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  • ...ading? If it's the saving / pre-loading, I use WT concepts in the gun data saving in [[Dookious]], so you could take a look there. (Check dgun/MainGunHighBuf ...f [[Super Nodes]] in its method of data saving. This lets it save relevant data for 80-90% of the enemy's movements in a very small file, usually under 1kb
    2 KB (341 words) - 19:36, 19 May 2009
  • ...t, save data and that could have influence on the outcome. Do you use data-saving bots in your testbed and if so, how do you arrange that every version start
    604 bytes (103 words) - 16:39, 11 September 2011
  • ...between rounds is to make your variables static. There is no need to save data to a file and retrieve it. You usually store the enemy information you coll ==== Location of data directory ====
    3 KB (488 words) - 05:13, 5 June 2009
  • ...test older versions, and the latter will at some point drain all your data saving capacity, and you have to back to the former again. Both works unnaturally.
    410 bytes (71 words) - 04:25, 13 October 2017
  • ** A custom data-saving technique that should allow it to store information on roughly 100 opponene ...rnalRumble]]), but well equipped for the long term (= good for saving that data).
    2 KB (356 words) - 15:55, 30 September 2017
  • ...back to saving targeting data (and I can fit full offensive and defensive data on every bot in the rumble!) and made some small tweaks. ...ds. Dodges a dead enemy's bullets and waits until it can't be hit to save data to avoid disablement. Smart wall smoothing.
    2 KB (249 words) - 20:35, 28 May 2009
  • (and, as is mentioned on [[Saving Gun Data]] of course you can adjust the write quota)
    808 bytes (102 words) - 07:22, 21 December 2013
  • This page is about the different strategies for saving data that might arise from different indiividuals creativity and different tourn ...s always an option, but I would avoid it. At the moment I estimate DT has data on only 70 or so robots at any time - and so the majority of battles DT has
    6 KB (1,073 words) - 09:48, 22 May 2009
  • 2. For bots saving data, it’s only getting better the more data they have.
    760 bytes (121 words) - 19:29, 24 June 2021
  • ...ode. All you really need is fast/native buffers to cache all the pertinent data during the match in a lazy/efficient way. Java has ByteBuffers. I re-tested There's still a fair amount of work in coalescing/parsing the data, saving it, tying it into the GUI and control API, writing the replay renderer and
    947 bytes (165 words) - 20:02, 4 October 2013
  • ** Weighting of main stat buffers is dependent on amount of data in them, up to a point. (Previously, they were weighted equally no matter w ** Data saving is off, so as to better compare to [[Ascendant/RRGC|AscendantRRGC]] and [[B
    4 KB (662 words) - 21:11, 7 May 2009
  • ...sist from round to round. (To save information between battles, of course, saving to disk is still required.) --[[User:Voidious|Voidious]] 17:43, 28 May 2009
    951 bytes (152 words) - 20:45, 28 May 2009
  • ...coroutines. I'm also messing around with JMH performance benchmarks, data saving and visualization, challenge battle automation, etc. Also uses Gradle for b
    943 bytes (115 words) - 23:34, 17 January 2021
  • ...t of each factor. Much like [[Fhqwhgads]], but unlike Fhqwhgads I save the data using a variant of [[User:Kawigi|Kawigi]]'s [[Compressed Serialization]]. L System.out.println("Error saving factors:" + e);
    9 KB (1,533 words) - 03:35, 13 February 2024
  • ...gmentation and no minimum number of observations per key), and with enough data available, it behaves like a PatternMatcher. * I found two problems right now: The first one is that saving data is not straigh, because to store it eficiently you should save only one bea
    1 KB (213 words) - 09:46, 22 May 2009
  • ...nodes will be more populated than others. (It would be cool if someone has data on how the waves are distributed.) My guess is that a good GF gun like CC's ...t would mean 250 battles should be enough to gather the required amount of data. And the more battles, the better these nodes will predict the enemies futu
    9 KB (1,480 words) - 20:26, 1 May 2009
  • I ask that you disable data saving, as it somewhat defeats the purpose of a quick-learning rumble.
    3 KB (369 words) - 00:35, 3 December 2016
  • voidious.Dookious 1.573cNDS (non-data saving)
    1 KB (184 words) - 19:36, 25 September 2011
  • 1) A kd-tree is a data structure used to do a "[[wikipedia:K-nearest neighbor algorithm|k-nearest- ...ta file. I would also note that relatively few robots use cross-round data saving.
    2 KB (344 words) - 04:08, 15 May 2012
  • == Saving Data == ...n battles in the rumble (at least until it's possible for clients to share data to make it actually fair). Really... it's just not worth the hassle... --[[
    5 KB (901 words) - 04:35, 19 June 2009

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