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by DeinFreund
28 Mar 2019, 11:24
Forum: Infrastructure Development
Topic: refactoring repos.springrts.com (rapid repositories)
Replies: 22
Views: 2695

Re: Experimenting with refactoring repos.springrts.com

Edit: ZK has its own downloader that failed due to this update.
by DeinFreund
02 Feb 2019, 21:42
Forum: SPADS AutoHost
Topic: TrueSkill 2 vs WHR
Replies: 16
Views: 2110

Re: TrueSkill 2 vs WHR

You should train + test it on at least a few hundred games and be able to show a better predictive accuracy that the existing system. Also make sure to check the significance level. With 1000 games there's still a std dev of +-1.6% around 50%. Differences in rating systems can often be smaller than...
by DeinFreund
01 Feb 2019, 22:43
Forum: SPADS AutoHost
Topic: TrueSkill 2 vs WHR
Replies: 16
Views: 2110

Re: TrueSkill 2 vs WHR

Also, ranking computations need to be reasonably fast so that it's possible to take into account smurfs detections and manual accounts split/join retro-actively, which can lead to recomputing all matches since 2012 on the fly. While WHR can't detect smurfs, it can be fun to confirm your predictions...
by DeinFreund
01 Feb 2019, 22:21
Forum: SPADS AutoHost
Topic: TrueSkill 2 vs WHR
Replies: 16
Views: 2110

Re: TrueSkill 2 vs WHR

This isn't (always) correct - for example the TS2 paper tests their model by comparing "expected win rates" to actual win rates. Since the model makes non-deterministic preditions of winners, the expected win rate is the average across the test data of predicted winning probabilities per game witho...
by DeinFreund
31 Jan 2019, 22:42
Forum: SPADS AutoHost
Topic: TrueSkill 2 vs WHR
Replies: 16
Views: 2110

Precision vs Accuracy

Convergence Firstly, there is how data points are used. Independent of what data is actually collected, both systems make different use of the data. Trueskill 1/2 always only considers the most recent result and most recent ratings associated with each player. This makes it very easy to both calcul...
by DeinFreund
09 Apr 2017, 15:26
Forum: AI
Topic: Connecting SkirmishAI to the current player
Replies: 2
Views: 950

Re: Connecting SkirmishAI to the current player

/AIControl (unsynced) Creates a new instance of a Skirmish AI, to let it controll a specific team /AIKill (unsynced) Kills the Skirmish AI controlling a specified team /AIList (unsynced) Prints a list of all currently active Skirmish AIs /AIReload (unsynced) Reloads the Skirmish AI controlling a sp...
by DeinFreund
09 Apr 2017, 01:51
Forum: AI
Topic: Connecting SkirmishAI to the current player
Replies: 2
Views: 950

Connecting SkirmishAI to the current player

Now that I've spent quite some time developing a SkirmishAI, I'd be interested in expanding its usefulness as an extension of ingame widgets. What would be required to allow AIs to take control of the team one is playing in? Could this be done without too much hassle within Spring? An alternative op...
by DeinFreund
09 Apr 2017, 01:36
Forum: AI
Topic: Profiling Java AI
Replies: 4
Views: 1950

Re: Profiling Java AI

You can simply use the NetBeans Profiler. It shows you the time spent in each method, memory usage per object and some other helpful stats. It helped me a lot in optimizing CSI.
by DeinFreund
16 Jul 2016, 00:33
Forum: Spring Clans
Topic: [GBC] Clan
Replies: 6
Views: 3940

Re: [GBC] Clan

seems some conspirators got drunk..
by DeinFreund
17 Dec 2015, 00:11
Forum: AI
Topic: [Java] Clear factory build queue [solved]
Replies: 4
Views: 1527

Re: [Java] Clear factory build queue

Thanks for the quick response. Although replacing 64 with 16(RMB) doesn't alter the queue :/

Edit: After using 255 (all possible modifier keys mashed at once) it worked :D
by DeinFreund
16 Dec 2015, 22:24
Forum: AI
Topic: [Java] Clear factory build queue [solved]
Replies: 4
Views: 1527

[Java] Clear factory build queue [solved]

Is there a simple way to clear the build queue of a factory? I have tried unit.stop() with no success. List<Float> cmds;//contains CommandIDs(=negative unit def id) of units in queue getUnit().executeCustomCommand(2, cmds, 64, frame + 50) doesn't seem to work either. 2 indicates CMD_REMOVE, 64 stand...
by DeinFreund
14 Aug 2014, 00:50
Forum: AI
Topic: enemy attack prediction
Replies: 14
Views: 1401

Re: enemy attack prediction

what im currently using is maybe not exactly what you mean by quad(tree?) map but should work similarly. the idea was to make the whole ai based on this map. ill just explain what zkmbai is using in case someone is interested or wants to help me improve it: the ai divides the map into 8x8 rectangles...

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