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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
  • ...e class, XanderFileUtil, that makes it easier to handle loading and saving data from and to disk across multiple versions of your robot. * boolean allowOverwriteOfNewerVersions -- applies when saving and separateByVersion is set to false; indicates whether or not to allow ol
    9 KB (1,134 words) - 07:28, 11 November 2011
  • :When I actually succeed at making robocode allow more data saving I'll move onto the recursive technic.
    1 KB (192 words) - 15:34, 20 March 2019
  • [[Category:Data Saving]]
    2 KB (216 words) - 08:14, 1 July 2010
  • : All [[GuessFactor]] data on the opponent. No data saving between matches.
    2 KB (323 words) - 20:48, 13 August 2009
  • ...at least against my test bed of about 60-80 bots. Then, of course, saving data is much less useful. It just worked well against a different combination o
    2 KB (275 words) - 20:31, 29 May 2009
  • Funny how you didn't include saved data on my bots. :) -- [[ABC]] [[ABC]], yeah :-) saved data is weird with Shadow. Sometimes it helps and sometimes it makes things go
    3 KB (550 words) - 05:51, 8 October 2009
  • Under JRE 1.4.2.x, Any bot trying to access data from the disk "gains" <b>eventually</b> a SecurityException that disables t There is a work around that has been posted for the file saving issue that applies to at least JDK 1.4.2_02. Install and chage the batch sc
    11 KB (1,947 words) - 10:31, 1 July 2010
  • ..... The caveat is that it seems that my robot can't take advantage of saved data once packaged and running on another computer. --[[User:PEZ|PEZ]] What do you mean with movement arrays? Like pattern matcher data?. Between rounds all pattern matchers do this I would guess. Between matche
    9 KB (1,498 words) - 10:33, 1 July 2010
  • ...g. It's basically a normal linear targeting but also gets another velocity data point when it fires (at "max gun heat") then just divides those two velocit Has lots of opportunities for saving code size. This is just a test bot really.
    2 KB (276 words) - 07:29, 26 November 2023
  • ...ns via displacement vectors. This is convenient, as deBroglie was already saving displacement vectors. : Nothing between matches. Between rounds all surfing and targeting data is saved.
    2 KB (244 words) - 19:26, 20 February 2013
  • ...and [[Energy Management]] which [[Saving Gun Data|saves and restores enemy data from files]] where no code shrinking tricks are used. Rather I have tried t
    3 KB (445 words) - 04:47, 18 August 2017
  • ...It has one drawback, I haven't implemented a way of easily saving all that data effeciently yet. Just serializing it all takes 100kb or so per enemy compre ...uposed to give to me a double with something between 0-1 in each bin, when saving, i use only one byte for each bin, by a simple conversion to byte within a
    16 KB (2,789 words) - 05:52, 8 October 2009
  • * Create ''bots'' and ''data'' subdirectories and make sure you can write to them. * If you want to delete or mess with the data files, they're in the ''data'' subdirectory in a simple key=value format.
    4 KB (667 words) - 03:51, 13 August 2012
  • : It saves between rounds currently. I'm testing and working out the bugs for saving the Segmented Array between matches. :: Testing saving and loading of Segmented Data
    3 KB (471 words) - 21:25, 14 June 2009
  • About the strange results, did you clean both DT's data files before your test? I just ran a 500 round battle, Tron 1.5 won, DT 1.6 Btw, i´m trying SilverSurfer version 2.12 without any saving data. It is similar to version 2.07, that scored 2009.46... Let´s see the diffe
    12 KB (2,137 words) - 22:29, 7 September 2017
  • For saving past information to train our MLP. ...ty = (enemyVelocity * Math.sin(e.getHeadingRadians() - absBearing));//Some data
    7 KB (765 words) - 14:19, 11 August 2017
  • == Old Wiki: SavingDataHowTo or Saving/How == ...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
    17 KB (2,799 words) - 10:35, 1 July 2010
  • : Between rounds, it saves all the targeting, virtual guns, and Wave Surfing data, plus some general hit statistics (percentages and damages). Between matche ...alyzing GuessFactor data invented by [[Vic Stewart]], used in Dooki's data saving.
    6 KB (950 words) - 11:44, 22 August 2017
  • ...time, but I decided that there would not be enough concurrent loading and saving for it to be worth the added complexity. ...re RoboRunner is cleanly shut down before exiting RoboJogger, but I've had data loss at a time when I was absolutely sure RoboRunner was finished running,
    2 KB (444 words) - 22:06, 4 March 2013
  • ...3 released:''' Tweaked the distance control, slightly more agressive. Data saving enabled. ...v3.31 released:''' Finally found time for some tweaks, nothing major. Data saving disabled.
    16 KB (2,460 words) - 15:42, 18 November 2009
  • ** Re-enabled data saving. ** Data saving in gun is disabled. (This was a mistake, but I'll let it go and change it f
    41 KB (6,118 words) - 20:53, 20 May 2009
  • ...ng is saved between matches. (You tried fit GuessFactor Targeting and data saving in a MicroBot? =).
    3 KB (362 words) - 04:38, 18 August 2017
  • * [[Waves]], to collect the data. * [[Visit Count Stats]], accumulating data into simple int arrays.
    9 KB (1,055 words) - 18:34, 18 August 2017
  • ...ed some new targeting idea here, I'm happy with the movement for now. Data saving between battles postponed again.
    3 KB (405 words) - 22:27, 7 September 2017
  • ...Segment|Selecting Best Segment]] - [[/Smoothing|Smoothing and Decay]] - [[Saving]] When gathering data for a statistical operation, you will segment on one or more of these varia
    6 KB (758 words) - 11:23, 23 April 2024
  • ...ounds. Then you can simply design everything without worrying about saving data.
    4 KB (556 words) - 20:18, 12 August 2017
  • ...nd decoupled delta heading and velocity to decrease learning time. No data saving between games. No PMC specific optimisations.
    3 KB (398 words) - 19:48, 18 October 2009
  • * Saving stats That's beside the point Nat. A segment with 2 data points will always be a crappy segment no matter how you spin it. --[[User:
    6 KB (931 words) - 05:02, 4 March 2011
  • For data saving you might want to look at how CassiusClay chooses to do it to save space. Y ...ry encode data to save in the file name. But that was when I was into data saving more than I am today. Now I am more of a convict to [[User:ABC|ABC]]'s scho
    34 KB (5,823 words) - 06:51, 6 February 2011
  • ...I'll find room for them again sometime, but I had to make room for saving data, and colors and one other thing in the movement just sort of had to go.
    8 KB (1,283 words) - 22:34, 14 May 2009

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