Weird rumble scores

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Since rumble clients are uploading scores after a few battles, it’s really hard that every core is used already. Not to mention that modern CPUs are great at reordering instructions, making room for more threads. So that leaving 1 more core for idle is completely wasting time & money IMO.

Anyway if rumble clients are commonly experiencing GC overhead, it could be solved by forcing full GC to run before each round. And if you’re still producing too much garbage even between rounds, it’s totally fine to be punished by skipped turns.

Anyway, GC overhead is always fair. If you are dealing with GC and skipped turns worse than the opponents, you get worse score, it’s perfectly judged.

Xor (talk)19:35, 24 June 2021

I'm curious why you think GC overhead is always fair. Since GC overhead happens outside of the main thread, it can punish all robots in the same battle with a high degree of randomness. Not only that, if you're running a bunch of rumble clients on a computer, and the overall CPU usage on the system for all cores reaches 100% due to a couple clients having more GC overhead, then it could affect all bots in all active battles on that system, even in the other rumble clients.

Rednaxela (talk)19:57, 24 June 2021

Being fair means no one is getting advantage over it. And the ability to withstand ocationally skipped turns is part of the competition.


Since no one can guarantee that robots are always running with sufficent resource, I’m always on the side that robot authors should assume low performance computers.

Xor (talk)20:13, 24 June 2021

"no one is getting advantage over it" is certainly untrue. Consider the notion of a bot that uses very little CPU in the main thread but creates lots of GC overhead, in a battle versus a bot that uses most of the typical CPU allotment but doesn't create much GC overhead. If this is on a system where the GC thread can affect the time available to the main thread (i.e. don't have enough spare CPU for the GC thread), then the bot that uses very little CPU in the main thread but is creating lots of GC overhead will be advantaged by causing the GC overhead, since it would cause more skipped turns for the other bot but not so much itself. This is somewhat of an extreme example, but the point is that skipped turns caused by GC overhead are anything but fairly distributed.

Rednaxela (talk)20:27, 24 June 2021

You are right. Apart from creating many thrads that do a lot of work when it’s others turn, creating a lot of objects to increase GC overhead does affect others’ bots as well, making the result a little bit random.

But I doubt how much difference can GC overhead put. The most unreproducible scores I experienced are always coming from some rare exceptions, say 1/1000. And once happened, it causes some random pairing to be close to 0. If averaged with some normal score, it really looked like it’s decreasing with no reason.

But there’s always some reason, and mostly coming from specific bot instead of the clients, since not everyone is affected.

So my advice is that you output exceptions to file, and check if there are any. Skipped turns could also be counted. I was doing this in older bots as well, and concluded that GC overhead & skipped turns aren’t really the problem, but exceptions are.

Xor (talk)20:36, 24 June 2021

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Return to Thread:Talk:BeepBoop/Weird rumble scores/reply (10).

I think there must have been a bad client running at some point. BeepBoop 0.14a is identical to 0.14, but is getting 0.3 points better in the rumble now. Even weirder, I just noticed that BeepBoop 0.13 has 85% against eem.awful, which disables itself at the beginning of each battle!

--Kev (talk)22:41, 24 June 2021

Let’s wait more battles, if the score goes down to some similar APS after ~30000 battles, then every body’s client is fine.

Xor (talk)02:31, 25 June 2021