User talk:Krabb
Hi Krabb,
I bug report has been created for Robocode 1.7.2.0 Beta 2 regarding your robot Krabb.sliNk.Garm 0.9u here.
I should like you to assist us in finding out why your robot is skipping turns and eventually is stopped in the game in MeleeRumble (1000x1000, 10 robots). Perhaps you could try out your robot with the same setup and and tell us what causes the problem for your robot? Please follow up on the bug tracker on the link above. --Fnl 23:35, 22 March 2010 (UTC)
- I found Krabb's email on the old wiki's contact information page, and set him an email notifying him of this. No clue if the email address is up to date or not. --Rednaxela 01:47, 23 March 2010 (UTC)
- No need for that - he has the wiki e-mail feature enabled. I just clicked "E-mail this user" in the toolbox and dropped him a note to check his Talk page. ;) --Voidious 02:58, 23 March 2010 (UTC)
Hi! 6 new mails ;) Thanks for the info! I don't have the source code of 0.9u anymore, however I haven't changed the drawing stuff in the last versions(as far as i remember). I'll check if something is wrong there. I remember having a test whether drawing is enabled or not, but maybe its broken. But first of all I need to install robocode, I'm currently on vacation at my parents home... Hmm, I would like to do some robocoding again ;( I really need to get that bachelor thesis finished! --Krabb
- Yes seems like the debug graphics are causing the error, enabling them stops the skipped turns. Oh, 0.9z does some devision by 0 :/ But I don't have any sources here, no ssh server at my PC... we need to wait till monday. --Krabb
- Er, do you mean disabling them stops the skipped turns? Also, any guesses why exactly it's affecting 1.7 and not 1.6? Is this using onPaint() or is it using getGraphics()? :) --Rednaxela 12:16, 23 March 2010 (UTC)
- When I disable the robot paintings in Robocode, and remove all the painting queues and stuff, 0.9u still skips turns?! In addition, getGraphics() is never called, but the onPaint() handler is. I am not sure, but it seems that sometimes the robots builds up some statistical data, that uses too much CPU power in some battles (at random), but not all battles. If I set up the CPU constant time to e.g. 3-5 times the amount, it still skips turns. I am not sure what causes the problem, but it could be some timing differences (some methods are faster, and others are slower) in Robocode 1.6 vs 1.7 that triggers the problem for the robot. I believe the problem lies within the robot somehow, and the robots has been "lucky" that the problem was not triggered in 1.6.1.4. I have used JAD for decompiling the robot, and fixed the stuff JAD could not figure out. I have put the sources here, if you guys want to see what might cause the trouble. I hope you don't mind Krabb? I am not sure if I got all sources correct, but it will be a good pointer to where the issue might be. My question is. Does this issue need to be fixed before we can release the final version of Robocode 1.7.2.0? --Fnl 21:56, 23 March 2010 (UTC)
- How it sounds to me, is that the problem is a few issues combined:
- Robocode 1.7 appears to always be calling onPaint, whereas 1.6 only called it when necessary
- Robocode 1.7 appears to penalize bots for onPaint time whereas 1.6 did not, some bots bot need to do a substantial amount of extra processing to compute what to paint. This makes it impossible to debug with debugging graphics and at the same time run the robot's core code under ordinary CPU constraints.
- Garm's painting overhead in melee that is unreasonably slow for practical use even in 1.6, though it does run.
- IMO, at very least resolving the first would be important for a Robocode 1.7.2.0 release. The second also seems important to me. The third of course is a Garm-specific concern but shouldn't matter more in 1.7 than 1.6 if the above is addressed. --Rednaxela 01:41, 24 March 2010 (UTC)
- How it sounds to me, is that the problem is a few issues combined:
Hang on. I wasn't aware of the fact that the onPaint() is still called in 1.7 even when not painting. This seems like a major deviation from previous versions, as previously the only way to know if painting was enabled was to check if onPaint() was being called. Now it seems that old bots will be executing all their painting code even if painting is not enabled. DrussGT tries to be backwards compatible by setting a global varial painting
to true if the onPaint() is called, but it seems that this isn't correct anymore? Could somebody verify this? --Skilgannon 15:33, 24 March 2010 (UTC)
- Same concerns here... onPaint() being called is how I determine that painting is enabled, which triggers a lot of extra processing. --Voidious 15:40, 24 March 2010 (UTC)
- Same here. When the event is triggered, I set flags in parts of the code to start calculating things it otherwise would not in order to produce the graphics, so definitely a hit to performance. And keep in mind onPaint is supposed to be outside the bot's processing time allotment, so this could be a serious overall performance hit to the Rumble. There is absolutely no reason to count debugging graphics against the allowed processing time of a bot. Bottom line, this change is an oversight that should be rolled back.
On a side note, I can give an example of a reason that enabling and then disabling graphics could cause a crash: Let's say when you enable graphics you set a flag to start putting Shape objects in a list to be rendered. The list is fed to the graphics console each turn and emptied. Then you disable drawing. The list is still being filled, but now no longer being emptied. Crash imminent. --Martin 15:51, 24 March 2010 (UTC)
Heh, sorry for jumping to conclusions: I had guessed it was always running onPaint() based on some of the reported symptoms from Krabb and Fnl, but making a quick test bot now, it turns out that Robocode 1.7 isn't always calling onPaint. Disregard that bit... --Rednaxela 16:09, 24 March 2010 (UTC)
- With my test I removed all robot painting entirely from Robocode, and the robot still skipped turns, but only in about 30% of the battles (and all rounds in the same battle). I let the robot fight itself with 10x Garn, and then either all robots skipped turns, or none of them. To me it sounds like something going on in the entire battle, that caused Garn to skip turns. Have you guys seen the same behavior with other robots? --Fnl 21:25, 24 March 2010 (UTC)
Fnl: A version compiled from the JAD output you have there isn't skipping turns but is giving "Error: Nullpointer exception in getWay!". Something is different in the JAD version... trying to figure out what now. --Rednaxela 16:23, 24 March 2010 (UTC)
- If I silently try/catch the single offending line it seems to run properly, and also skip turns again, eventually dying with no score. Now what's left is diagnosing why exactly it happens, and subsequently why only in 1.7. --Rednaxela 16:41, 24 March 2010 (UTC)
- Issue confirmed to still occur with all onPaint functions/references bulk-removed. --Rednaxela 16:49, 24 March 2010 (UTC)
Its not that sincere to decompile closed source code and to even publish it without agreement... But never mind. Garm is probably just too slow in melee games, I changed a lot during the last releases(speed should be better now) however the ranking performance decreased. If only Garm has this problem we can simply ignore this issue and remove Garm from the rumble for now. But you should make sure that onPaint isn't called every turn, garm also checks this and enables/disables debugging. --Krabb
- I agree, and I am sorry that I have offended you. I have removed the sources again. The guys here on this page is probably the only ones knowing about it, and they are all trying to help. Hmm.. in order to really protect code in a robot, you need to obfuscate the code. This way the code is not easily decompiled - it will require hard core skills. --Fnl 21:20, 24 March 2010 (UTC)
Very strongly agreed that decompiles shouldn't be published without asking, heh. Though I supposed, now that Fnl had did that might as well test to double check theories. Anyway, I've tested that onPaint isn't being called unnecessarially, and I doubt it's as simple as Garm being too slow in melee, because the amount of skipping is an order of magnitude different Robocode 1.6 which is not something I'd expect from simple slowness. Personally, I'm very concerned that the cause could affect other bots in more subtle ways. --Rednaxela 18:04, 24 March 2010 (UTC)
- Well, we might be able to test this if we compare the results for robots in the rumble between 1.6 and 1.7. This might also help us finding other robots that has some issues with 1.7. --Fnl 21:30, 24 March 2010 (UTC)
- Yes, for that exact reason I'm running 1.7.2.0 Beta2 on a localhost rumble server (it's how I discovered this issue). The only issue is that to test all bots, it takes a long time to have the accuracy to discern all but the largest differences. One quick note is that DemonicRage is another bot showing a very large discrepancy however in this case I can see no obvious difference watching it's behaviour, nor any unusual messages or skipped turns. --Rednaxela 22:19, 24 March 2010 (UTC)
I think I need to point out some things regarding robot paintings (onPaint() and getGraphics()):
- The robots never pay CPU time for painting - not in 1.6, 1.7 and future versions.
- With 1.7 it is even cheaper (CPU time) to invoke painting methods as the robot painting are totally decoupled the Graphics context due to:
- All painting commands like e.g. fillRect(x, y, with, height) are immediately put into a buffer with the command and parameters. No painting is immediately performed on the Graphics context. This is done later, when Robocode needs to paint the robot paintings. Note that painting immediately on the Graphics contexts is more expensive to do than immediately putting a few bytes in a buffer that needs to be painted later.
- The game pays CPU time for the painting, when/if it needs to paint all debugging graphics.
- Decoupling the robot painting from the Graphics context to support more languages/platform like e.g. C#/.NET.
- The decoupling in 1.7 was made due to:
- Allowing .NET robots (and robots for future languages) to paint themselves as well, as they also use the buffer mechanism, and cannot paint directly on the Java Graphics context. It uses a .NET based context instead.
- Allowing repainting to be stored in replays, if the developer wants to see the paintings later on (saved replay) - even when paintings are disabled. Again, the robot paintings is not stored with the robot - it is stored internally by the game and might be saved to a file (done by the robot developer).
Hence, the changes with onPaint() and getGraphics() were made with a very good reason, and should not have any impact on the robots at all other than perhaps visual bugs in the robot paintings. --Fnl 22:07, 24 March 2010 (UTC)
- Makes sense, some of the early symptoms caused me to make some false assumptions. One question: "even when paintings are disabled" only applies to getGraphics() paintings, right? --Rednaxela 22:19, 24 March 2010 (UTC)
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