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Server Help | ASSS Wiki (0) | Shanky.com
Massive AI Experiment
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JoWie
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PostPosted: Wed Nov 25, 2009 12:35 pm    Post subject: Reply to topic Reply with quote

Memory errors are not logged in asss.log, they are only printed.
If you want to log those on windows run it as "bin/asss.exe > asss.console.log"
On linux you need "bin/asss &> asss.console.log"

Also, depending on how ASSS crashed, the last few lines may not show up in asss.log
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JoWie
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PostPosted: Wed Nov 25, 2009 12:53 pm    Post subject: Reply to topic Reply with quote

Whenever I try to run a bot, only one spawns and it gives me the error "ERROR: Tick."
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L.C. (College)
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PostPosted: Wed Nov 25, 2009 1:32 pm    Post subject: Reply to topic Reply with quote

Which one of ai are you trying to run? I know that of the first 10 instances of ai, two of the instances fail for presently unknown reasons (never bothered checking if I updated their LVL and configuration files correctly).

ERROR: Tick will mean either of two things: (1) cannot load smallmap.lvl, (2) unable to connect and spawn to zone. Every spawn under that instance is likely to fail for some reason.
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JoWie
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PostPosted: Wed Nov 25, 2009 2:28 pm    Post subject: Reply to topic Reply with quote

I can see all 9 trieng to connect, but only the first bot does a login request

ive tried about 3 diffent folders
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L.C.
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PostPosted: Thu Nov 26, 2009 1:06 am    Post subject: Subgame2 Testing Results Reply to topic Reply with quote

JoWiE, there are some errors in the configuration of the ASSS package I compiled. I put together a new one: http://www.hlrse.net/Qwerty/asss_aiexperiment_04.rar

(Let me know how it runs for you, JoWiE. Be sure to delete the previous package you have extracted. The bots are set to connect to 127.0.0.1:5000, and both ASSS and Subgame2 are setup to use port 5000; they both have Bot#'s 1 through 10240 in staff.conf, vip.txt, and sysop.txt. The SysOp/VIP password to everything is 'admin', and Subbill's billing password is 'biller')

asss.bat
Start this first for regular ASSS testing.

subbill.bat
If experimenting with Subgame2 and you want to do it with a biller, run this before running subgame2.bat. The users.dat file is already generated for all 1030 spawns with "bypass block" enabled on every user. There is a user "Player" with the password "pwd" that you can use in Continuum for this testing -- this only applies to Subgame2 (unless you are connecting ASSS to this biller as well, which I did not configure ASSS for).

subgame2-nobiller.bat
If experimenting with Subgame2 and you do not want to involve a biller, just run this. May not work as well due to MERVBot's fail-safes.

subgame2-peer.bat
If for whatever reason you want to play around with Subgame2's /SPAWN "file.exe" function and peering, you can use this. See the contents of this batch to know how and what it is executing.

subgame2.bat
If experimenting with Subgame2 and using a biller, run this after running subbill.bat

ai and merv
Do not run ASSS and Subgame2 simultaneously, as they both use the same port (5000). ai is the setup of Bjorn's bots for up to 261 spawns through 29 instances. merv is the setup of plain pluginless MERVBot's for up to 1030 spawns through 24 instances. Usage of Notepad++ is recommend for mass editing of files like mervbot.ini, spawns.txt, operators.txt, staff.conf, sysop.txt, vip.txt, etc using Find & Replace.




I decided to not publish or process the data from my first couple runs on ASSS due to the disorganization in the way I conducted the experiment and recorded results. So I spent the afternoon gathering more information for analysis, evaluation, and to have a better understanding of some things (that would help me proceed with ASSS). I did some serious experimenting with Subgame2.



subgame2.txt
Code: Show/Hide
server.ini
   [Arena]
   ArenaMaxPlayers=250
   // This is the max amount of players per arena
   ArenaDesiredPlayers=0
   // ???
   ArenaMinimumPlayers=0
   // ???
   
   [Misc]
   MaxPlayers=1023
   // This is max amount of players for the whole zone

server.cfg
   [Misc]
   MaxPlaying=250
   // Maximum number of players that can be playing at one time (does not count spectators, 0=limited only by maximum allowed in arena (not a user setting))
   MaxPlayers=250
   // This is max amount of players in this arena. Will override the .ini max arena setting

Notes
   * Each public arena will contain 250 players (controlled by MaxPlayers via server.cfg and ArenaMaxPlayers via server.ini)
   * The absolute maximum population supported per arena is 250 players
   * FYI: Not sure what ArenaDesiredPlayers and ArenaMinimumPlayers in server.ini do
      + Setting it to 251 and 250 will cause subgame2.exe to crash when you launch the 6th instance of MERVBot (225-269)
      + Setting it to 250 and 250 will not yield any abnormal results (works fine)
         - Cannot join arena of 250 while logged in as SysOp, or subgame2.exe will crash
      + Setting it to 250 and 251 will not yield any abnormal results (works fine)
         - Cannot join arena of 250 while logged in as SysOp, or subgame2.exe will crash
      + Setting it to 100 and 0 (defaults) will not yield any abnormal results (works fine)
         - Cannot join arena of 250 while logged in as SysOp, or subgame2.exe will crash
      + Setting it to 0 and 0 will not yield any abnormal results (works fine)
         - Cannot join arena of 250 while logged in as SysOp, or subgame2.exe will crash
      + Other notes
         - Right before I started writing this notes section, I somehow managed to get inside one of the 250-player arenas without crashing Subgame2
         - Then I got the idea of "!go 0" and went to one of the other arenas to send over some bots; subgame2.exe crashed upon sending the 252nd bot
         - I am unable to replicate this
            > Or perhaps I was already in the arena as it filled up to 250 players and thought I was the 251st player?
   * MaxPlaying in server.cfg will allow you to have this many players in a PLAYABLE SHIP
      + Network-wise, Subgame2 is unable keep my client up to date with movement packets from 249 bots in !follow or !attach
   * MaxPlayers from server.ini
      + 1024 is the absolute maximum players per instance of subgame2.exe
      + Setting this value to 1025 will not change anything
      + SysOp cannot get inside the zone if 1024 is reached
      + Some spawns are unable to login in 585-629, 630-674




memcpu-subgame2.txt
Code: Show/Hide
Notes
   * Subbill idle with 0 connections
      + Process Explorer
         - Range of 6% to 11% CPU usage
         - Average of 1.1MB private bytes (memory allocation)
         - Average of 0 I/O bytes
      + Task Manager
         - Core0-2 similar CPU usage to Process Explorer
         - Core3 range of 18% to 30% CPU usage
         - All cores range of 18% to 28% CPU usage
   * Subbill idle with 1 connections
      + Process Explorer
         - Range of 6% to 11% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * Subgame2 connected to Subbill, 0 players
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 8.5MB private bytes (memory allocation)
         - Average of 1.5KB I/O bytes
      + System Statistics (includes other running appications and Windows)
         - Average of 10.12% memory usage
         - Total processes of 30
         - Average commit charge is 2.13%
         - Range of 15% to 25% CPU usage (spikes up to 40%)

==============================================================
==============================================================

   * Subgame2 connected to Subbill, 1 players (human)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 8.6MB private bytes (memory allocation)
         - Average of 1.5KB I/O bytes
   * Subbill idle with 1 connections of 1 players (human)
      + Process Explorer
         - Range of 6% to 11% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes

==============================================================
==============================================================

   * Subgame2 connected to Subbill, 1 players (merv)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 8.7MB private bytes (memory allocation)
         - Average of 1.6KB I/O bytes
   * Subbill idle with 1 connections of 1 players (merv)
      + Process Explorer
         - Range of 6% to 11% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * MERVBot (merv) connected to Subgame2 on Subbill (1 spawn)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 1.8MB private bytes (memory allocation)
         - Average of 0 I/O bytes

==============================================================
==============================================================

   * Subgame2 connected to Subbill, 45 players (merv)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 11.5MB private bytes (memory allocation)
         - Average of 3.7KB I/O bytes
   * Subbill idle with 1 connections of 45 players (merv)
      + Process Explorer
         - Range of 6% to 11% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * MERVBot (merv) connected to Subgame2 on Subbill (45 spawns)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 58.3MB private bytes (memory allocation)
         - Average of 0 I/O bytes

==============================================================
==============================================================

   * Subgame2 connected to Subbill, 1 players (ai) (idle)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 8.6MB private bytes (memory allocation)
         - Average of 1.6KB I/O bytes
   * Subbill idle with 1 connections of 1 players (ai) (idle)
      + Process Explorer
         - Range of 6% to 11% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * MERVBot (ai) connected to Subgame2 on Subbill (1 spawn) (idle)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 16.1MB private bytes (memory allocation)
         - Average of 0 I/O bytes

==============================================================
==============================================================

   * Subgame2 connected to Subbill, 1 players (ai) (playing)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 8.6MB private bytes (memory allocation)
         - Average of 1.6KB I/O bytes
   * Subbill idle with 1 connections of 1 players (ai) (playing)
      + Process Explorer
         - Range of 6% to 11% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * MERVBot (ai) connected to Subgame2 on Subbill (1 spawn) (playing)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 16.1MB private bytes (memory allocation)
         - Average of 0 I/O bytes

==============================================================
==============================================================

   * Subgame2 connected to Subbill, 9 players (ai) (idle)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 9.2MB private bytes (memory allocation)
         - Average of 1.8KB I/O bytes
   * Subbill idle with 1 connections of 9 players (ai) (idle)
      + Process Explorer
         - Range of 6% to 11% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns) (idle)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 198.3MB private bytes (memory allocation)
         - Average of 0 I/O bytes

==============================================================
==============================================================

   * Subgame2 connected to Subbill, 9 players (ai) (playing)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 9.1MB private bytes (memory allocation)
         - Range of 2.0KB to 2.5KB I/O bytes
   * Subbill idle with 1 connections of 9 players (ai) (playing)
      + Process Explorer
         - Range of 6% to 11% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns) (playing)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 198.3MB private bytes (memory allocation)
         - Average of 0 I/O bytes

==============================================================
==============================================================

   * Subgame2 connected to Subbill, 1024 players (merv)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 73.4MB private bytes (memory allocation)
         - Range of 27KB to 36KB I/O bytes
      + System Statistics (includes other running appications and Windows)
         - Average of 46.30% memory usage
         - Total processes of 54
         - Average commit charge is 13.05%
         - Range of 20% to 35% CPU usage
   * Subbill idle with 1 connections of 1024 players (merv)
      + Process Explorer
         - Range of 6% to 11% CPU usage
         - Average of 2.4MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * MERVBot (merv) connected to Subgame2 on Subbill (45 spawns, 1 random instance)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 60.7MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * MERVBot (merv) connected to Subgame2 on Subbill (5 spawns, instance 1023-1030)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 5.6MB private bytes (memory allocation)
         - Average of 0 I/O bytes

==============================================================
==============================================================

   * Subgame2 connected to Subbill, 72 players (ai) (idle)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 13.5MB private bytes (memory allocation)
         - Range of 2.5KB to 3KB I/O bytes
      + System Statistics (includes other running appications and Windows)
         - Average of 99.96% memory usage (decreasing at 0.01% per second)
         - Total processes of 38
         - Average commit charge is 42.44%
         - Range of 19% to 23% CPU usage
   * Subbill idle with 1 connections of 72 players (ai) (idle)
      + Process Explorer
         - Range of 6% to 11% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 8 instances) (statistics on all instances) (idle)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 675.55MB private bytes (memory allocation)
            > Only one instance had 676.1MB
         - Average of 0 I/O bytes

==============================================================
==============================================================

   * Subgame2 connected to Subbill, 72 players (ai) (playing)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 13.6MB private bytes (memory allocation)
         - Range of 10KB to 35KB I/O bytes
      + System Statistics (includes other running appications and Windows)
         - Average of 85% memory usage (increasing at 0.01% to 0.05% per second)
         - Total processes of 38
         - Average commit charge is 42.45%
         - Range of 19% to 23% CPU usage
   * Subbill idle with 1 connections of 72 players (ai) (playing)
      + Process Explorer
         - Range of 6% to 11% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 8 instances) (statistics on all instances) (playing)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 675.55MB private bytes (memory allocation)
            > Only one instance had 676.1MB
         - Average of 0 I/O bytes

==============================================================
==============================================================

   * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 7 instances) (statistics on all instances) (killing 1 instance at a time) (playing)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 607.4MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * Subgame2 connected to Subbill, 63 players (ai) (playing)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 13.6MB private bytes (memory allocation)
         - Range of 10KB to 30KB I/O bytes
      + System Statistics (includes other running appications and Windows)
         - Average of 55.05% memory usage
         - Total processes of 37
         - Average commit charge is 33.84%
         - Range of 15% to 23% CPU usage
   * Subbill idle with 1 connections of 63 players (ai) (playing)
      + Process Explorer
         - Range of 6% to 11% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes

==============================================================
==============================================================

   * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 6 instances) (statistics on all instances) (killing 1 instance at a time) (playing)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 539.2MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * Subgame2 connected to Subbill, 54 players (ai) (playing)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 13.6MB private bytes (memory allocation)
         - Range of 20KB to 27KB I/O bytes
      + System Statistics (includes other running appications and Windows)
         - Average of 30.9% memory usage
         - Total processes of 36
         - Average commit charge is 31.09%
         - Range of 19% to 23% CPU usage
   * Subbill idle with 1 connections of 54 players (ai) (playing)
      + Process Explorer
         - Range of 6% to 11% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes

==============================================================
==============================================================

   * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 5 instances) (statistics on all instances) (killing 1 instance at a time) (playing)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 471.05MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * Subgame2 connected to Subbill, 45 players (ai) (playing)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 13.6MB private bytes (memory allocation)
         - Range of 7.5KB to 15KB I/O bytes
      + System Statistics (includes other running appications and Windows)
         - Average of 26.7% memory usage
         - Total processes of 35
         - Average commit charge is 19.68%
         - Range of 19% to 23% CPU usage
   * Subbill idle with 1 connections of 45 players (ai) (playing)
      + Process Explorer
         - Range of 6% to 11% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes

==============================================================
==============================================================

   * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 4 instances) (statistics on all instances) (killing 1 instance at a time) (playing)
      + Process Explorer
         - Average of 0% CPU usage
            > All of a sudden, in amidst the peace, CPU usage range became 15% to 25%
            > Range of 425MB to 462MB private bytes
            > Subgame2 and Subbill statistics do not change as a result of this
         - Average of 402.8MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * Subgame2 connected to Subbill, 36 players (ai) (playing)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 13.6MB private bytes (memory allocation)
         - Range of 0 to 13KB I/O bytes
            > Evened out to about 1KB
      + System Statistics (includes other running appications and Windows)
         - Average of 18.4% memory usage
         - Total processes of 34
         - Average commit charge is 14.13%
         - Range of 19% to 23% CPU usage
   * Subbill idle with 1 connections of 36 players (ai) (playing)
      + Process Explorer
         - Range of 6% to 11% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes

==============================================================
==============================================================

   * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 3 instances) (statistics on all instances) (killing 1 instance at a time) (playing)
      + Process Explorer
         - Range of 20% to 25% CPU usage
         - Range of 357MB to 387MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * Subgame2 connected to Subbill, 27 players (ai) (playing)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 13.6MB private bytes (memory allocation)
         - Range of 3.7KB to 5KB I/O bytes
      + System Statistics (includes other running appications and Windows)
         - Average of 18.82% memory usage
         - Total processes of 33
         - Average commit charge is 10.37%
         - Range of 95% to 99% CPU usage
   * Subbill idle with 1 connections of 27 players (ai) (playing)
      + Process Explorer
         - Range of 12% to 20% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes

==============================================================
==============================================================

   * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 2 instances) (statistics on all instances) (killing 1 instance at a time) (playing)
      + Process Explorer
         - Range of 22% to 25% CPU usage
         - Range of 289MB to 299MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * Subgame2 connected to Subbill, 18 players (ai) (playing)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 13.6MB private bytes (memory allocation)
         - Range of 2KB to 4KB I/O bytes
      + System Statistics (includes other running appications and Windows)
         - Average of 14.93% memory usage
         - Total processes of 32
         - Average commit charge is 6.48%
         - Range of 66% to 70% CPU usage
   * Subbill idle with 1 connections of 18 players (ai) (playing)
      + Process Explorer
         - Range of 12% to 20% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes

==============================================================
==============================================================

   * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 1 instances) (statistics on all instances) (killing 1 instance at a time) (playing)
      + Process Explorer
         - Range of 22% to 25% CPU usage
         - Average of 294.3MB private bytes (memory allocation)
         - Average of 0 I/O bytes
   * Subgame2 connected to Subbill, 9 players (ai) (playing)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 13.6MB private bytes (memory allocation)
         - Range of 2KB to 3KB I/O bytes
      + System Statistics (includes other running appications and Windows)
         - Average of 13.92% memory usage
         - Total processes of 31
         - Average commit charge is 4.28%
         - Range of 46.48% to 70% CPU usage
   * Subbill idle with 1 connections of 9 players (ai) (playing)
      + Process Explorer
         - Range of 9% to 15% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes

==============================================================
==============================================================

   * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 0 instances) (statistics on all instances) (killing 1 instance at a time) (playing)
      + Process Explorer
         - No available data
   * Subgame2 connected to Subbill, 9 players (ai) (playing)
      + Process Explorer
         - Average of 0% CPU usage
         - Average of 13.4MB private bytes (memory allocation)
         - Average of 1.5KB I/O bytes
      + System Statistics (includes other running appications and Windows)
         - Average of 8.10% memory usage
         - Total processes of 30
         - Average commit charge is 2.08%
         - Range of 17% to 22% CPU usage
   * Subbill idle with 1 connections of 9 players (ai) (playing)
      + Process Explorer
         - Range of 9% to 13% CPU usage
         - Average of 1.5MB private bytes (memory allocation)
         - Average of 0 I/O bytes

==============================================================
==============================================================

Todo
   * MERVBot (ai) of 8 instances where 4 instances are hosted on a second machine
   * MERVBot (ai) of 12 instances where 4 instances are hosted on a second machine, and 4 instances on a third machine
   * MERVBot (ai) of 14 instances where 4 instances are hosted on a second machine, 4 on a third, and 2 on a fourth machine
   * MERVBot (ai) of 24-32 instances on a dual-server setup (32GB RAM, 32GHz, 16-cores)
   * ASSS version








PS. I think it was deadlock causing those memory crashes of ASSS. Will say something if I encounter them again.

EDIT: Horizontal axis on last two charts are supposed to be same as on first chart.
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L.C.
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PostPosted: Thu Nov 26, 2009 11:33 am    Post subject: Reply to topic Reply with quote

From server.ini, what are the ASSS equivalents?
  • ArenaMaxPlayers
  • ArenaDesiredPlayers
  • ArenaMinimumPlayers
  • MaxPlayers


From server.cfg, what are the ASSS equivalents?
  • MaxPlaying
  • MaxPlayers
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JoWie
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PostPosted: Thu Nov 26, 2009 11:45 am    Post subject: Reply to topic Reply with quote

I was able to spawn about a 100 bots in ASSS (windows xp). ASSS was only consuming about 10MB at that point. Almost no cpu usage and no crashes.
I unloaded the module log_sysop to prevent each bot receiving red text caused by other bots.

However those mervbots..... each mervbot.exe consumes about 200MB and that aimervbot.exe 400MB. I couldn't get any further because I only have 3GB. Which is almost the maximum on windows XP without PAE.
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L.C.
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PostPosted: Thu Nov 26, 2009 3:14 pm    Post subject: Reply to topic Reply with quote

JoWie wrote:
I was able to spawn about a 100 bots in ASSS (windows xp). ASSS was only consuming about 10MB at that point. Almost no cpu usage and no crashes.
I unloaded the module log_sysop to prevent each bot receiving red text caused by other bots.

However those mervbots..... each mervbot.exe consumes about 200MB and that aimervbot.exe 400MB. I couldn't get any further because I only have 3GB. Which is almost the maximum on windows XP without PAE.
Use Process Explorer instead of Task Manager for viewing usage statistics. Task Manager does not seem to be displaying the correct memory usage. In Process Explorer right click on a specific application, Properties, and then go to the Performance tab.
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JoWie
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PostPosted: Thu Nov 26, 2009 4:46 pm    Post subject: Reply to topic Reply with quote

The memory usage in the task manger is the same as private bytes in Process Explorer.
The virtual size is the highest, but that is not the memory that is actually used.

When running 1-9 ASSS is at 3MB private bytes, 2.5MB working set and 37MB virtual size

Mervbot.exe is running at 200MB Private Bytes, 190MB working set, 224MB Virtual size. This is without the AI, IMO this is way to much for 9 bots...
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Samapico
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PostPosted: Thu Nov 26, 2009 4:57 pm    Post subject: Reply to topic Reply with quote

200MB or memory for 9 spawns??? That's a lot indeed.
The largest portion of memory would be the map data itself, but that takes only 1MB per spawn. I don't see what else could take that much memory...
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PostPosted: Thu Nov 26, 2009 7:22 pm    Post subject: Reply to topic Reply with quote

Samapico wrote:
200MB or memory for 9 spawns??? That's a lot indeed.
The largest portion of memory would be the map data itself, but that takes only 1MB per spawn. I don't see what else could take that much memory...
I find it interesting how on JoWiE only gets 200MB to 300MB usage for 1-9, whereas I get 600MB to 700MB on my systems.

Plain MERVBot on the other hand (0-44) is no more than 70MB. I get the same usage ranges/averages on both my laptop (machine #2) and my primary computer (machine #1) for both 'merv' and 'ai'.

JoWiE, what are your system specs?
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PostPosted: Fri Nov 27, 2009 5:10 am    Post subject: Reply to topic Reply with quote

I ran mervbot.exe btw, not aimervbot.exe


Dell Vostro 1510 (laptop)
Intel Core 2 Duo T5870, 2.00GHZ 2MB L2 cache, 800MHz FSB
Windows XP x86-32
3.072MB, 667 MHz Dual Channel DDR2
256MB Nvidia GeForce 8400M GS
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PostPosted: Fri Nov 27, 2009 12:31 pm    Post subject: Reply to topic Reply with quote

Quote:
I ran mervbot.exe btw, not aimervbot.exe
The AI has mervbot.exe and aimervbot.exe. If you are doing AI, you need to run aimervbot.exe (not mervbot.exe). I am not sure if the mervbot.exe for AI is actually required...
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JoWie
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PostPosted: Fri Nov 27, 2009 3:21 pm    Post subject: Reply to topic Reply with quote

I tested it without AI, just spawns sitting in spec
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PostPosted: Fri Nov 27, 2009 4:28 pm    Post subject: Reply to topic Reply with quote

To start the AI type !start to all of them, then get in a ship and get to where they are all idling, and kill them. This is how you start Bjorn's AI. Do this, then check the performance graphs. It should shoot up.
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