Talk:Gilgalad
So, I added Gilgalad to the 1v1 participants list on Thursday, but it still isn't listed in the rumble, does anyone know if I did something wrong?--AW 20:12, 5 August 2011 (UTC)
Just fixed it for you. You put "aw.Gilgalad" on the participants page when your java class is actually "aw.Gilgalad.Gilgalad". --Rednaxela 00:19, 6 August 2011 (UTC)
Thank you, I will have to change that in the next version. --AW 18:08, 6 August 2011 (UTC)
So, I have been re-writing my movement over the past months and I have a question about the robocode physics. When finding the correct wave to log a hit as in onHitByBullet I could use:
(time - wave.getStartTime()) * wave.getBulletVelocity()
However onBulletHitBullet would need:
(time - wave.getStartTime() - 1) * wave.getBulletVelocity()
Does anyone know why this is the case? (My guess is that the onBulletHitBullet event is called on the turn after bullets hit while the onHitByBullet event is from the current turn but I would like to be certain.) --AW
- Actually in my experience it varies far more then this, much to my annoyance. For a bullet bullet collision it is usually -1 or -2 offset and even that distance may be up to 11.5 off (regardless of bullet speed). The normal collision is usually same for normal collision as well. I have been looking for a more elegant way of handling these, but so far nothing has really presented itself. — Chase-san 19:55, 17 November 2011 (UTC)
- The method I showed above seems to work 100% of the time. Are you using getHitBullet() or getBullet()?
- When I try to match bullets to waves, I find the closest wave, and then consider it a match so long as (closestWaveDist <= bullet.getVelocity()*2 + 0.1). Pretty sloppy tolerance there, but I get by with it. -- Skotty 00:14, 20 November 2011 (UTC)
- So I looked in the sources (BulletPeer.java) and it appears that for some reason bulletHitBullet events report the bullet locations from the previous turn. Weird, but now I know that my method should work. (If no other wave surfers handle this the way I do, that should probably be changed. Any thoughts?)
- Well, if it's a bug, I agree it should be fixed. But if you match on the nearest wave that has a matching bullet power, you should be fine - you're guaranteed to get the right wave and the angle you record won't be any different. I also restrict my matches to waves within distance 50, as a sanity check - though I now realize that two power 3 waves could be distance 48 apart if the enemy is also moving full speed directly at my position when the wave intercepts, so I should decrease that. Hopefully if you're firing power 3 and moving directly at me, I'm sufficiently accurately blowing the crap out of you that this isn't a huge issue. ;) --Voidious 03:20, 20 November 2011 (UTC)
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Does anyone know why Gilgalad, and many other megabots are now listed under minibots in the rankings page?
We discussed it about a month ago and agreement was that this it the bug in 1.9 robocode. I think we still have not reported it to developers.
I also noticed that the new robocode seems to run multi threaded (at least in 1.9.2). In my opinion this is not a welcome change, since it eats all available cores of my CPU. I used to run rumble, melerumble, and top 30 melee on my machine, but now they fight between each other and consume more than I want to spare for robocode.
There are a couple different uploaders presently. When some of them upload, it appears the codesize isn't respected. As soon as a couple others do, the big bots get pruned.
There are a couple different uploaders presently. When some of them upload, it appears the codesize isn't respected. As soon as a couple others do, the big bots get pruned.
Well, I think my uploaders use to be (and probably still are) culprits. But I did not do any tweaking or modification of stock client. I was also under suspicion that even with mine, some of my machines were doing the correct size report and other were not. But they all have identical configs and java distributions.
The only thing which might be of importance: I run everything on OpenJDK, may be it has a different way to evaluate the code size.
Nevertheless, I stopped uploading for a week, so new wrong entries are due to new uploaders. May be we should look for correlation, and see what is the possible reason for the size misreporting.
It would be Skilgannon that runs the rumble server, not I. ;)
No worries =) The rumble is updated, and only accepting contributions from 1.9.2.2
Beaming, it seems your new client is still uploading megabots to the minirumble :-/
Edit: never mind, it now seems to be removing them. Maybe they were left over from the old install?
Edit2: it seems you have two clients running, one is removing and one adding.
Yes, I run 2 clients. More specifically 2 machines, both of which run roborumble and meleerumble, one of this additionally runs meleeTop30. As far as I can see, they have identical relevant software configuration.
I do not get it: microrumble and nanorumble seems to be fine with either of the clients, but minirumble is populated with megabots. Any idea what is going on?
As fat as I see after some tests, it is not a particular client issue. At start up, either of the clients cleans the mess, i.e. removes bogus entries. But then as it runs, it reintroduces them.
Also, both clients complain:
Could not load properties file: ./roborumble/files/codesize1v1.txt
I will report it to Fnl again.
I think I managed to fix the last part of the bug. I made a version 1.9.2.3 here, which is not official (yet). If it works, I will release it pretty much as it is. If not, I will need to work much harder to figure out what causes the problem?!
1.9.2.3 is now accepted for uploads. I'll disable 1.9.2.2 when it is officially released.
Hi Fnl I've tried the client out a bit, and it seems to correctly remove bots at the beginning of each round, however it doesn't respect codesize for minibots when deciding which rumbles the results of a battle should be uploaded to. This may be due to the priority battles for that rumble requesting those bots, I'm not sure.
Yep, but why is the mciro and nano rumbles are fine? There must be something special about the miniruble.
I will dig into the RoboRumble client sources. I haven't touched RR for a long time, so it is odd that it causes problems with newer versions. Perhaps the change was made around version 1.9.0.0? Anyways. I hope it is okay to upload newer 1.9.2.3 version to check if the problems is fixed when I make new fixes/adjustments to the code? :-)
I am not able to find any obvious bugs on the client side that could cause this trouble. I checked all changes on the RoboRumble client sources since version 1.8.2.0. Could it be some configuration issue or a change on the server side?
Okay. I checked all changed made to the RoboRumble since version 1.8.2.0 and found a potential bug regarding a check for the codesize. I made a "rollback" of the code so it works the same way as for version 1.8.2.0 and earlier. I made a new version 1.9.2.3 that needs to be tested. It looks okay to me when it runs, but I need you to test it thoroughly.
If it works I will make a release of the new 1.9.2.3 ASAP.
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