BeepBoop seems to be losing ~1.5 APS
← Thread:User talk:Kev/BeepBoop seems to be losing ~1.5 APS/reply (8)
Look at BeepBoop against reeder.colin.WallGuy3, it gets APS 81.28 instead of 98 APS with 4 battles. You can consider this as 3x 98 APS and 1x 30 APS. What happened when it gets 30 APS? I can only imagine a heavily loaded machine with much longer computation time than usual.
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Return to Thread:User talk:Kev/BeepBoop seems to be losing ~1.5 APS/reply (9).
Probability can be reproduced. But weird scores cannot be reproduced. Even if some unlucky thing happens, it cannot explain:
reeder.colin.WallGuy3 1.0 hs.SimpleHBot 1.3 darkcanuck.Holden 1.13a tobe.Saturn lambda
Why all four bots are "lucky" within only 4k battles, yet in my local run of over 20k battles they are never lucky. The deviation is very small for 20k battles, rejecting the presumption of lucky bots.
The point is to make the scores trackable, so that we could identify problems. Currently the client isn't automatically saving logs at all.
I quite understand that dedicated computer is not feasible for most people. My settings aren't pure either. However I never observed weird scores on my computer, making them a mystery. But those weird scores do hurt final result a lot. Weeks of dedicated work may not grant you 0.1 points, but you loss 0.2 points (sometimes) for unknown reason.
So please at least redirect the outputs of RoboRumble client to files, so that we could track down what condition produced the weird scores.