Melee ranking ...

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One thing to be clear about: while a battle containing MegaBots is not ignored in the NanoBot rankings, only the relative score of two NanoBots in that battle is contributed to NanoMeleeRumble. If NanoBot A gets 9th with 500 points and NanoBot B gets 10th with 300 points, what's logged to the NanoMeleeRumble is A winning over B with 62.5%. NanoBots that do particularly well or poorly against MegaBots will still have their rumble score impacted by how many NanoBot-only battles they get, though.

Since most bots in a weight class have similar weaknesses against bigger bots, I don't think it's having a huge effect, but it isn't zero either. I've seen MicroBots have their MicroMeleeRumble score change by maybe 0.5 APS from the time they have 2000 Mega-battles to the time they have 2000 Micro-battles.

I agree counting only all-NanoBot battles for NanoMeleeRumble would be better, and that the CPU load is probably not a huge issue. (Non-MegaBots tend to be so much faster, Melee rumbles have less activity than 1v1, and our CPUs have gotten much faster, too.) I think the biggest hurdle is how much work it would take to implement vs how much it would really change scores. I think it would require client changes, too, because the client is what decides which pairing data gets uploaded to which rumble.

Voidious17:24, 14 March 2012

Those 2000 Micro-battles all have megabots in them.

In a nanobot only league, nanobots will be killed by other nanobots. Simple targeting against simple movement. It might completely change survival scores and rankings. If you watch a samplebot only melee battle, Walls usually survives last. Add a single megabot and Crazy tends to survive longer. (flatter movement profiles tends to be ignored by top bots in melee)

I could volunteer to update the client, although there are other things in the rumble bothering me more, like slow client uploads. I would prefer to fix those first.

MN22:59, 14 March 2012
 

What do you mean? As far as I know, it works like this:

  • MegaBot battles until 2000 battles in MeleeRumble.
  • Battles against lowest weight class bots only until 2000 battles in lowest weight class.

It used to go MiniBots until 2k in MiniMeleeRumble, then Micros, then Nanos, but it was changed to result in less overall battles for Nanos/Micros, since they're already getting so many extra before they've stabilized in every weight class.

Voidious02:15, 15 March 2012

Currently, all melee battles mix all weight classes.

All bots battles until there are 2000 battles in megabot ranking. 2000 is the sum of all pairings against nanobots to megabots.

But in nanobot rankings the sum of all nanobot pairings is still lower than 2000. Then all bots battles until there are 2000 battles in nanobot rankings. Which means the sum of all nanobot pairings is 2000, but all those battles in nanorumble still include megabots.

Almost no battles have 10 nanobots. A battle with 2 nanobots and 8 megabots also counts for nanorumble. And those 8 megabots affect the APS between the 2 nanos. Those 2 will be crushed before having the chance to interact with each other, the nano with worse movement profile being crushed first.

MN15:09, 15 March 2012

I was very strongly under the impression "but all those battles in nanorumble still include megabots" is not the way it is. Yes, the battles from when megabots are getting to 2000 score *are* still counted, but new battles made specially for the smaller league only include smaller league bots. At very least, that's how it used to be I believe.

Rednaxela18:12, 15 March 2012
 

Really? Definitely not how it used to work, and sounds like it could even be a bug in the client. Maybe Darkcanuck can comment.

Voidious15:26, 15 March 2012
 

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Return to Thread:Talk:RoboRumble/Melee ranking .../reply (16).

 

Slow upload isn't client problem; it's the server. I believe darkcanuck is throttling the upload on the server because the server can't handle the load,

Although if we do this we should clear all the battle data from nano/micro/minimeleerumble, too.

Nat Pavasant12:38, 15 March 2012

Its how the protocol works which slows down uploads. According to Bwbaugh, the server can handle about 30 clients. Or can handle 30 times what a single client uploads.

The ideal would be to adapt the protocol for batch uploads, but it is also possible to achieve a similar speed up changing the client alone.

Faster uploads would benefit all leagues, melee leagues even more, since a single melee battle generates about 45 to 180 pairings.

MN14:58, 15 March 2012