Re: [Freeciv-Dev] Raw Data from The Battle of 100 Freeciv AIs

2015-05-04 Thread Mhairi McNeill
Thanks for this! I'll let you know when I get something done :)

Mhairi

On 3 May 2015 at 20:50, Marko Lindqvist cazf...@gmail.com wrote:

 On 3 May 2015 at 22:07, Andreas Røsdal andreas.ros...@gmail.com wrote:
  - With 256 players on large maps, then the client connection to the
 server
  is cut very often, due to a buffer overflow error message.

  By 256 players you mean 246 players + 10 slots reserved for barbarians,
 or?
  Was it enough to define max number of players from 160 to 256, or was
 more changes needed? IIRC from the time I increased max to 160, 256
 (or -1 as signed) is a special value so one could have only 256-1x16 =
 240 as the max.


  - ML

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Re: [Freeciv-Dev] Raw Data from The Battle of 100 Freeciv AIs

2015-05-03 Thread Louis Moureaux
Le dimanche 3 mai 2015, 21:07:33 Andreas Røsdal a écrit :
  I enjoyed your blog about the 100 Freeciv AIs - really cool stuff!
 
 Thanks!
 
  Would it be possible for you to send me the data you used to make the
  awesome line graphs? If I managed to get any nice visualisations done I'd
  send it your way and you could put it on the blog.
 
 Freeciv scorelog file:
 http://play.freeciv.org/blog/battle-of-100-freeciv-ais/data/freeciv-score.lo
 g.gz
 
 Python script to parse scorelog files (modified), run like this python
 freeciv-score-log.py --size=3200x1800 freeciv-score.log.gz
 http://play.freeciv.org/blog/battle-of-100-freeciv-ais/data/freeciv-score-lo
 g.py

Hello,

I modified the script to output CSV data instead of graphs, to make analysis 
easier. The modified version will be available at [1] until I run out of 
space.
I made a spreadsheet to have a look at the BNP. It looks like the proportion 
of weak AIs (less than half the mean BNP) increases over time, but rather 
slowly. This spreadsheet, the extracted CSVs and graphs are available at [2].

Louis

[1] https://webcloud6.zaclys.com/index.php/s/wL0Mcks5nSqkfF4
[2] https://webcloud6.zaclys.com/index.php/s/qxi4QQmGSWGvZtS


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Re: [Freeciv-Dev] Raw Data from The Battle of 100 Freeciv AIs

2015-05-03 Thread Marko Lindqvist
On 3 May 2015 at 22:07, Andreas Røsdal andreas.ros...@gmail.com wrote:
 - With 256 players on large maps, then the client connection to the server
 is cut very often, due to a buffer overflow error message.

 By 256 players you mean 246 players + 10 slots reserved for barbarians, or?
 Was it enough to define max number of players from 160 to 256, or was
more changes needed? IIRC from the time I increased max to 160, 256
(or -1 as signed) is a special value so one could have only 256-1x16 =
240 as the max.


 - ML

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Re: [Freeciv-Dev] Raw Data from The Battle of 100 Freeciv AIs

2015-05-03 Thread Marko Lindqvist
On 29 April 2015 at 14:13, Mhairi McNeill mhairi.mcne...@deltadna.com wrote:
 Hi Freeciv Devs,

 I enjoyed your blog about the 100 Freeciv AIs - really cool stuff!

 I'm a data scientist who's really interested in visualisation. Currently I'm
 learning D3 to do some interactive visualisations.

 Would it be possible for you to send me the data you used to make the
 awesome line graphs? If I managed to get any nice visualisations done I'd
 send it your way and you could put it on the blog.

 All the best,

 Mhairi

 That's about Andreas' freeciv-web blog entry (I'm not sure if it was
mentioned in freeciv-dev before, though it made it to Slashdot):
http://play.freeciv.org/blog/2015/04/the-battle-of-100-freeciv-ais/

 What bothers me in that experiment is that the freeciv revision has
not been specified (just mention of post-2.5 svn, I assume that also
post-S2_6 trunk has been used). One would want to be able to reproduce
that game (so exact configurations would be needed, but also knowledge
of freeciv revision to run it in). Another thing about using unstable
development code is that there's really no telling what bugs AI has
(was it behaving at all sanely - I've got AI stuck to some quite
braindead situations while running autogames with recent code).

 As far as I know the blogged game did not have anything special
compared to all the all-AI-autogames we constantly run - setup should
be trivial. If one wants to do any kind of research related to this,
it's an option (that either makes sense, or not, depending on what you
want) to run another game like that instead of using the data from
that exact game.


 - ML

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[Freeciv-Dev] Raw Data from The Battle of 100 Freeciv AIs

2015-05-03 Thread Mhairi McNeill
Hi Freeciv Devs,

I enjoyed your blog about the 100 Freeciv AIs - really cool stuff!

I'm a data scientist who's really interested in visualisation. Currently
I'm learning D3 to do some interactive visualisations.

Would it be possible for you to send me the data you used to make the
awesome line graphs? If I managed to get any nice visualisations done I'd
send it your way and you could put it on the blog.

All the best,

Mhairi
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Re: [Freeciv-Dev] Raw Data from The Battle of 100 Freeciv AIs

2015-05-03 Thread Andreas Røsdal
 I enjoyed your blog about the 100 Freeciv AIs - really cool stuff!

Thanks!

 Would it be possible for you to send me the data you used to make the
awesome line graphs? If I managed to get any nice visualisations done I'd
send it your way and you could put it on the blog.

Freeciv scorelog file:
http://play.freeciv.org/blog/battle-of-100-freeciv-ais/data/freeciv-score.log.gz

Python script to parse scorelog files (modified), run like this python
freeciv-score-log.py --size=3200x1800 freeciv-score.log.gz
http://play.freeciv.org/blog/battle-of-100-freeciv-ais/data/freeciv-score-log.py

Savegame at last turn:
http://play.freeciv.org/blog/battle-of-100-freeciv-ais/data/savegame.sav.bz2

Server settings:
http://play.freeciv.org/blog/battle-of-100-freeciv-ais/data/biggame.serv

Requires Freeciv from subversion at date 25.04.2015.

Here are some random things I discovered:
- Graphs from freeciv-score-log.py don't show which player has which color.
- freeciv-score-log.py extended to support more than 16 players.
- The Freeciv server takes multiple hours to complete each turn with 100
players on large maps.
- With 256 players on large maps, then the client connection to the server
is cut very often, due to a buffer overflow error message.


Regards,
Andreas R.
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