Difference between revisions of "Thread:User talk:Kev/BeepBoop seems to be losing ~1.5 APS/reply (8)"

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Look at BeepBoop against [http://web.archive.org/web/20230206080637/http://literumble.appspot.com/BotDetails?game=roborumble&name=kc.mega.BeepBoop%201.21a reeder.colin.WallGuy3], it gets APS 81.28 instead of 98 APS with 4 battles. You can consider this as 3x 98 APS and 1x 30 APS. What happened when it gets 30 APS? I can only imagine a heavily loaded machine with much longer computation time than usual, and both participants are skipping a lot of turns due to insufficient time.
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Look at BeepBoop against [http://web.archive.org/web/20230206080637/http://literumble.appspot.com/BotDetails?game=roborumble&name=kc.mega.BeepBoop%201.21a reeder.colin.WallGuy3], it gets APS 81.28 instead of 98 with 4 battles. You can consider this as 3x 98 APS and 1x 30 APS. What happened when it gets 30 APS? I can only imagine a heavily loaded machine with much longer computation time than usual, and both participants are skipping a lot of turns due to insufficient time.
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The problem of this is that you can never reproduce the result. It has nothing todo with uncertainties. Running BeepBoop against reeder.colin.WallGuy3 will always get ~98 APS as long as the environment is controlled. You never get to know what actually happened.

Latest revision as of 10:21, 6 February 2023

Look at BeepBoop against reeder.colin.WallGuy3, it gets APS 81.28 instead of 98 with 4 battles. You can consider this as 3x 98 APS and 1x 30 APS. What happened when it gets 30 APS? I can only imagine a heavily loaded machine with much longer computation time than usual, and both participants are skipping a lot of turns due to insufficient time.

The problem of this is that you can never reproduce the result. It has nothing todo with uncertainties. Running BeepBoop against reeder.colin.WallGuy3 will always get ~98 APS as long as the environment is controlled. You never get to know what actually happened.