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Fleet Beater Alpha 
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Joined: Wed Aug 19, 2015 7:00 pm
Posts: 73
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Alllllllrighty. I've been hitting the code pretty hard and I am ready to release an alpha of the THREADED fleet beater. Arthur gave me some help so I could both fix the fleet calling issue as well as making the process threaded. I have also made a GUI for the program. I will use it more extensively in the future with more data, options, and modes if people show interest.

As it exists, the program creates as many fleets as you have threads, battles them against the target fleet, and the top performers go into a population. From there the top fleet "breeds" with the other top performers, as well as randomly swaps ships to create the next generation. You pick a target number of wins and a few other options in the GUI and the program will put your poor computer to 100% CPU usage until it cranks out a winner. It will save the top 3 fleets each generation.

How to get this to work.

1. You need to most recent beta of reassembly: In the Steam library right click Reassembly -> Properties -> Betas -> select "beta" (leave password field blank).

2. You need microsoft visual C redist 2015 this time. I had to upgrade to get some libraries to behave.
"https://www.microsoft.com/en-us/download/details.aspx?id=48145" - hope this works

3. You need to download my program and properly fill in the path values in the config.txt file. Everything else in there should show up in the GUI
"https://www.dropbox.com/s/t37gxz5okyaaqej/FleetBeater.0.0.1.zip?dl=0" -hopefully works, let me know

4. You need to place the target fleet into the ships folder and set the options like the example file I left in the folder. Look at the config and that file and it should make sense

5. Run it! You'll probably want to select the threaded option when the first program mode selection comes up. Its much faster and more fun than single thread.

The Dots that show up in the screen are data points about the run. The blue us the best delay score, and the green is the best number of wins. I have had to come up with a method to pick good ships even when they don't win. I made the assumption that the longer a match takes to process the longer the battle was, which means it could be better. This has been a pretty good method so far. When a ship wins, however, it is the reverse. The less time it takes to win the better the fleet is. So the graph looks a little funny. The command window also has a lot of data showing what is going on. So yes, if you use your computer during the runs it can change the scores.

Let me know how this thing works and if you need help getting it to run. I have fun with this and now I just need a fleet to put against it. Post pics, suggestions, ideas, and anything else. Right now I know I am having issues with some of the factions. The reds have an issue with one of the blocks and I am working on it. Just want to release something right now.

edit:Everything Should work now on the newest executable


Last edited by BattleFelon on Mon Aug 15, 2016 6:24 pm, edited 1 time in total.



Fri Aug 12, 2016 12:00 pm
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Joined: Mon Aug 17, 2015 4:44 pm
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My excitement is very real. And I'm guessing the beta branch is what allows you to add fleets via CLI? That could be all sorts of fun in general.

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Fri Aug 12, 2016 6:26 pm
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Joined: Fri Jan 24, 2014 10:11 pm
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add in the infraspatia mod so I can let the brute force thing make better ships than my fleet XD

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Mon Aug 15, 2016 12:03 am
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Joined: Wed Aug 19, 2015 7:00 pm
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Alright, fixed the issues and have everything working. I still have a few things I wanna get to before I feel like it would be super useful.

-I want to rework to random ship generation and weighting system to make more diverse ships.
-Add a way to make a minimum amount of hull blocks
-Add all of the fleets and all of the blocks.
-I currently can load fleets, but I don't have all the blocks defined. so it won't work
-Make more methods for fleet evolution. Single ship fleets, not sure what else
-Make the output from the program look awesome and be interactive and fun

Number one, add things people want. Not sure how I would do mod integration though. ;)

Anyways, hopefully someone has a more powerful system and can really push this thing to its limit. 8 threads at 2.2 Ghz is weaksauce. Gotta get a new rig.
Let me know how it goes!


Mon Aug 15, 2016 6:29 pm
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Joined: Mon Oct 12, 2015 10:57 am
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apparently 4 reassembly's running at once maxes out my cpu. Well at least this is going to be faster right? Hey arthur, is there any way of paralleling physics calculations and moving them to the gpu?


Mon Aug 15, 2016 8:35 pm
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Joined: Tue Dec 22, 2015 9:44 pm
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Arthur didn't make the physics library. Also doing physics on GPU isn't easy I imagine

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Tue Aug 16, 2016 1:01 am
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Joined: Tue Sep 08, 2015 5:43 am
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for limiting ship size i have a simple suggestion.
8000
4000
2000
1000
500
250
125


Those are the ship classes you need. All the tournaments are combos of those numbers anyway.

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Sun Sep 18, 2016 10:46 am
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It's working!! I think

I made it crash. I kept adding blocks and then it couldn't.

There should be some sort of in-tester menu instead of relying on the console...

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Sun Sep 18, 2016 10:46 am
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Joined: Wed Dec 09, 2015 10:19 pm
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The link is dead, i'm guessing it's safe to assume the program is dead also?

If not I would love an updated version to use and play with :D

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Tue Sep 18, 2018 10:14 am
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Joined: Sat Jun 06, 2015 3:04 am
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I see it here: https://github.com/RobViren/Reassembler

I also see another project he was working on a few months ago here: https://github.com/RobViren/Reassembler-Node

There's also the original post here where he started with single-ship evolution: https://www.anisopteragames.com/forum/viewtopic.php?f=2&t=2240

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Mon Sep 24, 2018 2:44 pm
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