Difference between revisions of "Talk:DrussGT"

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(buggy precise prediction algorithm)
 
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Just going through the algorithm, and I realised that there's a bug in my precise prediction: I'm using the bullet-hit-time of the 'target' point, not the point that I actually reach. This is left over from the days when the only thing my precise prediction checked was whether I could reach the target point. Now, for regular, constant distance surfing this is fine. But the moment I start changing distance my predictions can get a couple ticks off... Basically the less lateral velocity component I have, the more inaccurate my prediction gets. Which is bad against, say, RamBots, and in corner situations. I may have to rethink this algorithm... I've already tested doing an iterative search but it gets way too slow, way too quickly. --[[User:Skilgannon|Skilgannon]] 10:47, 27 January 2009 (UTC)
 
Just going through the algorithm, and I realised that there's a bug in my precise prediction: I'm using the bullet-hit-time of the 'target' point, not the point that I actually reach. This is left over from the days when the only thing my precise prediction checked was whether I could reach the target point. Now, for regular, constant distance surfing this is fine. But the moment I start changing distance my predictions can get a couple ticks off... Basically the less lateral velocity component I have, the more inaccurate my prediction gets. Which is bad against, say, RamBots, and in corner situations. I may have to rethink this algorithm... I've already tested doing an iterative search but it gets way too slow, way too quickly. --[[User:Skilgannon|Skilgannon]] 10:47, 27 January 2009 (UTC)
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Hi, I just want to know. You had once tell me that DrussGT doesn't call Math.random() in real battle, but it does in development process. Is the random call in development process use to generated all those 100 buffers' slices? Thanks &raquo; <span style="font-size:0.9em;color:darkgreen;">[[User:Nat|Nat]] | [[User_talk:Nat|Talk]]</span> &raquo; 06:02, 21 February 2009 (UTC)

Revision as of 08:02, 21 February 2009

Just going through the algorithm, and I realised that there's a bug in my precise prediction: I'm using the bullet-hit-time of the 'target' point, not the point that I actually reach. This is left over from the days when the only thing my precise prediction checked was whether I could reach the target point. Now, for regular, constant distance surfing this is fine. But the moment I start changing distance my predictions can get a couple ticks off... Basically the less lateral velocity component I have, the more inaccurate my prediction gets. Which is bad against, say, RamBots, and in corner situations. I may have to rethink this algorithm... I've already tested doing an iterative search but it gets way too slow, way too quickly. --Skilgannon 10:47, 27 January 2009 (UTC)

Hi, I just want to know. You had once tell me that DrussGT doesn't call Math.random() in real battle, but it does in development process. Is the random call in development process use to generated all those 100 buffers' slices? Thanks » Nat | Talk » 06:02, 21 February 2009 (UTC)