Errors when minimized

Fragment of a discussion from Talk:Gilgalad
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Yeah, from experience I know the CPU being pushed will cause more skipped turns, though you get the impression it should be immune to that. I usually attribute it to the CPU measurement being inaccurate and the high load exacerbating it somehow. You'll also skip more turns against a CPU heavy opponent.

One interesting thing I've found with BerryBots is that when I'm drawing graphics, bots take about twice as much CPU time. I've guessed it has to do with memory or CPU cache misses increasing when it's switching between robot code and graphics code. I could imagine a similar change in cache behavior when a CPU starts experiencing high load - maybe the Robocode engine code is what stays cached in that case and so your bot takes longer. But I'm just speculating and don't really know that much about CPU cache behavior.

Voidious (talk)16:26, 21 June 2013

Well, I'm not entirely certain and I don't want to spread false information, so we'll just wait until Rednaxela fills us in...

Regarding my problem, it was indeed related to skipped turns. I have a record of the enemy's positions and I use it to check the wave intersection with the enemy robot after I retroactively set the bullet powers. Skipped turns caused me to miss the entries on some turns, resulting in the OutOfBoundsException.

But this led me to think of another question. In PIF guns, how do you deal with the end of a round. Do your logs just jump to the next round or do you keep separate logs for each round or what?

Thanks for the help!

AW (talk)17:14, 21 June 2013

Any PIFs that hit the end of the round I discard. I pull a bigger cluster than I need and just do the first N that work.

Skilgannon (talk)19:42, 21 June 2013
 

Keeping separate logs for each round is more accurate, but with bigger codesize as well.

MN (talk)20:55, 21 June 2013