Stop and Go

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Revision as of 9 April 2019 at 10:40.
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Stop and Go

Hi, I was comparing my robot to Cotillion and EpeeistMicro, and I noticed that my robot gets consistently worse scores against head on and linear targeting bots then the other stop and go bots do. Basilisk gets around 75 - 90% on the simple targeters, while Cotillion and EpeeistMicro get around 90 - 95%. I use Cotillion's formula for the stop and go movement calculation, so I don't know what it is about my robot's stop and go that makes it worse than the others. Could someone take a look at my code and tell me what makes it worse than the other stop and go robots? Thanks!

    Slugzilla (talk)02:35, 8 April 2019

    I posted the code on Basilisk's page so if you want to take a look you don't have to download and extract my robot. Thanks again!

      Slugzilla (talk)02:41, 8 April 2019
       

      I haven't looked at the code, but my guess is your distancing is trying to get away too quickly/steeply, so you sometimes aren't moving a big enough angle laterally to get out of the way, especially with smaller bullet powers.

      The other thing might be that you have false bullet detections.

        Skilgannon (talk)11:47, 8 April 2019

        Hmm, I tried moving around with the movement lateral angle set to 0.3, 0.4, and 0.45, but it didn't seem to do any good. However, I did notice that every so often, Basilisk didn't move when a bullet was fired. I think I will tackle that problem when I have more time this weekend =) Also, it seems my robot gets rammed a lot more often then Cotillion and EpeeistMicro. Against Dalek, approximately every 10 rounds Dalek runs into him, but Cotillion and EpeeistMicro never seem to have this problem. Maybe I'll add some anti ramming code later =) Thanks for the help!

          Slugzilla (talk)03:14, 9 April 2019

          The code seems identical but I have noticed some randomized direction change in Basilisk. It might also be that it gets activated when it's not supposed to.

            Dsekercioglu (talk)06:53, 9 April 2019
             

            Sounds like some bugs or missing factors in the enemy energy tracking.

              Skilgannon (talk)12:40, 9 April 2019