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Agreed that the SkippedTurnEvent is mostly ignored, and that more could be done on this side. However, there is a reason that we have the CPU calibration, and that is because we want all environments to be similar. It is impossible to get consistent results if on one computer you can do second wave surfing with precise intersection and KNN gun with Gaussian kernel density estimation, and the other you have to fall back to single wave and a simple VCS gun. It would require all rumble battles to be contributed by a single machine, and then we are back to a standard environment.
While I take the blame for my bot performance.
I would claim that I am not ignoring the skip turn event. I have a counter for it, and I release bots which keep it low through the game. Typically in the rumble, it reports zero about every second round in 35 rounds game, in 45% rounds it is 1; in 2 or 3 rounds it spikes up to 7 or even 15 per round. Even 15 skips per 700 turns games is not too much to loose a game to sample.crazy with HoT gun.
So I still think it is the "Thread.Death" which is probably triggered by skipped turns.
I will try to reduce the bot CPU demand and see if the problem goes away.
ThreadDeath is just Thread.stop() doing its job.
See this article.