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Thread title | Replies | Last modified |
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Development Version | 1 | 08:53, 22 March 2013 |
Random Chance of Reversing | 8 | 22:53, 21 March 2013 |
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Skilgannon,
I think that it would be best to use the Development Version section as the main development code base. Sort of like how Chase and I managed the co-development of Talon. That is, whenever either of us tweaks Yatagan, we update the code on this page. And, whenever we decide to release a new version, we package the code on this page.
Also, I would appreciate if you posted the code-size after you change something.
Thanks.
I think it would be best if we change the default chance-of-reversing in RM mode from 0.666667 back to 0.5.
The HOT avoidance likes to be really close to minimize wall hits, the LT avoidance really doesn't care how close it is, and the RM mode likes to stay just about as far away as possible.
Both Moebius and Sabreur use 160, and I believe Mike said that after a lot of testing, he found that 160 was the best distance for Moebius.
But, if you would like to try 180 or 200, go ahead.
Huh, apparently 0.6666666666667 was about 0.4 APS better than 0.5.
Do you have any idea why it's performing so horribly against other PM bots?
Those two oddities are linked. Because it only decides once per enemy bullet which direction to go in, and because of the close fighting distance, we end up with two large probability spikes, one at GF1 and one at GF-1 (or as close as is reachable). If it were further away more than one bullet firing event would happen, so it would make the decision more than once, adding variability to where it ends up (2^n spikes for n bullet firings). Either we need to take the reversing decision out of the bullet-fired dependency, or we need to be far enough away that it can even out those spikes.
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Return to Thread:Talk:Yatagan/Source/Random Chance of Reversing/reply (5).
I think I might have something which keeps full functionality but also reverses with a 0.08 probability. The problem is, it also reverses with any enemy bullet fire, so should I decrease that probability? I'm thinking down to about 0.06, since there needs to be a good chance of a direction change happening during the flight time of the bullet, but there was already one at bullet fire time so we don't want it reversing all over the place. Or should I stick with 0.08?
Never mind, I figured out a way around that too, all while using even less codesize than our previous reverse method, so I added back setAdjustGunForRobotTurn(true). Being able to feed custom variables to a random multiplier can do miraculous things! Particularly when you only want probabilistic behaviour, and not absolute behaviour. But hey, a probability of 1 in 20k is pretty much 0, right? ;-)
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