Difference between revisions of "Thread:Talk:GrubbmThree/Planned investigations/reply (15)"

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In the meantime two more ideas next to the two first ones have popped up that show some promise, at least in theory.
 
In the meantime two more ideas next to the two first ones have popped up that show some promise, at least in theory.
 +
 
- At start, turn radar towards the middle of the field. Gains nothing (maybe 0.02 APS) and cost quite some code. So dump it.
 
- At start, turn radar towards the middle of the field. Gains nothing (maybe 0.02 APS) and cost quite some code. So dump it.
 +
 
- Introduce 'wobble'. This shows some promise, but still is rough and needs more exploration. The rough version gains 0.3 APS though.
 
- Introduce 'wobble'. This shows some promise, but still is rough and needs more exploration. The rough version gains 0.3 APS though.
 +
 
- next to headingchange, also keep speedchange into account. Although I can't exactly follow the Robocode rules (accel and decell is 1) this gives approx 0.4 APS.
 
- next to headingchange, also keep speedchange into account. Although I can't exactly follow the Robocode rules (accel and decell is 1) this gives approx 0.4 APS.
 +
 
- my 'prevent wall-shooting' aims in the field and adapts bulletpower to intercept the opponent at that point. This works very well at relatively greater distances. At close range, forget that: Aim in the field and fire full power ! Should gain some 0.x APS
 
- my 'prevent wall-shooting' aims in the field and adapts bulletpower to intercept the opponent at that point. This works very well at relatively greater distances. At close range, forget that: Aim in the field and fire full power ! Should gain some 0.x APS
  
 
It is only a pity that all these things feel a bit 'hacky', while the behaviour of [[MaxRisk]] in a battle has much more natural beauty.
 
It is only a pity that all these things feel a bit 'hacky', while the behaviour of [[MaxRisk]] in a battle has much more natural beauty.

Latest revision as of 15:06, 21 September 2017

In the meantime two more ideas next to the two first ones have popped up that show some promise, at least in theory.

- At start, turn radar towards the middle of the field. Gains nothing (maybe 0.02 APS) and cost quite some code. So dump it.

- Introduce 'wobble'. This shows some promise, but still is rough and needs more exploration. The rough version gains 0.3 APS though.

- next to headingchange, also keep speedchange into account. Although I can't exactly follow the Robocode rules (accel and decell is 1) this gives approx 0.4 APS.

- my 'prevent wall-shooting' aims in the field and adapts bulletpower to intercept the opponent at that point. This works very well at relatively greater distances. At close range, forget that: Aim in the field and fire full power ! Should gain some 0.x APS

It is only a pity that all these things feel a bit 'hacky', while the behaviour of MaxRisk in a battle has much more natural beauty.