BeepBoop seems to be losing ~1.5 APS
I see your point, but we should not forget that there are probabilities involved. Maybe WallGuy3 get lucky once. For example, BeeBoop was spawn in the corner very close to the opponent.
Also, looking in the rumble logs is a bit useless without ability to correlate them with load of the system.
Ideally, we should solve it in the robocode client and not by running in pristine/controlled environment. None of us can dedicate computers to a single task. A potential solution is to have a thread which estimates CPU load (but even then there could be transient load spikes which might be undetected).
Probability can be reproduced. But weird scores cannot be reproduced. Even if some unlucky thing happens, it cannot explain:
reeder.colin.WallGuy3 1.0 hs.SimpleHBot 1.3 darkcanuck.Holden 1.13a tobe.Saturn lambda
Why all four bots are "lucky" within only 4k battles, yet in my local run of over 20k battles they are never lucky. The deviation is very small for 20k battles, rejecting the presumption of lucky bots.
The point is to make the scores trackable, so that we could identify problems. Currently the client isn't automatically saving logs at all.
I quite understand that dedicated computer is not feasible for most people. My settings aren't pure either. However I never observed weird scores on my computer, making them a mystery. But those weird scores do hurt final result a lot. Weeks of dedicated work may not grant you 0.1 points, but you loss 0.2 points (sometimes) for unknown reason.
So please at least redirect the outputs of RoboRumble client to files, so that we could track down what condition produced the weird scores.