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Timeline for What Doesn't Kill Me…

Current License: CC BY-SA 3.0

12 events
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May 18, 2015 at 1:08 history edited Potatomato CC BY-SA 3.0
Added a multithreaded version of the bot, decreased the number of iterations and reduced the time limit (so that the bot doesn't time out)
May 18, 2015 at 0:57 comment added Potatomato I'm considering adding multithreading support for this bot to make the program run faster, but I have no idea how many iterations the judging computer will be able to evaluate before the bot times out. I'll probably sacrifice the first game in order to do some profiling so that the bot will be able to run an optimal number of iterations.
May 17, 2015 at 9:58 history edited Potatomato CC BY-SA 3.0
Fixed bug where the simulation used initial power values for damage calculations
May 17, 2015 at 1:45 history edited Potatomato CC BY-SA 3.0
Removed trailing newline in program output
May 15, 2015 at 16:43 history edited Potatomato CC BY-SA 3.0
added 31 characters in body
May 15, 2015 at 16:36 history edited Potatomato CC BY-SA 3.0
Added time limit to program
May 15, 2015 at 16:33 comment added Potatomato @RalphMarshall It can do 60 thousand simulations rather quickly (from 0.03 seconds to 0.2 seconds) for a few opponents, but quickly becomes extremely slow for 20 opponents (with an average of 10 seconds). Hopefully, terminating the algorithm prematurely will still yield feasible solutions.
May 15, 2015 at 15:39 comment added Ralph Marshall Interesting strategy. Roughly how long does it take to do a simulation with 20ish opponents?
May 15, 2015 at 10:19 history edited Potatomato CC BY-SA 3.0
added 231 characters in body
May 15, 2015 at 9:47 history edited Potatomato CC BY-SA 3.0
added 8 characters in body
May 15, 2015 at 9:35 review First posts
May 15, 2015 at 10:39
May 15, 2015 at 9:35 history answered Potatomato CC BY-SA 3.0