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Unread 16-11-2016, 13:32
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Build Captain
AKA: Devin Ardeshna
FRC #0008 (Paly Robotics | Team 8)
Team Role: Mechanical
 
Join Date: Dec 2015
Rookie Year: 2015
Location: Palo Alto
Posts: 28
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Re: Average score per match and cycle times

Quote:
Originally Posted by Andrew Schreiber View Post
Gut feel and experience? Obviously for things like travel times you can compute that.

Distributions - Again, gut feel. I really alternate between 3. Normal in which I'm specifying the 95th percentile edges and the average is between them. Long tail in which I assume it'll take about the minimum number but could have a longer tail out to the max. And equal where it's just an equal distribution between all possible values (I don't use this one much for obvious reasons, though if I wanted to have a non-constant lift time for totes in 2015 I could have done that)

But, as I said, I don't so much use them to compute scores I focus more on interactions between actions and outcomes.
Ah okay that makes sense. I like your idea of looking at when a higher scoring option becomes less effective. Could definitely see how that could have been very useful this year with high/low goals.

Now I think about it from that perspective, our off season robot that was a low goaler was significantly quicker in cycles than our high goaler build season robot, so it did end up doing better.

Quote:
Edit: Numbers in manuals are based on what the GDC thinks things should be worth. They may be based on their simulations but, let's be honest, this is a group that didn't see the rain of frisbees at the end of the match in 2013... so, uh, use with caution.
Rain of frisbees at the end of the match in 2013? Before my time

Last edited by dardeshna : 16-11-2016 at 13:35.
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