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Add error count to contrib/ci_engine #802
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well yes, the CI engine needs a serious revamp... should I work on it or are you already doing stuff? I'd like for the thing to at least read the same conf file as the pelita-server, so that we don't have to specify the list of players twice. |
Yeah, I’ll do some minor refactorings later to make it more useful. Scores so far:
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oh, and the TU players are not performing at all? Wouldn't it be easier to interpret the results if instead of score one would show percent-win? Otherwise it is difficult to distinguish a bot who draws all the time versus a bot who either wins or loses with 50% probability. Also percent-win will then be more independent from the number of matches than score is... |
(I forgot to add the TU players to the config) Yeah, the output has a much bigger table with all this info (more or less). But it is 2d and needs to be shrunk :) |
aspp2019_0 is definitely a little underwhelming? (They remove nodes with enemy bots from the graph and simply stop when this means that the graph is disconnected. I’m close to helping them out a little to perform better. :) ) |
don't you think it would make sense to change the logic of the CI to try to even out the number of matches played? If a good team enters the CI later, then the ranking is skewed towards the good teams that had a chance to play more matches and it will take a very long time to even out that effect. Or the raking should be based on percent-win.
…On Fri 28 Jun, 08:58 +0000, Rike-Benjamin Schuppner ***@***.***> wrote:
┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━┳━━━━━━━━━━━┳━━━━━━━━┳━━━━━━━━━┳━━━━━━━━━━┳━━━━━━━━━━━━━━━━━━━━━━┓
┃ Name ┃ # Matches ┃ # Wins ┃ # Draws ┃ # Losses ┃ Score ┃
┡━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╇━━━━━━━━━━━╇━━━━━━━━╇━━━━━━━━━╇━━━━━━━━━━╇━━━━━━━━━━━━━━━━━━━━━━┩
│ aspp2021_4 │ 262 │ 233 │ 6 │ 23 │ 0.8015267175572519 │
│ tube2024_0 │ 139 │ 118 │ 8 │ 13 │ 0.7553956834532374 │
│ bayes_avengers │ 139 │ 116 │ 8 │ 15 │ 0.7266187050359713 │
│ aspp2023_2 │ 248 │ 201 │ 8 │ 39 │ 0.6532258064516129 │
│ aspp2021_3 │ 251 │ 191 │ 3 │ 57 │ 0.5338645418326693 │
│ aspp2022_2 │ 266 │ 200 │ 1 │ 65 │ 0.5075187969924813 │
│ tube2024_1 │ 139 │ 99 │ 4 │ 36 │ 0.45323741007194246 │
│ shake_dat_botty │ 139 │ 95 │ 3 │ 41 │ 0.38848920863309355 │
│ aspp2021_1 │ 256 │ 174 │ 6 │ 76 │ 0.3828125 │
│ aspp2019_3 │ 257 │ 169 │ 3 │ 85 │ 0.32684824902723736 │
│ trilobots │ 138 │ 80 │ 7 │ 51 │ 0.21014492753623187 │
│ aspp2022_0 │ 251 │ 146 │ 8 │ 97 │ 0.1952191235059761 │
│ tube2024_3 │ 139 │ 80 │ 3 │ 56 │ 0.17266187050359713 │
│ aspp2023_4 │ 258 │ 131 │ 14 │ 113 │ 0.06976744186046512 │
│ too_bot_to_handle │ 140 │ 72 │ 2 │ 66 │ 0.04285714285714286 │
│ aspp2021_0 │ 242 │ 97 │ 10 │ 135 │ -0.15702479338842976 │
│ drbabydangers │ 138 │ 48 │ 18 │ 72 │ -0.17391304347826086 │
│ group4_2022_this_time_moving │ 138 │ 53 │ 6 │ 79 │ -0.18840579710144928 │
│ dogues_de_bordeaux │ 138 │ 43 │ 4 │ 91 │ -0.34782608695652173 │
│ aspp2021_2 │ 256 │ 68 │ 29 │ 159 │ -0.35546875 │
│ tube2024_2 │ 139 │ 41 │ 6 │ 92 │ -0.3669064748201439 │
│ aspp2019_1 │ 243 │ 35 │ 67 │ 141 │ -0.43621399176954734 │
│ aspp2022_1 │ 266 │ 53 │ 32 │ 181 │ -0.48120300751879697 │
│ aspp2022_4 │ 244 │ 29 │ 43 │ 172 │ -0.5860655737704918 │
│ aspp2019_4 │ 245 │ 48 │ 1 │ 196 │ -0.6040816326530613 │
│ aspp2022_3 │ 251 │ 44 │ 6 │ 201 │ -0.6254980079681275 │
│ aspp2019_2 │ 256 │ 35 │ 2 │ 219 │ -0.71875 │
│ aspp2019_0 │ 139 │ 2 │ 8 │ 129 │ -0.9136690647482014 │
└──────────────────────────────┴───────────┴────────┴─────────┴──────────┴──────────────────────┘
aspp2019_0 is definitely a little underwhelming? (They remove nodes with enemy bots from the graph and simply stop when this means that the graph is disconnected. I’m close to helping them out a little to perform better. :) )
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But the logic already does that. It just takes a while.
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(Parallelisation is by the way a relative non-issue. Thanks to having a proper database we can just run a bunch of ci_engines at the same time.) |
For reference, it is now possible to extract all games with errors from the database:
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The CI engine should take note when a bot fails with a fatal error to help with debugging. (Also the seed should be stored with the game info.)
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