BeepBoop seems to be losing ~1.5 APS

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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.

Xor (talk)10:07, 6 February 2023

I see your point, but we should not forget that there are probabilities involved. Maybe WallGuy3 get lucky once. For example, BeeBoop was spawn in the corner very close to the opponent.

Also, looking in the rumble logs is a bit useless without ability to correlate them with load of the system.

Ideally, we should solve it in the robocode client and not by running in pristine/controlled environment. None of us can dedicate computers to a single task. A potential solution is to have a thread which estimates CPU load (but even then there could be transient load spikes which might be undetected).

Beaming (talk)03:54, 8 February 2023

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Return to Thread:User talk:Kev/BeepBoop seems to be losing ~1.5 APS/reply (10).

Totally agreed about logging. Will do it right away.

Beaming (talk)05:02, 8 February 2023