0.014c
← Thread:Talk:ScalarBot/Version History/0.014c/reply (2)
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!
You do not have permission to edit this page, for the following reasons:
You can view and copy the source of this page.
Return to Thread:Talk:ScalarBot/Version History/0.014c/reply (3).
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.
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.
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.