player BBB at 123,232"

the event "newblock would contain the same data actually it contains, but some explicit events like the 2 listed above would be really useful"

we could use the same channel even to dispatch chat messages if we want to implement it in realtime using custom nodes message (not sure this is a good idea tho)

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April 17, 2016, 12:37:21 PM
 #7204

in my case the running version just poll, so no problem for me but I'm very interested in ZeroMQ.

Polling should work out-of-the-box.

During my daily job I already work with service buses and queue systems (like RabbitMQ), and using ZeroMQ sounds nice to me, but how far bitcoin/huntercoin core goes deep into ZeroMQ?
Is it used to broadcast even the pending transactions?

where can i see a list of dispatched events?

I'm not sure, as I've not yet really used that feature of Bitcoin.  You can take a look here:
  https://bitcoincore.org/en/2016/02/23/release-0.12.0/
  https://github.com/bitcoin/bitcoin/pull/4594

I've not done any changes for Namecoin or Huntercoin, but of course those can be discussed once the main functionality of the client is there.

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April 17, 2016, 02:24:18 PM
 #7205

I think a game is the perfect way to implement human mining because we want the process to be enjoyable for the human. The trick is in figuring out a decentralized game structure that's fun to play.

On that topic, Friday's Huntercoin challenge has begun! The first Hunter to bring the Crown of Fortune to the top-right corner wins 20K HUC, a sizeable bounty equivalent to over $100 US or a quarter of a BTC. Spread the word on social media by giving us a retweet: https://twitter.com/ChronoKings/status/720967504412090368

hi,my hunter (superman1) with crown have reached on top right corner(501,0) now,let me know if i win this challange or this challenge just april mop,this is my addres : HCwXdMvPdKHoUceuhruLdD8ZUXUjc8q5en

thanks
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April 17, 2016, 08:14:49 PM
 #7206

I think a game is the perfect way to implement human mining because we want the process to be enjoyable for the human. The trick is in figuring out a decentralized game structure that's fun to play.

On that topic, Friday's Huntercoin challenge has begun! The first Hunter to bring the Crown of Fortune to the top-right corner wins 20K HUC, a sizeable bounty equivalent to over $100 US or a quarter of a BTC. Spread the word on social media by giving us a retweet: https://twitter.com/ChronoKings/status/720967504412090368

hi,my hunter (superman1) with crown have reached on top right corner(501,0) now,let me know if i win this challange or this challenge just april mop,this is my addres : HCwXdMvPdKHoUceuhruLdD8ZUXUjc8q5en

thanks

Oh snap, I'll investigate and see if your claim is valid! It'll go faster if you can tell me approximately what time it was when you brought the Crown there, or better yet, the block height.

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April 17, 2016, 09:57:27 PM
 #7207

or better yet, the block height.

he's still there, no one would disturb the victory pose of the winning team  Tongue



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April 17, 2016, 10:24:51 PM
 #7208

Ha! I can see it there on the live map view via Android, but nobody is holding it. Closest hunters are MithrilMan and Bear

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April 17, 2016, 11:25:45 PM
 #7209

Ha! I can see it there on the live map view via Android, but nobody is holding it. Closest hunters are MithrilMan and Bear

lol those are the 2 hunters i transfered to him yesterday, still alive?
today i didn't logged to the game for the whole day, cmon someone fight there! Smiley

I suppose disaster will strike before someone attack him

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April 18, 2016, 01:14:11 AM
 #7210

So everyone's sure it was superman1? If that's the case, I'm going to have SnailBrain send him the prize and announce the next challenge Smiley

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April 18, 2016, 10:10:40 AM
 #7211

So everyone's sure it was superman1? If that's the case, I'm going to have SnailBrain send him the prize and announce the next challenge Smiley

yes i saw him was still holding the crown 2 hours ago, now he went to bank, he's the winner (don't know the address tho, should check somehow with block explorer or some qt command)

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April 23, 2016, 10:51:55 PM
 #7212

successfully implemented changes in my client, here a screenshot:



having 7 layers degrade a bit the performance but not so much, i implemented then a custom json map format to apply alpha blending per layer, so i applied 0.6 alpha on layers 1, 2 and 3 (that contains the shadows tiles, but probably not just shadows)

layers actually are somewhat mixed by content so it's not easy to apply generic transformations, I'm planning to generate from your layers a Tiled map format so the map could be easily managed by that Tiled program, that's very cool (and free) for this kind of stuffs

anyway nice work so far wiggi!

P.S.
this new client version isn't yet released, first i want to polish a bit the map as said and add a settings so that players could chose whatever map they prefer: default one or wiggi one (and in future more of course!)

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April 30, 2016, 02:19:53 PM
 #7213

testing for the revolution and doing in Huntercoin what Bitshares set out to do when it was young
and not on the dark side: the (completely p2p) creation of a bitasset pegged to a brick-and-mortar-world currency...


Testnet prices are different:
HUC (according to block 321500 feed): 0.005 USD
GEM (block 321500 settlement):        140 HUC
Calculated fair value (rounded down to cent) is then 1 Gem = 1.42 Dollar.
3 times that is where in Bitshares the system would implode, here it's just an option strike price and nothing would implode

adv_chrono.txt:
Code:
settlement:                                                  chronon    covered call strike

previous                                          1.42        321500    4.26   
pending                                           1.42        321600    4.26   

->example chat message to buy 1 chronoDollar (and sell 1 covered call)
CRD:GEM set bid 1 at 1.42

->example chat message to sell 1 chronoDollar (and buy 1 covered call)
CRD:GEM set ask 1 at 1.42

Some orders:
(buying does not use up any coins or gems. It's a future contract, with the hunters using items in their possession as collateral.
Coins are normally not in their possession, but loot.nAmount could be. Theoretically, would require hardfork)

nin7: CRD:GEM set bid 2 at 1.3
nin8: CRD:GEM set ask 3 at 1.5



Now it looks a bit more interesting.
nin7 has 2.6 gems at risk (the CRD price can't become negative)
The contract specs are automatic settlement in cash (i.e. gems) every 10000 chronons (testnet: 100 chronons) if the price is not higher than the call strike.

Code:
 CRD:GEM open orders (chronon  321508, testnet)
 ----------------------------------------------

                                     hunter      ask        ask      order    chronoDollar   gems at risk    additional
storage vault key                    name        size       price    chronon      position     if filled    P/L if filled   flags

hTyR15C64MvC6aPY7x5DpJ81wigKjVkeS7   nin8        3.00 at      1.50   321507           0.00    8.28               0.00      ok       

nin13: CRD:GEM set bid 1 at 1.5
nin13: CRD:GEM set ask 1 at 1.3


Code:
 CRD:GEM trader positions (chronon  321525, testnet)
 ---------------------------------------------------

                                     hunter             chronoDollar   trade   trade
storage vault key                    name        gems   position       price   P/L

hTyR15C64MvC6aPY7x5DpJ81wigKjVkeS7   nin8       10.03        -1.00      1.50   0.00
hZJrhVR15Du8uVZTaxv93j8x8iDaFi9785   nin13       4.06         0.00      1.30  -0.20
haSJpt6wDMrznenm2gXjyLzhJKEiz3wLzk   nin7        3.16         1.00      1.30   0.00

Someone lost, so someone must have profited.
(P/L is always credited at next expiry/settlement block)


nin8: CRD:GEM set ask 4 at 1.67
nin20: CRD:GEM set ask 1 at 2.27

nin13: CRD:GEM set bid 3 at 1.29
nin7: CRD:GEM set bid 3 at 1.09






Need newest version, this one for windows:
https://github.com/wiggi/huntercoin/commit/47358de17de9d12655c2e6264013f450a51eb1bc
or the client will crash.

Other than that, I think it's good for mainnet @ 1220000 Smiley

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May 05, 2016, 04:24:59 PM
 #7214

Wiggi, now it's my turn to give you back something Smiley

I've managed to generate a map that can be opened in Tiled Map

the zip that you can download from my site here

contains both the default map (default.json) and wiggi map, named wiggi.json with the companion tileset ground3.png that, for performance reason, has been compacted in one file instead of many pieces

both files can be opened in Tiled Map and so you can tweak the map by hand

Nothe that the obstacle layer, that by default is set to visible = false, is there just to show which are the walkable tiles and can't change because it's used to validate moves by the huntercoin daemon, all other layers are editable

If anyone wants to play some with the map, i can then generate back the format used in my client to show the map, and even the QT arrays

note that on wiggi.json map, i've set the opacity of layer1/2/3 to ground and two shadow (names are screwed but they are not important) to 0.6 because they mostly contains shadows tiles (could be lowered a bit to improve the result)

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May 06, 2016, 12:15:00 AM
 #7215

I'm familiarizing myself with MithrilMan's client in preparation for the next Challenge so we can get video material... if you see a Hunter named "sirwagginston," don't kill me

I wanna kill you first  Grin

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May 06, 2016, 07:11:15 PM
 #7216


I've managed to generate a map that can be opened in Tiled Map

the zip that you can download from my site here

contains both the default map (default.json) and wiggi map, named wiggi.json with the companion tileset ground3.png that, for performance reason, has been compacted in one file instead of many pieces

both files can be opened in Tiled Map and so you can tweak the map by hand

Nothe that the obstacle layer, that by default is set to visible = false, is there just to show which are the walkable tiles and can't change because it's used to validate moves by the huntercoin daemon, all other layers are editable

If anyone wants to play some with the map, i can then generate back the format used in my client to show the map, and even the QT arrays

note that on wiggi.json map, i've set the opacity of layer1/2/3 to ground and two shadow (names are screwed but they are not important) to 0.6 because they mostly contains shadows tiles (could be lowered a bit to improve the result)

Thanks, I'll try this out.

(downloaded the windows version of Tiled, their source on github has even a ".pro" file, but I couldn't get the latest master or v0.16 to compile)

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May 09, 2016, 12:40:34 AM
 #7217

Pseudo-anonymity has interesting gameplay implications. I was collecting coins in a dead-end corner of the map when two other Hunters came by from different directions. I assumed they were just passing through or going to fight each other, but it turns out they were both controlled by the same player--he gave very different names so others wouldn't catch on.

I noticed when they turned in unison to trap me. Then they ganged up on me and took all my loot  Embarrassed

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May 09, 2016, 08:12:32 AM
 #7218

Pseudo-anonymity has interesting gameplay implications. I was collecting coins in a dead-end corner of the map when two other Hunters came by from different directions. I assumed they were just passing through or going to fight each other, but it turns out they were both controlled by the same player--he gave very different names so others wouldn't catch on.

I noticed when they turned in unison to trap me. Then they ganged up on me and took all my loot  Embarrassed

if you play a lot you'll notice that some players have more or less the same name patterns every day, while others uses random names
a way to guess, in my client, if two hunters are controlled by the same player is right clicking on a hunter name in "Cell info" window or "Target" window and press the "Find Teamed Up Hunters", that feature will list all hunters that share the same reward address

of course this works only for hunters that have a reward address set, and it's not so common

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May 10, 2016, 09:50:19 PM
 #7219

Pseudo-anonymity has interesting gameplay implications. I was collecting coins in a dead-end corner of the map when two other Hunters came by from different directions. I assumed they were just passing through or going to fight each other, but it turns out they were both controlled by the same player--he gave very different names so others wouldn't catch on.

I noticed when they turned in unison to trap me. Then they ganged up on me and took all my loot  Embarrassed

Seems like there is a new bunch of hunter names and this new player (or perhaps it's only the hidden evil personality of a well known veteran player) is super aggressiv.
Basically playing 12h+ per day and attacking when he has no advantage, just for the attrition. (fees, time, nerves)

And no one can ban him for griefing Grin It's only possible to make the clients better so that a skilled player can defeat foes like this with less effort. Simple autodestruct is no longer really up to the task.

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May 11, 2016, 05:45:04 PM
Last edit: May 11, 2016, 06:39:07 PM by wiggi
 #7220


Other than that, I think it's good for mainnet @ 1220000 Smiley


Updated the big gamestate to version 3 (game_sv3.dat, pruned with "prune_gamedb 10000" only 0.5MB) and the windows binaries to be on par with github repo. Everything is set.

Also @ 1220000, an AI market maker will spawn has spawned.

It's 3 pairs now (HUC, Gems, and chronoDollar) If one moves, the others will move too.
Indication for opening that the MM use was 0.09 CRD/gems, but because Huntercoin recuperated a bit for the week, this is now 0.0815


edit: the MM comes with a voting system, and will not actively advance it's limit orders past the point advised by the median vote.
I put this in as an emergency brake, in case of artificial stupidity. (adv_chrono.txt should be self-explanatory how it works)

Imo this is also the definition of the words "voting" vs "motion", similar to the "player are players, and hunters are player characters".
If the result enforces itself then it was a vote.

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