Rolling Depth

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Rolling Depth

In Basilisk, the only change I made from 3.2 to 3.3 was increasing the rolling depth by multiplying my bins by .99 rather than .95 every time a wave hits, and it gained me 2 ranking places!(From #8 up to #6). So, I was curious, what rolling depths do other people use in their guns? Also, are 1000 round battles good for testing rolling averages? I like 1000 rounds since it lowers the margin of error, but it might distort my results because it's long term learning, not fast 35 round learning. Thanks!

Slugzilla (talk)22:52, 29 June 2019

For non-adaptive movement, not using rolling average works as well, and if added a little, it performs better against multi-mode movement. But for adaptive movement, very fast rolling average is generally used.

1000 rounds battles are certainly not as accurate as running 30 * 35 rounds battles (1050 in total), that's why roborunner is invented, which you may have a try.

Btw, I'm using the whole rumble (1100+ robots) for gun testing now, ~5000 battles * 35 rounds = ~175000 rounds in total, which takes me ~2 hour on i9 8 core.

Xor (talk)01:18, 30 June 2019

You might also try to weight non-bullet waves (the one where you don't actually fire a bullet) with a factor 0.1 or 0.2. For non-adaptive movements this should not impact scoring, but for adaptive movements it really increases accuracy. For mini Grimmig and micro I don't use rolling depths, for GresSuffurd I use two same guns, one without rolling depth and one with 0.9 (I think) to handle the wavesurfers. Currently my testing is just a handful of battles against my old self to tackle bugs. I try to only make changes that are logical (to me) and don't change to much at the same time. And don't forget, watch battles !! Especially your bots behaviour near walls/corners, at close range or against opponents where you score relatively low against, can give you insight on things to improve or fix.

GrubbmGait (talk)02:18, 30 June 2019

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