Talk:ScalarBot/Version History

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how to build a good test bed?3017:11, 16 June 2019
Runnable interface215:42, 29 December 2017
Java static keyword bug???016:13, 30 November 2017
0.014c803:08, 30 October 2017
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how to build a good test bed?

Recently I tried a lot to tune the movement, and the result is promising — it performs very well in my test bed (which consisits of some bots I’m performing bad in the past, including some guess factor targeting bots, dc bots and a simple targeter with VG. However, the rumble result shows a huge performance regression ;/

Then, I tried another one, when published to the rumble, it shows huge performance increase (and a little increase when full pairing) — but after ~5000 battles, the performance is even decreased, comparing to the baseline version.

My test bed is running at 35 battles for 30 seasons with 10 bots — 300 battles in total, but it shows irrelevant with rumble score. Is that the bots I choose make it a bad test bed, or just because I have too little battles?

The bots I use in my test bed are FloodHT, SandboxDT, RaikoMicro (gf targeting bots), Tron, Aleph (dc bots), Che, Fermet, WeeklongObsession (pattern matchers), GrubbmGrb (“simple” targeting)

Again, it seems that even after ~3000 battles, the rumble score is still not reliable enough to be used to compare two versions.

Then come my questions: How do you evaluate your bot? How much bots are there in your test bed and how many battles do you run for each of them?

Xor (talk)02:03, 27 September 2017

I think your problem that you are already in top 10 :) while you are testing against relatively simple bots (by modern standards). You probably already have score pushing above 90% for this bots. If I were you I would chose test bed from the top 30 or even top 10. But after all the only real test is the rumble, may be there is a bunch of bots against which you are under performing and none of them are in the test bed.

Otherwise I do something similar but my bot is not that high, so my test bad shows relevant scores. Though sometimes it is somewhat off. I also notice that the score in rumble always slide down until it settles. I am not sure why, may be some bot which save stats keep improving with each round for a while.

But lately I notice that in melee rumble slide down is somewhat catastrophic. When I introduced EvBot v9.2 it was in the top 20 for the first 300 pairing or so, and then just plunge about extra 20 places down. I see it with several latest releases and still cannot understand why.

Beaming (talk)03:35, 27 September 2017

IIRC, in the past versions, the improvement over previous version is somewhat good indicator of final result, e.g. 0.5 increase in APS of common pairings (e.g. 300 common opponents) indicates 0.5 increase in final APS.

IMO the APS until full pairing is meanless, but the difference in common APS is useful.

However, this version breaks the previous pattern. difference in common APS is no longer an indicator, nor the full pairing APS.

The reason why I test agasint relatively “weak” bots is that the majority of the rumble is there. And what affects your score the most is also there. More than half of the bots in rumble is between in APS [40, 70), and there are only 160 bots above 70, and 324 bots below 40. Bots below APS 40 can be ignored IMO, as the improvement against them can only be marginal.

Xor (talk)04:34, 27 September 2017

Until the pairing is complete, APS is not a good indicator. I always go to the details of my bot and then select an older version to compare with. In that case only the bots that both versions have fought, are taken into account. It indeed seems that the last 10% of the pairings involve the best opponents, GrubbmThree held around 58 APS till approx 1000 pairings, then fell down to 57.2. Note that even with 3000-5000 battles, there are still a lot of bots you have only have one fight against, so a few bad battles do have influence.

As for testbed, I used to have around 20 bots in my testbed (50 seasons): 5 top-50 bots, 5 'white-whales', 5 between place 100-300 en a few specific ones to check whether something was broke (f.e. bbo.RamboT must score less than 0.5%)

GrubbmGait (talk)12:07, 27 September 2017

Thanks for figuring out that! I thought the rumble is stabilized very fast (common APS diff of ~300 pairings are already useful), but it turned out not.

Maybe I should build a test bed with more varieties, e.g. bots from all over the rumble with different kind of strategies.

Xor (talk)14:19, 27 September 2017
 
 
 

I found that when newer version is tight with previous version, try to compare it with different older versions could help — or, the best, compare with some baseline version which is battled enough and is stable.

Xor (talk)15:40, 27 September 2017
 

It depends what I am working in.

For movement, often a single bot is enough to prove a theory. Escape angle tuning is a rambot plus DevilFish, surfing mechanics is DoctorBob, anti-GF RaikoMicro, anti-fast-learning is Ascendant and for general unpredictability Shadow or Diamond.

Targeting I always find less interesting. Maybe because it is a more pure ML problem, with less ways to optimise that haven't already been studied in a related field. I decided to brute-force it by adding lots of features and then using a genetic optimization to tune the weights against recordings of the entire rumble population, about 5000 battles. The surfers I did separately, but with the same process.

Skilgannon (talk)22:14, 27 September 2017

WoW Thanks for the sharing! In the past I only tune the movement agaisnt RaikoMicro by roborunner & carefully wathcing battles and that way works very well. Recently I tried some more brute force way but it seems not working. Maybe for an undeveloped ML area, some idea or theory is more useful.

recordings of the entire population — I’m wondering will it be useful to tune agaisnt wave surfers, which react to fire, in a way that their reaction is irrelevant?

Or can we just treat wavesurfers as some random movement that is not random enough? And with so many attributes, their reaction on fire will be inaccurate enough to be ignored and just proper decay is enough?

BTW, I’m really curious about how long it takes for a generation ;) And how many threads you are using to run it ;)

Xor (talk)00:40, 28 September 2017

Movement I find much more interesting - I think there is still a lot of unexplored potential here. Targeting can only get as good as the ML system though. The only tricks I see from targeting side involve bullet shielding and bullet power optimization.

For surfers I evolved the weights in multiple steps - record data, tune weights, re-record data, retune weights etc. I agree fixed data isn't ideal against learning movements, but it seemed to work ok.

By recorded battles, I actually just recorded the ML style interactions. So the only work to do in the genetic algorithm was parse input line, add to tree, and if it was a firing tick then do KNN + kernel density and N ticks later check if the prediction was in the correct bounds.

About 15 minutes per generation for an i5-2410M using 4 threads.

Skilgannon (talk)07:25, 28 September 2017

So only record gun waves seems ok? And IMO the gun prediction of each wave can be evaluated immediately, since the result is already known. btw, are you optimizing hit rate overall (e.g. total hit / total fire of all battles) or robocode score? (e.g. average bullet damage per battle). I think the lattar should be better when bullet power selection is also evaluated (or when it is not disabled). But since in real battles hit/miss will also affect total waves per round, that would be inaccurate for recorded battles. So how do you deal with bullet power? imo using the recorded ones sound reasonable, although not perfect.

The difference between evaluating overall hit rate and average bullet damage per battle is interesting. Seems that the latter will weight on damage per bullet. Also when comparing average hit rate per battle with overall hitrate, the former will weight battles on bullets fired per battle.

Xor (talk)08:57, 28 September 2017

I optimized for hit rate. Bullet power was kept the same as when it was recorded.

And I saved/loaded all waves (for learning), but only did prediction using firing waves.

Skilgannon (talk)10:17, 28 September 2017
 

So... each of those generations was evolved against those 5000 battles, right? What was the size of your population? I've tried my hands at genetic tuning some time ago but I gave up because it seems my evolving step was too slow. I'm wondering what was your population size when you got those 15 minutes, because one generation with 150 battles for me take waay more than that :/ I'll need some reference to optimize my targeting system.

Rsalesc (talk)22:30, 3 October 2017

From memory, population size was about 20. It was something between a gradient descent and a genetic algorithm, by moving from the stronger members away from the weaker members, plus some random component. Remember, I had already extracted all of the features etc, and saved them just before inserting into the Kd-Tree, so the only thing I needed at evaluation time was:

  1. read data from file
  2. add points to the tree
  3. KNN/KDE
  4. count inliers vs outliers -> give a score

Then at the end multiply the evolved weights with the code weights, recompile, and collect a new set of data; repeat until happy.

Skilgannon (talk)22:56, 3 October 2017
 

I’m doing nearly the same thing now. I write knn data points and gfs to files, so all I do is just:

read data from file; add to tree; knn/kde; count inliers vs outliers. and I’m only doing knn/kde on firing waves.

However it takes me ~10min per generation with only 1500 tcrm battles.

My population size is also 20, and I’m also using 4 threads. It’s Core i7 with 4 cores at 2.6Ghz, so it should be even faster than i5-2410M which has only 2 cores.

Are you reading data and adding to tree at the same time, or reading data to memory in one go and adding to tree then?

Xor (talk)02:34, 31 May 2019

It was read a line, add to tree, and if it was a firing tick do a prediction. For parallelization I just started a new thread for each bot, and join the thread when the bot is processed. It would probably br a bit faster with a thread pool.

Unfortunately I think I lost this code, I think it was on my University computer...

Skilgannon (talk)12:09, 5 June 2019
 
 
 

Holly smoke! Using the whole rumble for tune up. It probably takes half a day to have one generation in a genetic algorithm.

Beaming (talk)01:33, 28 September 2017

5000 battles on the fly takes me ~4hrs iirc. But recorded battles should take shorter imo.

Xor (talk)02:18, 28 September 2017

What is recorded battles?

Beaming (talk)03:21, 28 September 2017

e.g. WaveSim by voidious

Xor (talk)06:16, 28 September 2017
 
 
 
 
 

Runnable interface

Hi Xor,

Would you mind to elaborate on "Use Runnable interface instead of onTurnEnded Custom Event to execute(), which is MUCH faster when battle speed set to max"?

Why would it be faster if the code presumably does the same things?

Beaming (talk)18:38, 30 September 2017

Idk ;/ but the test result is obvious — against DoctorBob, ScalarBot 0.01e runs MUCH faster than 0.01f, and the only fundamental difference in 0.01f is the use of onTurnEnded event. The former ends instantly, but the latter takes noticeable time. Idk whether this can be reproduced on different machine, different OS or different java version, but it works on my computer.

Anyway, the use of Runnable (the traditional way) in 0.012k8 makes my APS drop by 0.1 points ;/ further research is on going, I think the only way is to read robocode source code on how runnable is handled.

I guess that for runless bots, robocode will generate a loop for it anyway. But the generated one is way slower for some reason.

Xor (talk)02:24, 1 October 2017

More information:

1. Have had a look at robocode source — when you don't call execute yourself, robocode will call that for you every turn, which is theoretically the same as while(true){execute();}.

2. I call rescan instead of execute to fix some missed scan bugs.

Xor (talk)15:41, 29 December 2017
 
 

Java static keyword bug???

I've been experiencing noticeable performance regression after a refactor, which theoretically with the only difference being an static keyword was added to a private final double[] (whose content is never changed).

removing that "static" keyword immediately return my performance back, and adding it back effectively decrease my score, so I'm pretty sure that is the reason. so here is my question, how Java handles static final arrays? may that be some bug introduced by optimizations?

Xor (talk)16:12, 30 November 2017

It's great to see ScalarBot will enter melee as well. I'm excited, there are going to be some nice battles :)

Cb (talk)10:01, 28 October 2017

Thanks ;) I'm also excited to see what's going on ;)

Xor (talk)13:49, 28 October 2017
 

About skipping turns: I've had an issue I heavily skipped turns in RR@H but I could not reproduce it against some pre-defined battles I had. I could get some skipped turns only when I run the exact same battles I got skipped turns in RR@H, so I had to log the exact scenarios that led me to skipping that much turns. Yeah, it's weird, but that's what often happens in Robocode. At least it forced me to do a bunch of weird optimizations, and I'm still skipping a bunch of turns btw. I don't know if you are already doing that but I hope it helps anyway. Excited to see ScalarBot performing in melee!

Rsalesc (talk)14:54, 28 October 2017

Well, I thought that skipping turns could be avoided by not using full CPU to run rumble (leave a thread for GC, etc.), as it seems that I skip turns heavily (and randomly) against every bot (however I've examined only two bots which is selected randomly by rumble@home). I've been already doing weird optimizations everywhere, which destroys readability & extendibility.

Anyway, I've never verified that skipping turns could be avoided in any way. But anyway, being able to handle inconsistent scans always helps, that's why I decided a full rewrite.

Xor (talk)16:18, 28 October 2017

That was my main issue when going from rumble to melee. I basically destroyed all my code beautifulness because of those constant optimizations, but they really showed necessary, it became evident that my code was really slow when I released Medina, and it actually helped a bit on 1v1 too as some optimizations were not that bad and actually gave me more room to work on Knight.

Rsalesc (talk)16:56, 28 October 2017

Just found why I'm skipping turns so bad —

if (Math.random() < 0.01) {
  ArrayList<Object> list = new ArrayList<>();
  for (int i = 0; i < 10000000; ++i) {
    list.add(new Object());
  }
}

I forgot to comment this out.

Anyway, I think I'm still skipping turns badly when I run two clients together, as a newer version which is theoretically the same as previous version performs much worse.

Xor (talk)06:28, 29 October 2017

I can never run more than one battle (1v1) at a time without skipping turns, because the computer I have at the moment is not well suited for this. Never even tried Melee. Maybe you should check if two Neuromancer battles would cause skipped turns and, if not, then specifically worry about ScalarBot.

Rsalesc (talk)06:42, 29 October 2017
 
 
 
 

Yeah, I always found it too difficult to mix one-on-one with melee in one bot (except ofcourse for Gruwel). The fields of melee and duel are so far apart in my mind, that I can't blend them together in one good performing bot. Btw, until you are ready to release the first of 0.014c series, there is no reason to pull back teh best performing 0.012n version. It is a killer bot and I am always happy to get trashed by a better bot. Next to that, reaching top-10 is a bit inflated, as it really is top-11.

GrubbmGait (talk)01:01, 30 October 2017

Yeah, agreed that it is hard to mix that. But my initial motivation is that melee capability will force me come up with a better framework, a better architecture and better tolerance of harsh running environment, e.g. heavy skipped turns.

Just put the discontinued series back as I don’t think inflating the rank is a good thing either. My initial motivation to remove that is to force me work on new series harder, but since melee is already appealing to me, that is no longer needed.

Xor (talk)03:08, 30 October 2017
 
 
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