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Configuration of "fast" games is unnecessarily complicated and error-prone #1084

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jecollins opened this issue Apr 30, 2021 · 3 comments
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@jecollins
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When running a server and a few agents in a local environment on a fast machine, it should be possible to significantly speed up the simulation. However, there is a strong, undocumented interaction between the time allocated to a timeslot and the time allocated to agents in each timeslot. Shortening the timeslot without also managing the agent allocation causes the server to blow up. Also, the configuration of the agent window is expressed in integer seconds, which severely limits the fine-tuning of this relationship.

@jecollins
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It's worse than being complicated, it's wrong. The server can change the rate (in CompetiionControlService.setTimeParameters() without informing the broker, so the two no longer agree on the time.

jecollins added a commit that referenced this issue May 15, 2021
@jecollins
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Turns out both the Rate and the timeslot length in msec need to be integers. So we have to find values for both that are factors of the sim-world timeslot duration of 3600000 msec. Fortunately that number has many factors.

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jecollins commented May 19, 2021

Tested down to 0.7 sec timeslots, saw one pause and no errors.

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