Difference between revisions of "Random Targeting"

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m (Very minor edit.)
 
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== Example ==
 
== Example ==
 
 
<syntaxhighlight>
 
<syntaxhighlight>
// Add import robocode.util.* for Utils
 
// This code goes in your onScannedRobot() event handler.
 
 
 
public void onScannedRobot(ScannedRobotEvent e) {
 
public void onScannedRobot(ScannedRobotEvent e) {
    double randomGuessFactor = (Math.random() - .5) * 2;
+
// ...
    double bulletPower = 3;
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double targetAngle = getHeadingRadians() + e.getBearingRadians();
    double maxEscapeAngle = Math.asin(8.0/(20 - (3 * bulletPower)));
 
    double firingAngle = randomGuessFactor * maxEscapeAngle;
 
    double absBearingToEnemy = e.getBearingRadians() + getHeadingRadians();
 
 
 
    setTurnGunRightRadians(Utils.normalRelativeAngle(
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double bulletPower = Math.max(0.1,Math.random() * 3.0);
            absBearingToEnemy + firingAngle - getGunHeadingRadians()));
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double escapeAngle = Math.asin(8 / Rules.getBulletSpeed(bulletPower));
    fire(bulletPower);
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double randomAimOffset = -escapeAngle + Math.random() * 2 * escapeAngle;
 +
 
 +
double headOnTargeting = targetAngle - getGunHeadingRadians();
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setTurnGunRightRadians(Utils.normalRelativeAngle(headOnTargeting + randomAimOffset));
 +
setFire(bulletPower);
 +
// ...
 
}
 
}
 
</syntaxhighlight>
 
</syntaxhighlight>
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== Selecting firepower ==
 
== Selecting firepower ==
  
The advantage of a random gun is that it should have a roughly equal hit rate on any type of movement. This makes ideal firepower selection pretty easy to pre-calculate. In the following equations x is the choice of firepower. It is assumed that damage output per tick is the quantity you're interested in maximizing, it may not be.
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The advantage of a random gun is that it should have a roughly equal hit rate against all types of [[Movement]]. This makes ideal firepower selection pretty easy to pre-calculate. In the following equations x is the choice of firepower. It is assumed that damage output per tick is the quantity you're interested in maximizing, it may not be.
  
 
Bullet damage, assuming firepower > 1:
 
Bullet damage, assuming firepower > 1:
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Probability of a hit, assuming uniform spread of bullets over A:
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Probability of a hit, assuming uniform spread of bullets over <math>\alpha</math>:
  
 
<math>P=min(1,\frac{s}{\alpha})</math>
 
<math>P=min(1,\frac{s}{\alpha})</math>
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<math>E_{x,d}=E \cdot F = D \cdot P \cdot \frac{1}{ceil(10H)} =\frac{(6x-2) \cdot min(1,\frac{16}{d \cdot asin(\frac{8}{20-3x})})}{10+ceil(2x))}</math>
 
<math>E_{x,d}=E \cdot F = D \cdot P \cdot \frac{1}{ceil(10H)} =\frac{(6x-2) \cdot min(1,\frac{16}{d \cdot asin(\frac{8}{20-3x})})}{10+ceil(2x))}</math>
  
 
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Optimization of <math>E_{x,d}</math> is left as an exercise for the coder.
Back substitution to get the expected damage per tick in terms of distance and x and optimization of <math>E_{x,d}</math> are left as an exercise for the coder.
 
  
 
== See also ==
 
== See also ==

Latest revision as of 17:55, 6 February 2013

A method of targeting that simply chooses a random angle among the angles that could possibly hit the opponent. Some successful NanoBots use this firing method. Its implementation is very small and for unpredictable movements, it will give a consistent hit percentage.

Example

public void onScannedRobot(ScannedRobotEvent e) {
	// ...
	double targetAngle = getHeadingRadians() + e.getBearingRadians();
	
	double bulletPower = Math.max(0.1,Math.random() * 3.0);
	double escapeAngle = Math.asin(8 / Rules.getBulletSpeed(bulletPower));
	double randomAimOffset = -escapeAngle + Math.random() * 2 * escapeAngle;

	double headOnTargeting = targetAngle - getGunHeadingRadians();
	setTurnGunRightRadians(Utils.normalRelativeAngle(headOnTargeting + randomAimOffset));
	setFire(bulletPower);
	// ...
}

A simpler solution

A simpler method is to assume that the enemy is traveling in a circle around you (see Musashi Trick), which is often true among NanoBots and 1-vs-1 bots. If the enemy is traveling in a circle around you, the maximum distance it can cover before a bullet reaches it is enemy velocity / bullet velocity (in radians). For example, a power 3.0 bullet fired at an enemy going at full speed should be fired at a bearing offset between -8/11 and +8/11.

Selecting firepower

The advantage of a random gun is that it should have a roughly equal hit rate against all types of Movement. This makes ideal firepower selection pretty easy to pre-calculate. In the following equations x is the choice of firepower. It is assumed that damage output per tick is the quantity you're interested in maximizing, it may not be.

Bullet damage, assuming firepower > 1:

<math>D=4x+2(x-1)</math>


The smallest size of a robot, in radians:

<math>s=\frac{36}{d}</math>, where <math>d</math> is the distance to the other bot.


The total escape area, in radians:

<math>\alpha=2 \cdot asin(\frac{8}{20-3x})</math>


Probability of a hit, assuming uniform spread of bullets over <math>\alpha</math>:

<math>P=min(1,\frac{s}{\alpha})</math>


The expected damage from a shot:

<math>E=DP</math>


The heat created by a shot:

<math>H=1+\frac{x}{5}</math>


The firing frequency:

<math>F=\frac{1}{ceil(10H)}</math>


Expected damage <math>E_{x,d}</math> per tick of combat:

<math>E_{x,d}=E \cdot F = D \cdot P \cdot \frac{1}{ceil(10H)} =\frac{(6x-2) \cdot min(1,\frac{16}{d \cdot asin(\frac{8}{20-3x})})}{10+ceil(2x))}</math>

Optimization of <math>E_{x,d}</math> is left as an exercise for the coder.

See also