In my last few games I’ve been experiencing major performance/ computing time issues. I wanted to ask, is this my problem or has anyone else realized?
It’s weird, since I really shouldn’t have that much computation time as I always calculate (pretty much) the same things every game and I barely ever get any damage due to computation time.
I had this issue in season 1. Don’t remember the thread about it, but I do remember the solution I used. If I recall correctly, something funky is going on with the time and your algo thinks it’s only using a normal amount of time. So, in addition to using time.time() - start_time to measure out how long the turn takes, I also factored in a boolean check for game_state.my_time >= 6000, which tells you your time from the previous turn directly from the game engine. If that’s true I significantly reduce my number of simulations like I would with the time.time() - start_time check.
We did make some pretty significant improvements to the way the server tracks how long the algos have been running. Ill investigate a bit and see there are improvements to be made if you send me your algo
I noticed it about 7 hours ago (when this thread was made) and it was only 3 games. In my most recent game, against the new free oracle version, it did not happen.
Yeah, for now I‘ll add a hard stop system I guess.
It looks like the same issue I posted about in the link Isaac provided, which dates back to mid December. I haven’t been following the issue since, mostly because my solution seemed to take care of the problem and the C++ port of the simulator might be keeping me under the time limit even with a slow down. But back then it seemed to occur a fair amount. 1 in 10 matches? 1 in 20?
I don’t think I got it to reproduce on the Playground to see how long my algo thought it was taking, but I did find it odd that it seemed to run simulations that should’ve been closed off under high computation times. That led me to rely on game_state.my_time over a time.time() check, just in case the very fabric of time was bugged.
I appear to have neglected my computation timeout on the more intensive escort attacks… You can see the times plummet the turn after I take damage (confirming game_state.my_time works), but only scramblers keep the reduced state…