Density Calculations

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Revision as of 15 December 2013 at 16:40.
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Density Calculations

I have been working on a pure anti surfer gun (Not for use against flatteners!) and I am having some trouble implementing firing angle density calculations. I've mostly been testing vs DrussGT with flattener and shooting disabled. Right now I just fire at the nearest neighbor to the current situation, because every time I try to look at more neighbors and use some highest density calculation, it significantly reduces my hitrate. I've tried doing simple things like counting points near each point, and some more advanced stuff with gaussian rolloff for both distance (in kNN) and how near the point is on the GF scale [-1,1]. Help?

    Straw (talk)06:05, 15 December 2013

    Surfers are designed to screw up highest density calculation on purpose.

    You are better off trying to shoot everywhere, except where they were in the past and were hit by your bullets (the highest peak). Peaks which formed only after your last bullet hit still works though, and the easiest way to do this is using data decay. Using less neighbors has the same effect to a lesser extent.

      MN (talk)16:28, 15 December 2013

      Indeed, I use a pretty low K in my anti-surfer gun. Higher than 1 though.

      Also, make sure you're running enough battles to get an accurate measurement. It might be more battles than you think. More than a few bad Robocode conclusions have come from not gathering enough data.

        Voidious (talk)18:40, 15 December 2013