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.