Difference between revisions of "Talk:DemonicRage"

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(thoughts)
m (with a slower tree, that is)
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:I'm not sure what you mean by caching, unless you start doing approximations which would really defeat the whole point of not just using bins like VCS. No distance calculations are cached with Kd-Trees. The point of the Kd-Tree is create groups of scans in a tree, as to be able to discard whole branches of the tree at once without needing to calculate the distance to every scan. --[[User:Rednaxela|Rednaxela]] 06:20, 7 January 2010 (UTC)
 
:I'm not sure what you mean by caching, unless you start doing approximations which would really defeat the whole point of not just using bins like VCS. No distance calculations are cached with Kd-Trees. The point of the Kd-Tree is create groups of scans in a tree, as to be able to discard whole branches of the tree at once without needing to calculate the distance to every scan. --[[User:Rednaxela|Rednaxela]] 06:20, 7 January 2010 (UTC)
  
: Each time you aim, you are using a new/current scan, so I'm not sure what kind of caching you can do with that. I would definitely suggest trying out [[User talk:Rednaxela/kD-Tree|Red's kd-tree]], as that should help a lot and probably isn't even that much work. Suboptimal play-it-forward simulation (if you do that) comes to mind, too, or just using too many scans when aiming. I fire extra gun waves from the locations of every other bot on the field, so I have like 5x as many total scans as you normally would, and I start to hit skipped turns near the end of a 35-round battle. --[[User:Voidious|Voidious]] 14:51, 7 January 2010 (UTC)
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: Each time you aim, you are using a new/current scan, so I'm not sure what kind of caching you can do with that. I would definitely suggest trying out [[User talk:Rednaxela/kD-Tree|Red's kd-tree]], as that should help a lot and probably isn't even that much work. Suboptimal play-it-forward simulation (if you do that) comes to mind, too, or just using too many scans when aiming. For reference: I fire extra gun waves from the locations of every other bot on the field, so I have like 5x as many total scans as you normally would, and I start to hit skipped turns near the end of a 35-round battle (with my own, slower kd-tree). --[[User:Voidious|Voidious]] 14:51, 7 January 2010 (UTC)

Revision as of 15:57, 7 January 2010

Recently I have build DemonicRage a new DCgun from the ground up that uses linked list and targets everyOne..(ver 2.5+) It performs very well untuned, but first I am addressing some speed issues ..(I get skipped turn event after 60,000 scan, but notice poor performance much sooner) I have not tested to confirm, but i believe the distancing calculation is the main bottle neck.. I'm going to try caching the distance calculations. I figure it should work well, the percise distance isn't even important. Do you guys do this when using kd-Trees?? perhaps within a tree? -Jlm0924
I'm not sure what you mean by caching, unless you start doing approximations which would really defeat the whole point of not just using bins like VCS. No distance calculations are cached with Kd-Trees. The point of the Kd-Tree is create groups of scans in a tree, as to be able to discard whole branches of the tree at once without needing to calculate the distance to every scan. --Rednaxela 06:20, 7 January 2010 (UTC)
Each time you aim, you are using a new/current scan, so I'm not sure what kind of caching you can do with that. I would definitely suggest trying out Red's kd-tree, as that should help a lot and probably isn't even that much work. Suboptimal play-it-forward simulation (if you do that) comes to mind, too, or just using too many scans when aiming. For reference: I fire extra gun waves from the locations of every other bot on the field, so I have like 5x as many total scans as you normally would, and I start to hit skipped turns near the end of a 35-round battle (with my own, slower kd-tree). --Voidious 14:51, 7 January 2010 (UTC)