Talk:Yatagan/Source

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1.2.02103:50, 14 June 2013
Improvements1515:01, 29 May 2013
Tuning220:26, 19 May 2013
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This looks really cool! The only problem I can see is if the bullet power is below 1, it won't react to fire in the oscillate mode. I also fixed a tiny problem in the number of values in the REVERSE_ON_ENEMY_FIRE block.

Skilgannon (talk)12:04, 4 June 2013

Interesting. Is this functionally different or just for the codesize?
If so how much is it saving?
I remember trying something similar to remove a conditional and replace it with a formula and it came out larger so I ditched the idea. Admittedly I was doing something a little different, but cool if you have gotten it to work for you and gained codesize.

Nz.jdc (talk)14:20, 4 June 2013

I'm curious, what did you try?

Sheldor (talk)04:06, 5 June 2013
 

I noticed the problem with casting the energy drop to an int, but I figured that if an enemy was firing power 1s at a distance of around two hundred pixels, we would be able to get a score of 80+%, even with RM.

@Nz.jdc
This method saves two bytes over the conditional method (just enough to fit setAdjustGunForRobotTurn(true)). I don't think it is functionally different from a conditional check. If it is, I probably did something wrong.

Off Topic: I don't understand how your new Adept movement works. What's the point of moveMode ^= 1? Wouldn't that just return moveMode unchanged?

Sheldor (talk)19:15, 4 June 2013

The old neophyte movement changed moveMode from 1 to -1 and back on every bullet hit. Then used direction *= moveMode to flip between orbit mode and oscillate mode whenever we get hit.

The new adept movement keeps that, but combines it with a yatagan style onDeath lookup table. However note that in adept onDeath uses moveMode += 2. ^ is the XOR operator, so on every bullet hit we toggle the low bit. This allows it to combine pure orbit, switch on death to pure oscillate. Do that a few times as yatagan does, then after several deaths it will go back to toggling between orbit and oscillate on every hit.

Nz.jdc (talk)00:36, 5 June 2013

D'oh! I thought that carets were exponentiation operators. Your movement makes much more sense to me now that I realize they are inequality checks.

Sheldor (talk)04:04, 5 June 2013

Sorry for being all pedantic about it, but I just wanted to make sure you understood that XOR isn't an inequality check.

if you have two numbers say:

a=1000101;

b=1011110;

then c=a^b; sets each bit of c to 1 iff that bit in a is one or that bit in b is 1 but not both. Otherwise the bit is set to 0. So c==0011011 is true.

Again. Sorry for being pedantic but I wanted to make sure that this was clear.

AW (talk)19:02, 6 June 2013

Thanks.

Sheldor (talk)20:26, 6 June 2013
 
 
 

I ran some tests, and it looks like we'd only get a score in the sixties. I'm not worried though, because I don't know of a single bot in the rumble that would fire bullets less than power 1.0 at close range, except in the endgame. And even if there was one, it would likely have a HOT gun, which would be dodged by orbit movement anyway.

Sheldor (talk)18:15, 10 June 2013

Well, let's see how it does! =)

Skilgannon (talk)21:17, 12 June 2013

Hmm, apparently not quite as good as 119. The scores may not have quite stabilised yet, but it has dropped down to second with 78.06 APS, about -1.2 IIRC :(

On the plus side I briefly get to retake the lead :)

Not to worry though, I have the superlatively evil (nasty, unpleasant, dishonourable, cheating or the insult of your choice) version 1.2 of PralDeGuerre under development. Now if only it performs up to the statistical predictions...

Nz.jdc (talk)00:07, 13 June 2013

By the way, how much space is that move change saving? I think Sheldor said 2 bytes.
An alternative that might perform better (can't say for sure, you would have to benchmark it) would be to use the old move, but change the "... - (1.1 - 1e-8) ) <= 1)" to "... - 1) <= 2)".
This is slightly less accurate as the energy detect is .001..3.999 rather than .001..3.001, but it could work better.
You would also need to update the rand chance to be "4 / 0.6*Math.sqrt(..." rather than "3.0/(0.6*Math.sqrt(.." to account for the wider window.

Nz.jdc (talk)00:25, 13 June 2013
 

The drop in score is due to two problems with the table. I just fixed both of them.

Yep, this method of enemy fire detection is two bytes smaller than the previous. The other char based check you just posted would be (going by memory here) only one byte smaller than the original, which would be one byte bigger than my new method.

Sheldor (talk)01:56, 13 June 2013
 
 
 
 
 

Improvements

Wow! This is probably the closest a stable PM bot has ever gotten to dethroning LBB 1.69e. It only has about .3 APS to go!

It seems like we could gain that much just by fine-tuning constants. Any suggestions?

Sheldor17:26, 28 April 2013

Yeah, clearly less aggressive distancing and bullet power helps out a bunch here. Now that we've changed the default distance we also need to change the reverse probability, all those need to go to 29. Also, I really wonder if there isn't some way to reduce the number of sacrifice rounds at the beginning against top-bots. Perhaps have something like what I do in Toorkild with using total enemy damage received to trip the movement modes instead of number of deaths.

Skilgannon22:52, 28 April 2013

Hmm, fewer exploitative rounds would almost certainly increase PL--er, PWIN, but it might reduce APS against weak bots. I suppose we could try going back to four rounds of exploitative movement and see if that helps.

I don't see any plausible mode-selection other than the one we have now. The amount of Codesize we have to work with is far too small to even implement something like Splinter's, let alone Toorkild's.

Sheldor00:47, 29 April 2013
 

You could always enter a few new bots that LBB doesn't have data on. ;) Seems kinda cheap, but hey, you live by the black book, you die by the black book...

Voidious00:09, 29 April 2013

Not with any particular intent, but I have been helping in this direction by updating my nanobots and adding a few new ones ;-)
There is at least one more under development which should eventually get uploaded provided the idea doesn't completely fail in benchmarking.

Nz.jdc (talk)15:11, 27 May 2013
 

I wonder what would happen to the ranking if hideEnemyNames was set to true.

MN16:26, 29 April 2013
 

Would we be able to save a few bytes by eliminating unnecessary casting? For instance, we could make BULLET_POWER an int constant so the anti-ram doesn't have to be cast to a double. (Plus, 2 hard-coded as an int is two bytes cheaper than 2 hard-coded as a double.) Also, we could make DISTANCE_FACTOR a double constant so it doesn't get cast as a double when we use it to divide getVelocity().

I'm somewhat surprised by the ~0.1% drop in APS after changing match length reduction. It seems it tried too hard to predict random movement and got fooled more easily. I guess we'll go back to 1.1.4's method, unless you have any other ideas.

Sheldor (talk)03:39, 27 May 2013

I don't think a much longer match length so much predicts random movement as it does oscillators that don't use random numbers.

Anyway, I made those changes, and the bullet power one saves us a single byte. Not sure what to do with two bytes though...

Skilgannon (talk)08:47, 27 May 2013

I might have another byte for you. I have been doing some experimenting my my movement code and obviously also looking at yatagan since it is the best. One tweak I have tried (but not yet benchmarked or verified) that looks like it saves one byte is to not use infinity for direction. This then allows you to use direction rather than getVelocity() in the turning code, which should save a byte. Something like:

 private final static double VERY_BIG            = 1e+200;
private final static double CLOSE_FACTOR = VERY_BIG * 430;
...
turnRadarRightRadians(direction = VERY_BIG);
...
setTurnRightRadians(Math.cos((rd = e.getBearingRadians()) - (e.getDistance() - PREFERRED_RANGE) * (direction / CLOSE_FACTOR)));


This should work provided there is nothing weird in the robocode radar which will cause issues without the infinity.

Nz.jdc (talk)15:07, 27 May 2013

That's a very cool idea. The only thing I'd be concerned about is the radar, since it will subtract the amount it turns from the getRadarTurnRemainingRadians() and could eventually run out (although not really an issue if it is 1e200). Perhaps by reading in degrees and writing in radians for the infinity lock we could negate that, though. In fact, we could probably get away with a smaller value. I'll give it a spin when I get home.

Skilgannon (talk)15:24, 27 May 2013

Looks like it works ok. I was worried about depletion too, especially when I saw you use 48 (any reason for that number in particular?), then I actually thought about it and noted the rad/deg growth, so anything down to 2PI should be ok :)

Nz.jdc (talk)02:45, 29 May 2013
 
 
 
 

Is there any way we could store a negative char value and get rid of the

- (1.1 - 1e-8)

code?

Sheldor (talk)20:11, 27 May 2013

I don't think so. That is there for the bullet detection, and the char value is multiplied by the random so if we used it for bullet detection it wouldn't be reliable. We're down to 246 bytes though, so any ideas of what else to add?

I think I identified where the score difference between 1.1.6 and 1.1.4 crept in, it was from Yatagan stopping if the radar slipped. My local tests show that increasing the direction to 48 fixes the bots that had the biggest score discrepancies.

Skilgannon (talk)21:09, 27 May 2013
 
 

I'm putting out those latest changes now, but there are some things I want to try in isolation (ie. no other changes):

  • Putting orbiting first instead of oscillating (I'm not sure if the improved score came from that or the anti-ram)
  • Making the reversing constant bigger and smaller (just for kicks, since that is originally tuned for GF bots and we are dealing with PM)

I also think there might be some points that can be gained in embedding some common StopNGo patterns and orbiting patterns in the initial gun string.

Any other ideas?

Skilgannon22:43, 4 May 2013

Well, firing power 2's most of the time seems to work well for Sabreur, Caligula, and Fuatisha.

Sheldor22:50, 4 May 2013

Ah, yeah, good one, since we don't have to worry about rambots now.

Skilgannon22:52, 4 May 2013
 
 
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