Version 0.9.2 Bugs

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Version 0.9.2 Bugs

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Return to Thread:Talk:RoboJogger/Version 0.9.2 Bugs.

It seems to fill in the results with 100, despite the actual scoring in the roborunner output being something else. The results in the results window do not update during the running (not even the erroneous scores). The confidence scores were always 0.0, just as the scoring was always 100.0.

Even after a full three seasons, the scores did not correct themselves. The correct results are in RoboRunner output of course.

Hehe, while I wish I could believe I made a gun which produced such scores, I didn't.

Chase13:22, 24 December 2012

The scores not updating during running is normal. I'm waiting for the next release of RoboRunner before I implement that. As for the messed up scores, I would guess this has something to do with an error in what I'm doing with the scoring type. All of my testing so far has been with PERCENT_SCORE. I'll start testing with other scoring types and fix whatever problems I find.

Skotty15:40, 24 December 2012

Would anyone like me to add an option to send RoboRunner output to a text file?

Skotty15:53, 24 December 2012

Okay, so I looked into what is happening with the scores under the BULLET_DAMAGE scoring type. What RoboJogger is doing is taking the score for the scoring type for the challenger and dividing it by the sum of the score for the scoring type for both the challenger and opponent. I think this seems right, but I don't use scoring modes other than PERCENT_SCORE very often, so I'm not entirely sure.

Why this comes up with a bad number is because when the scores are loaded from the ScoreLog (ScoreLog is part of RoboRunner), the bullet damage score (which the BULLET_DAMAGE score type relies on) is always 0 for the opponent. This might be a bug in RoboRunner -- either the scores not getting saved correctly or loaded correctly by the ScoreLog. I also noticed that the energy conserved values were also 0 for both the challenger and opponent, so may be a related bug there too.

Skotty16:23, 24 December 2012

TC scoring is bullet_damage / number_of_rounds. Which produces an output between 0 and 100 (not 0.0 and 1.0).

The your_score / (your_score + enemy_score) is a percent index. It can't be used with bullet damage where one of the robots does not fire (which is what happens in a TC). The reference robot (the one moving) will never have any bullet damage.

Chase16:42, 24 December 2012

I guess I assumed all scores were just percent scores based on different scoring metrics. I need to figure out where I can find information on exactly how each challenge type is scored. I'm not following your explanation on TC scoring, as I don't see how a good robot that doesn't run itself out of energy with misses would ever score anything other than 100. If the opponent doesn't fire (or hit walls), the challenger would score 100 on every round.

Skotty18:56, 24 December 2012

Okay, reading a targeting challenge page more closely, given that the challenger is only supposed to fire power 3 bullets, I guess the intent is that on some rounds the challenger will run out of energy such that scores will vary. While I like the idea of not having the opponent firing back as an extra variable, having to alter your challenger's gun to only fire power 3 bullets means this is not a full test of the challenger's gun; it's just a test of the challenger's gun's aim with power 3 bullets, leaving out distance and power controls.

I also have to wonder why the movement and targeting challenges are not just inverses of each other.

Skotty19:29, 24 December 2012

Well, that could happen, except you are only allowed to pass 3.0 as the fire power. Which means that no current robot is able to get 100 bullet damage all of the time.

AW19:23, 24 December 2012

Well, an enemy who doesn't fire has no chance at regaining any energy. So you can only at the absolute most do 100 damage to them in a single round.

Of course if the enemy damages itself by hitting the wall or your robot. Then your score will not be 100, since you did not do 100 damage, even if you kill it. This also happens if you don't win the turn. If your robot disables itself from firing, then only the damage you did that round gets counted.

As for damage. Well you do more damage then power you put into a bullet. The algorithm is this. Taken from

double damage = 4 * bulletPower;

if (bulletPower > 1) {
	damage += 2 * (bulletPower - 1);

So you can get 100% without hitting every shot. You do 16 damage for every 3 power bullet you fire. For every 1 power bullet you fire (say after you shot and missed 33 times), is 4. So you only have to hit 7 times to kill the enemy. Though it is often not that simple.

Chase19:24, 24 December 2012