Talk:Neuromancer/Version History

From Robowiki
Jump to navigation Jump to search

Contents

Thread titleRepliesLast modified
4.7 - wow, one more percent to APS511:20, 5 December 2015
3.4 - congrats308:13, 11 October 2012
2.8 - nice work!117:44, 25 September 2012
First page
First page
Next page
Next page
Last page
Last page

4.7 - wow, one more percent to APS

Congrats, for pushing already the best melee bot one step further away from the rest of us. I am still digging through 4.6 source code (thanks for opening the code). It is amazing how so powerful bot is done with relatively compact and simple code. I was expecting very large class tree and was shocked to see only 6 relevant files besides libs.

I am thinking that I should through away half of the logic in my code. I am clearly overthinking the problem.

Beaming (talk)04:31, 4 December 2015

Yeah I've always found, with this and other machine learning problems, that big ideas and better data help more than all the little bits of tuning which tend to take up the most space. Although the lack of classes is also just my style of coding, I actually find I can hold more of it in my head if I don't devote too much of the bot to structure, even if it is messier. It allows me to focus on algorithm and behaviour, rather than implementation details and constant refactoring.

Skilgannon (talk)13:12, 4 December 2015
 

Yeah, congrats! Might be interesting to see a re-release of 4.6 - its APS could be significantly different if released right now.

Voidious (talk)19:55, 4 December 2015

Good call - it might be time to wipe the melee results again. The inter-battle relations really screw things up as the rumble population changes, perhaps I should add some sort of rolling average to it so that the entire database doesn't need to be wiped every time. Maybe just the last 20k battles or something, or the last 20k/participants pairings.

Skilgannon (talk)21:25, 4 December 2015

I thought about a year ago we had a restart when we switched the allowed robocode version. Since than, there are only handful of new bots.

However, if it can drop the score of two of you even a bit, I am all for it :).

Melee would settle within couple days anyway, so why not to restart. I also presume that 1on1 is not affected by it. We can also upgrade the allowed to upload version to the newest robocode version at the same time. I am afraid it currently stops new comers from contributing their CPU cycles.

Beaming (talk)02:13, 5 December 2015

I'd rather fix the problem permanently than do a full reset again. I've updated the rumble to have a rolling average of 10k/participants per pairing. This should allow the rumble to catch up with slow drift. I've also added 1.9.2.4 to the list of allowed clients.

Skilgannon (talk)11:20, 5 December 2015
 
 
 
 

3.4 - congrats

Congrats, looks like you've really raised the bar in Melee!

Voidious17:18, 8 October 2012

Thanks! And there's still so much to do! Heh... melee seems to me like it has more space to optimise than 1v1, because you get to choose who you want to fight =)

Skilgannon10:05, 9 October 2012
 

Well, it could also seem that way because you (and some other folks) have already optimized the living crap out of 1v1. =)

Voidious02:50, 10 October 2012
 

And you, look at Diamond's ranking in 1v1. I'm not going to be held solely responsible for this...

Skilgannon08:13, 11 October 2012
 

2.8 - nice work!

Wow, nice job! Usually I wouldn't think it's a big enough margin for the MeleeRumble, but our battle counts are off the charts these days, so it's probably accurate. =) I was wondering if I could make it through all of September only running my RoboRumble 1v1 clients - maybe I'll just stop when I get to a million for September. ;)

Voidious00:52, 24 September 2012

Thanks! And wow - that had more of an effect than I thought it would.

Considering the number of stupid bugs I suspect are still hiding, I think melee surfing still has huge potential to go further. There are still a lot of improvements in the surfing that could happen as well, which will make the whole thing much more accurate. Using overlapping firing/hit windows to figure out when fire and hit actually happened more accurately, using post-interpolated snapshots of the field for accurate firing data, all sorts of things which would potentially bring it up to 1v1 standards. Oh, and my surfing attributes are pretty terrible at the moment as well, as is reflected in my PL score =)

I think it just took a bit of initiative to push it further by taking into account every data and modelling it as accurately as possible. Others have done basic fire-at-me melee surfing, and I'm not sure why they didn't try a fire-at-everybody approach. Then again, I'm not sure if it is my fire-at-everybody approach which is giving me my success (although I'd like to think it is =) ).

Skilgannon17:44, 25 September 2012
 
First page
First page
Next page
Next page
Last page
Last page