Difference between revisions of "Talk:DrussGT/Version History"

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(→‎1.3.10: kd-tree dimensions)
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== 1.3.10 ==
 
== 1.3.10 ==
  
Re: kd-tree speed, how many dimensions do you have now? In testing my own kd-trees, IIRC it took something like half the match before the kd-tree was as fast as brute force with ~6 dimensions. Maybe my memory's off, but it took a while, and more dimensions takes longer. If you have a lot more, I wouldn't be surprised if it's slower than brute force over 35 rounds. My [[Diamond/Code#KdBucketTree.java]] has a runDiagnostics2 method that might be helpful to you in diagnosing the relative speeds of kd-tree vs brute force. The runDiagnostics2 is the more up-to-date method, you can just adjust the number of scans and number of random numbers you put into the tree (though it could be coded more clearly), and you could just delete the comparison to my vanilla kd-tree. Good luck. =) --[[User:Voidious|Voidious]] 13:47, 10 August 2009 (UTC)
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Re: kd-tree speed, how many dimensions do you have now? In testing my own kd-trees, IIRC it took something like half the match before the kd-tree was as fast as brute force with ~6 dimensions. Maybe my memory's off, but it took a while, and more dimensions takes longer. If you have a lot more, I wouldn't be surprised if it's slower than brute force over 35 rounds. My [[Diamond/Code#KdBucketTree.java]] has a runDiagnostics2 method that might be helpful to you in diagnosing the relative speeds of kd-tree vs brute force. The runDiagnostics2 is the more up-to-date method, you can just adjust the number of scans and number of dimensions (the array of random numbers) you put into the tree (though it could be coded more clearly), and you could just delete the comparison to my vanilla kd-tree. Good luck. =) --[[User:Voidious|Voidious]] 13:47, 10 August 2009 (UTC)

Revision as of 14:53, 10 August 2009

1.3.1 results

Interesting... it appears with 1.3.1 that switching the time segments to the style I've been using, has killed the score significantly, putting it behind Dookious. Maybe I should try DrussGT style time segments some time... --Rednaxela 09:10, 11 December 2008 (UTC)

I was playing with the code quite a bit... maybe it messed something else up. I'll do a revert and just keep the gun changes. In the TCRM it scored a satisfying 90.59 over 100 seasons...--Skilgannon 19:47, 11 December 2008 (UTC)

Hang on... I just looked at the details and it seems I'm getting lots of 0 scores, however only coming from Alcatraz. Also, it seems strange that in some of those battles I get 50% survival, but zero score?! Maybe this would be a good time to try out the revert features offered by the new database backed rumble =) --Skilgannon 04:55, 12 December 2008 (UTC)

Heh, I kind of think this server should still be rejecting 0 scores like the old one did... at least except when it matches the expected score reasonably :) --Rednaxela 08:14, 12 December 2008 (UTC)


Hey, hope 1.3.2 will stay at king! And hope you new AntiSurfer gun will kill Shadow! » Nat | Talk » 00:25, 12 March 2009 (UTC)


Have you realize that 1.3.1b and 1.3.2 took exactly 3 months to development! (and 9 minutes, actually) » Nat | Talk » 13:33, 24 March 2009 (UTC)

1.3.8 results

Just wanted to offer a "wow!" at the 1.3.8 rating. Awesome that you are still finding improvements. Are you trying to just crush any hope anyone has of ever catching up? =) (Just kidding, I reckon I'll make a run eventually, just having fun on something else for now.) --Voidious 15:00, 11 May 2009 (UTC)

Yeah, I decided to apply the very effective DC movement strategy of weighting scans by their inverse distance (eg. Shadow, Wintermute, CunobelinDC) to the gun as well. Seems it worked quite nicely =) And what's more, it's something that any DC gun can VERY quickly implement. --Skilgannon 08:44, 12 May 2009 (UTC)

Ah, cool. And hey, Lukious did that too! =) Actually, he used a 2D kernel density, with one of the factors being distance between the scans, but I think he also weighted by distance to search scan. I'm definitely making a mental note about this for my future DC endeavors. =) --Voidious 13:28, 12 May 2009 (UTC)

You are right it was very easy to implement. I have some versions of that idea now in test =). --zyx 14:33, 12 May 2009 (UTC)

Haha, actually, I don't think I've ever done a DC gun WITHOUT that feature... maybe I'm odd though :) --Rednaxela 15:37, 12 May 2009 (UTC)

It's interesting how well this worked, I had always assumed that the reason it worked so well for movement was because of the very limited data. I thought in a gun getting as much data as possible would be preferable, as there was a good chance some of the factors would just be noise against a large portion of the bots, and while a weighting method based on scan distance could certainly be effective, I thought one that tended towards infinity like the inverse distance one would be too 'harsh'. Seems I was wrong =) --Skilgannon 18:11, 12 May 2009 (UTC)

1.3.10

Re: kd-tree speed, how many dimensions do you have now? In testing my own kd-trees, IIRC it took something like half the match before the kd-tree was as fast as brute force with ~6 dimensions. Maybe my memory's off, but it took a while, and more dimensions takes longer. If you have a lot more, I wouldn't be surprised if it's slower than brute force over 35 rounds. My Diamond/Code#KdBucketTree.java has a runDiagnostics2 method that might be helpful to you in diagnosing the relative speeds of kd-tree vs brute force. The runDiagnostics2 is the more up-to-date method, you can just adjust the number of scans and number of dimensions (the array of random numbers) you put into the tree (though it could be coded more clearly), and you could just delete the comparison to my vanilla kd-tree. Good luck. =) --Voidious 13:47, 10 August 2009 (UTC)