fading weights

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fading weights

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Last edit: 16:44, 28 June 2012

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Return to Thread:Talk:Diamond/Version History/fading weights.

Neat concept! Now this has got me thinking about trying to associate KNN weightings with all sorts of things besides time... distance maybe?

Rednaxela16:27, 28 June 2012
 

What do you use for your test bed? RoboResearch?

I've been wanting to systematize my testing more so I can shake things out more thoroughly in an automated way before I throw it up on the Rumble server. I've got RoboResearch ready to go.. I just need to assemble a set of bots to test against.

Tkiesel17:15, 28 June 2012

Since he's using genetic algorithms to optimize it, I assume he's using his WaveSim rather than RoboResearch for speed reasons. Trying to use RoboResearch with genetic algorithms would more or less be insanity I think ;)

Rednaxela17:24, 28 June 2012
 

Yeah, I use RoboResearch for real testing. For some gun-only testing (like this) I use WaveSim, which is a tool I wrote to test just classification against raw battle data - so it doesn't work for testing bullet power or some other nitty gritty things, but for the things it does work for, it's pretty sweet (and fast).

For test beds, I use User:Voidious/BedMaker, which is a little script I wrote to select random bots from the rumble within certain parameters. But you'd need to get a rumble server API key from Darkcanuck first. I've been thinking maybe I should make a web-based version of that for others to use freely, but I wasn't sure if anyone was interested...

Voidious17:24, 28 June 2012
 

Currently hunting down which of a bunch of changes between 1.7.29 and 1.7.35 caused a decrease in performance. I swear I tested rolling back each one individually yesterday and none of them fixed my score. So now the other way: start with 1.7.29 and add each change individually. Once that's done I can see if this fading KNN stuff actually helps.

I've been pretty fearless with continuous refactoring and bug fixes throughout 1.7.x, and this is the price I pay for it. =) But overall I think it's been worth it, both in terms of code quality and performance.

Voidious16:58, 29 June 2012
 

Orrrrr I've been chasing ghosts... In my 2,000 battle benchmark (250 bots x 8 seasons), 1.7.29 came in 0.18 above 1.7.37 and a dev version of 1.7.35 got the exact same score as 1.7.37. Rolling back individual changes gave me anywhere from 0.14 to 0.22 below 1.7.29's score. Then I recompiled 1.7.29, checked the class files came out the same (ie, I had the right source), and reran 10 seasons... and came in 0.14 below 1.7.29.

Another good reason to focus on big improvements: anything else is too small / painful to reliably benchmark. =)

Voidious18:25, 29 June 2012