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AI Challenge Forums • View topic - Ignoring path finding and using collaborative diffusion

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Ignoring path finding and using collaborative diffusion

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Re: Ignoring path finding and using collaborative diffusion

Postby Darhuuk » Fri Nov 25, 2011 3:36 pm

One more thing you might do to speed up diffusion calculations, is switching from floating to fixed point calculations. I can imagine that this might require quite a bit of debugging to find the sweet spot for the decimal point though, so I wouldn't recommend it unless you have extensively profiled your code, it's still too slow and you really can't find any other way of speeding it up.

For some tips/links to useful libraries, I suggest taking a lot on Stack Overflow. For example, here: http://stackoverflow.com/questions/2945 ... nt-library (note: this is all C++ based, since that's what I'm working in).
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Re: Ignoring path finding and using collaborative diffusion

Postby mac » Fri Nov 25, 2011 3:48 pm

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Re: Ignoring path finding and using collaborative diffusion

Postby Darhuuk » Fri Nov 25, 2011 3:56 pm

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Re: Ignoring path finding and using collaborative diffusion

Postby blue_iris » Fri Nov 25, 2011 4:06 pm

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Re: Ignoring path finding and using collaborative diffusion

Postby Darhuuk » Fri Nov 25, 2011 4:19 pm

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Re: Ignoring path finding and using collaborative diffusion

Postby codetiger » Fri Nov 25, 2011 5:39 pm

I am using python to code my bot and just tuned my diffusion algo to some extend that I think should be optimal. I diffuse all foods, hills, exploring seeds etc on to the same diffusion map for every turn. Am running through every cell in the map to find the concentration of the scent. I've just completed optimizing my code to run without timeouts. To my surprise, even when I run with turn time settings with 500ms my bot performs well on most of the maps except large maps like 200x200. So I would guess my diffusion map only takes 200ms to 450ms.

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Re: Ignoring path finding and using collaborative diffusion

Postby Darhuuk » Fri Nov 25, 2011 10:34 pm

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Re: Ignoring path finding and using collaborative diffusion

Postby bluegaspode » Fri Nov 25, 2011 11:07 pm

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Re: Ignoring path finding and using collaborative diffusion

Postby Darhuuk » Fri Nov 25, 2011 11:29 pm

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Re: Ignoring path finding and using collaborative diffusion

Postby bluegaspode » Fri Nov 25, 2011 11:38 pm

I'm asking because the whole evening I started to optimize as well, because I had timeouts on the new cell_maze maps as well.

Wrote a testcase for myself:
200*200map (everything visible - so a full diffusion) with
100 enemy ants
100 friendly ants
100 food tiles

I'm getting 200diffusion-rounds in 330ms now.
(Unoptimized I took 1100ms)

Using Java, on a MacBookPro (2,4Ghz, Intel Core i5)
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