BerryBots demo

Fragment of a discussion from Talk:Raspberry Pi
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Well, as a bot author, I like everything modeled in my code exactly as it is in the game physics. (I know you of all people can appreciate that. =)) But actually you're right, with high resolution and doing all conversions on the host side, it could be transparent and it would be faster. I'm just not sure how much faster, and it might be a fair amount of work. It wouldn't necessarily speed up the slow parts of the physics, like line/circle intersections, which might still need to be floating point math. So I'll consider it and do some investigation, but it's probably not high priority for now.

I think the bots will quickly outweigh the game engine in terms of CPU time and that the users who care most about uber-fast TPS are probably the same users with pretty complex bots. I do want the game engine itself to be really lightweight and fast, but at some point it becomes more a matter of personal pride than actually adding value to the game. =) And I'm trying to curb my whims and stay focused on a nicely prioritized to-do list.

What would really make things faster is if the game rules didn't require bots to ever do trig or sqrt's. But it's too late for that at this point. Maybe in the next game... ;)

Voidious18:13, 5 October 2012

Actually, speed in bots has more to do with game tree size (complexity) than number representation. i.e. chess has an 8x8 discrete (integer) board and the top AIs in the world are incredibly complex and slow.

Want to make bots run fast? Add a real-time constraint (skipped turns), like Robocode has.

MN22:21, 8 October 2012
 

Sure, I understand that. I more mean that at least your CPU time can be spent on game related strategy stuff instead of doing trig and sqrt's. :-)

Voidious22:36, 8 October 2012