Talk:WaveSim

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Revision as of 22:11, 15 March 2010 by Pedersen (talk | contribs) (designing for testing)
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Still ironing out some issues here and there, but damn this is cool. =) Time to run normal battles, 20 seasons x 48 bots: 4.75 hours (on 2 threads). Time to run the same gun against the raw data: ~10 minutes. :-D Plus you don't have to hope randomness averages out over the battles - it's the same data every time. --Voidious 23:37, 13 March 2010 (UTC)

Neat stuff here! Actually, back when working on RougeDC, I once had something akin to this set up for quick testing, but I never really used it extensively or made it robust. I wonder if I should set up a robust framework for this for my future targeting experiments. --Rednaxela 23:52, 13 March 2010 (UTC)

I actually wondered if you ever had. =) It's a funny combination of "wow this is so cool!" and "you know this is sooo nothing special." Back when I had access to MATLAB at school, I did play with a wave data set with some SVMs, but other than that I haven't explored testing my classification algorithms outside of Robocode. But I still have the desire to try a lot of clustering experiments, so taking a few days to set this up was well worth it! --Voidious 23:59, 13 March 2010 (UTC)

This has got me thinking. Since the earliest days of Ugluk, the design of the guns and movement have been 'pluggable'. Which is handy because I'd often throw a large set of both against opponents and simply stop using the ones that were least effective. Anyway.. digressing too much.. what I have not yet done is to make the tank completely independent of Robocode, such that with the right input you could run a simulation outside of the client. I can see the benefit of doing this with a recorded set of tank positions, directions, and speeds. Even putting aside the nagging problem of adaptive movements, you can quickly tell if your gun has gone horribly wrong. And of course when testing against non-adaptive movements, you can refine your punishment to squeeze the best point ratios out of your battles, which is what the scoring in the rumble is all about. Defeating good / adaptive bots is secondary. --Martin 21:11, 15 March 2010 (UTC)