Bug with Windows visualizer

There seems to be a bug where if a bot gets into one of these edge positions it starts to float for a litte while.
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Hi Ria, thank you for bringing this to our attention. I will raise it with the approporiate people. I just want to ask, is this issue blocking you in any way or is just something you wanted to raise with us so we know about it?

Hi @RIa ,

Thank you for the feedback. Were you seeing this happen while connecting directly to the game engine or while running the visualiser with a log file?

It happens when connecting directly to the engine, i haven’t tried running the visualizer with a log file.

It gets in the way of seeing how your bot is performing. The bot will run around the map randomly going through walls and sometimes gets really annoying.

Another suggestion on the visualizer may be to add a way to increase the game speed since it way too slow, and add a hud of sorts to show the bots and scores and a tick counter so you can use it to go back to the replay and analyze that desicion .

Although I think most of us just made our own visualizer at this point

I also second this bug,

I only got around to dealing with the changes for the second event now,

And the visualiser seems to have a fixed speed move towards point effect, maybe instead add a teleport for edge cases.

The visualiser keeps track of where the bot is supposed to be, like I can see my bot eat the food where its supposed to be.

Yeah, it literally teleports to the opposite side, its soul teleports instantly but its body takes a bit of time ( or maybe the map is in 3D, like a sphere).
I encounter some other issues like when my bot attempts to make a turn but then misses it, it continues trying to make a turn but sometime does not and just goes back and forth. I was assuming its because of the command queue and latency on the engine’s part, or someone is facing the same issue ( or was ) ?

Im not sure on my end, I patched my bot that in the event where a move was “skipped” to just not submit,
I know the team looked at some bugs,

Take close look at your turn time as well, Im running 100ms on my generations and that seems alright.

The newer engine is also a lot easier than some of the issues I wanted to address for event 2,
The engine we have now is far easier than the first one,

From a psycological perspective,
Team killed both resource scarcity and endgame lostness.

I could delete a few lines of code, simplified everything, and the bot still works, gives me more room for theatrics…

Im uncertain if its a bot, or a queue issue. I think now and then I feel my own bot does skip a turn.

Regardless, I dont think we should be making a lot of changes at this stage.
The last set of changes was dreadful, Great updates at the wrong time.

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