Difference between revisions of "Watermelon"
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It also takes bot width into account, averaging the danger from covered bins. | It also takes bot width into account, averaging the danger from covered bins. | ||
− | + | [[Guess Factor]]s are segmented by velocity. | |
== Firing == | == Firing == |
Revision as of 08:26, 6 September 2008
Watermelon | |
Author(s) | Synapse |
Extends | AdvancedRobot |
Targeting | none |
Movement | Wave Surfing |
Released | TBD |
Best Rating | N/A |
Current Rating | N/A |
Current Version | alpha |
[Unavailable Download] |
Structure
It's built on a modular framework, coded pretty cleanly, but not good enough yet to be open source. Maybe once it's done something on the rumble that will change. Currently developing in Eclipse. Early on I used an educational IDE called BlueJ (its interface is a UML diagram, very pretty).
Movement
Uses Wave Surfing, implemented in a straightforward manner. To the extent that that's possible grumble grumble. I used Simonton's non-iterative Wall Smoothing code, and my own future position prediction. It took forever to realize that the future prediction needs to call the wall smoothing function for each imaginary tick, but I finally got it.
It kind of uses the Musashi Trick, by seeding the bins with a single hit at Guess Factor 1. The magnitude of the initial seed is such that the first real hit overrides it.
It also takes bot width into account, averaging the danger from covered bins.
Guess Factors are segmented by velocity.
Firing
None yet. I can't really live-test any guns until I have enough movement to stay alive.
Radar
Uses the same radar in melee and in 1v1 conflicts. An implementation quirk makes it look like a lazy spotlight.
Debug Graphics
Paints waves, with brighter segments where the bins are fuller. Also marks predicted future positions.