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It's 242 bytes, removing the colors nets it another 7 to 235 bytes (javac). I need to find a way to give this little guy some center avoidance, but I am at a loss. I am not to good at writing nanos. If anyone can squeeze anything in there, might be OK for the melee nano rumble. — Chase-san 11:57, 30 January 2011 (UTC)

Now down to 230 with colors or 223 without them. — Chase-san 16:02, 30 January 2011 (UTC)

Down to 220/213 (javac). — Chase-san 17:11, 30 January 2011 (UTC)


Going back over this code, I found some errors I am going to fix. Mostly with the direction choosing. — Chase-san 16:05, 2 July 2011 (UTC)

EJC 229 bytes, needs work to avoid the walls and it should be pretty good, maybe if I have room add in something to get that missed scan back. — Chase-san 16:32, 2 July 2011 (UTC)

I'll check it out as well to see if there's anything else to be squeezed. Never thought about using try catch blocks... --Miked0801 17:20, 2 July 2011 (UTC)

Contents

Thread titleRepliesLast modified
Wall avoidance919:29, 22 February 2013

Wall avoidance

While that would minimize the codesize, it would make the wall avoidance much more pronounce (and much worse).

I come back time to time to see if I can make a better wall avoidance for this robot. But so far I have failed terribly.

Chase00:12, 8 February 2013

ahead(.222222 * (direction = -direction));

Sheldor00:18, 8 February 2013
 

And here I was hoping you would come up with some amazing wall avoidance technique. :)

Chase00:38, 8 February 2013

That's probably more in Mike's territory, but I could give it a try.

Sheldor00:48, 8 February 2013
 

Thanks for the attempt. I think I covered most possibilities already however. Unfortunately it only has about 50 bytes to play with.

Chase02:25, 8 February 2013
 
Edited by another user.
Last edit: 21:00, 16 February 2013

How does this look? It will hit walls when it doesn't have enough time to turn, but it doesn't stick on them. If there were only eight bytes to spare I could make it slow down when it had to make a wide turn, which would greatly reduce the number of wall hits.


package cs;
 
//import java.awt.Color;
import java.awt.geom.Point2D;
import robocode.AdvancedRobot;
//import robocode.HitWallEvent;
import robocode.ScannedRobotEvent;
import robocode.util.Utils;
 
/**
 * Talon - a Nano Melee robot by Chase
 * 
 * The idea is to avoid driving toward enemy robots, nearer ones are more
 * dangerous to drive towards.
 * 
 * Codesize: 247
 */
public class Talon extends AdvancedRobot {
	private static Point2D.Double[] map = new Point2D.Double[10];
	private static int n = 0;
 
	public void run() {
		//setAdjustGunForRobotTurn(true); //Sheldor: In melee this doesn't really matter.
		//setAllColors(Color.RED); //Sheldor: I'm very sorry. :(
		double angle, bestDanger, danger;
		while(true) {
		
			setAhead((bestDanger = angle = 360) /*- (3 * getTurnRemaining())*/); //Sheldor: Slowing down before making big turns makes the wall avoidance much better, but it costs ~8 bytes.
			
			while(angle-- > 0) {
				int t;
				setFire(t = getOthers()); //Sheldor: From Graviton.
				
				//Sheldor: Drive toward the center of the field when the bot gets near a wall.
				//This will only work properly on a 1000/1000 pixel field.
				danger = -Math.abs(Utils.normalRelativeAngleDegrees(angle - Math.toDegrees(Math.atan2(getX() - 500, getY() - 500)))) *
					((short)(table.charAt((int)getX()) + table.charAt((int)getY())));
					
				try {
					while(true) {
						// our most recent scans, unfortunately not enough room
						// to project them
						Point2D.Double v = map[--t];
						// set our gun to face this nearest enemy
						setTurnGunRight(Utils.normalRelativeAngleDegrees(v.y - getGunHeading()));
						// the difference between current angle we are
						// considering and the enemy
						// multiply it by how close they are, closer is more
						// dangerous to move towards
						danger += 1 / (Math.abs(Utils.normalRelativeAngleDegrees(angle - v.y)) + 1) / v.x; //Sheldor: "X / Y" has exactly the same effect as "X * (1 / Y)" but is ~3 bytes smaller.  
					}
				} catch(Exception e) {
					// We don't have room for any kind of sanity checks, also
					// the only way to get out of the loop without
					// having to have a comparison, saves us some code size
				}
				if(danger < bestDanger) {
					bestDanger = danger;
					setTurnRight(Utils.normalRelativeAngleDegrees(angle - getHeading()));
				}
			}
			// Turning it by only 1 saves us some code size but in radians this
			// value > PI/4 the maximum
			// turn the radar can turn, meaning it will cover the full arc as
			// long as we call it every turn.
			turnRadarRightRadians(1);
		}
	}
 
	public void onScannedRobot(ScannedRobotEvent e) {
		try {
			// Set the most recent scan into our map of enemies
			map[--n] = new Point2D.Double(e.getDistance(), getHeading() + e.getBearing());
		}
		catch(Exception ex) {
			// attempted to scan but it failed, set the number of enemies again
			// we miss an enemy scan but we gain some code size here
			n = getOthers();
		}
	}
	
	static final String table = "\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064" +
			"\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0001" +
			"\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001" +
			"\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" +
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			"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\u0001\u0001\u0001\u0001\u0001" +
			"\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001" +
			"\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064" +
			"\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064" +
			"\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064";
}
Sheldor19:38, 16 February 2013
 

It still seems to hang up on walls fairly easily. Sometimes it looks very nice and avoids them. But sometimes ti drives straight into them and hangs up on them.

But the idea isn't a bad one at all.

Chase20:55, 16 February 2013
 
package cs;

import java.awt.geom.Point2D;
import robocode.AdvancedRobot;
import robocode.ScannedRobotEvent;
import robocode.util.Utils;
 
/**
 * Talon - a Nano Melee robot by Chase
 * 
 * The idea is to avoid driving toward enemy robots, nearer ones are more
 * dangerous to drive towards.
 * 
 * Codesize: 248
 */
public class Talon extends AdvancedRobot {
	private static Point2D.Double[] map = new Point2D.Double[10];
	private static int n;
 
	public void run() {
		//setAdjustGunForRobotTurn(true); //Sheldor: In melee this doesn't really matter.
		//setAllColors(Color.RED); //Sheldor: I'm very sorry. :(
		double angle, bestDanger, danger;
		while(true) {
		
			setAhead((bestDanger = angle = 360) - (5 * getTurnRemaining())); //Sheldor: Slowing down before making big turns makes the wall avoidance much better.
			
			while(angle-- > 0) {
				int t;
				setFire(t = getOthers()); //Sheldor: From Graviton.
				
				//Sheldor: Drive toward the center of the field when the bot gets near a wall.
				//This will only work properly on a 1000/1000 pixel field.
				danger = -Math.abs(Utils.normalRelativeAngleDegrees(angle - Math.toDegrees(Math.atan2(getX() - 500, getY() - 500)))) *
					(table.charAt((int)getX()) + table.charAt((int)getY()));
					
				try {
					while(true) {
						// our most recent scans, unfortunately not enough room
						// to project them
						Point2D.Double v;
						// set our gun to face this nearest enemy
						setTurnGunRight(Utils.normalRelativeAngleDegrees((v = map[--t]).y - getGunHeading()));
						// the difference between current angle we are
						// considering and the enemy
						// multiply it by how close they are, closer is more
						// dangerous to move towards
						danger += 1 / (Math.abs(Utils.normalRelativeAngleDegrees(angle - v.y))) / v.x; //Sheldor: "X / Y" has exactly the same effect as "X * (1 / Y)" but is ~3 bytes smaller.  
					}
				} catch(Exception e) {
					// We don't have room for any kind of sanity checks, also
					// the only way to get out of the loop without
					// having to have a comparison, saves us some code size
				}
				if(danger < bestDanger) {
					bestDanger = danger;
					setTurnRight(Utils.normalRelativeAngleDegrees(angle - getHeading()));
				}
			}
			// Turning it by only 1 saves us some code size but in radians this
			// value > PI/4 the maximum
			// turn the radar can turn, meaning it will cover the full arc as
			// long as we call it every turn.
			turnRadarRightRadians(1);
		}
	}
 
	public void onScannedRobot(ScannedRobotEvent e) {
		try {
			// Set the most recent scan into our map of enemies
			map[--n] = new Point2D.Double(e.getDistance(), getHeading() + e.getBearing());
		}
		catch(Exception ex) {
			// attempted to scan but it failed, set the number of enemies again
			// we miss an enemy scan but we gain some code size here
			n = getOthers();
		}
	}
	
	static final String table = "\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064" +
			"\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0001" +
			"\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001" +
			"\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" +
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			"\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064";
}
Sheldor17:10, 22 February 2013
 

Well it still knocks into walls a good bit, but less then my prototype. But it doesn't hang up on them either. Which is nice. If you are okay, we can brand it wiki or a cs.sheldor and enter it. See how a nano Minimum Risk Movement does.

Chase18:54, 22 February 2013

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