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Since then we've had:

  1. Precise Intersection
  2. Precise min/max GFs
  3. Bullet Shadows
  4. Kd-trees (and with them, fast log-based targeting)
  5. Super-survivalist bullet powers
  6. Gunheat waves
  7. Genetic tuning of variables
  8. Shoot-everybody melee gun
  9. Melee surfing

A lot of these ideas were dependant on wave surfing to begin with, I agree a little with Albert's quote, but it was a bit like saying that now that the transistor (or vacuum tube) was developed, suddenly hardware design was over. I would say no, it has only just begun =) Once we had wave surfing, the same ideas and stats which we used for gun we could adapt for movement, although the lower quantities of data posed a whole new set of problems. I would argue that before wave surfing, the tweaking of movement profiles was much more boring than what we are doing now (although definitely had a lower barrier to entry).

Skilgannon18:05, 25 September 2012

K-nearest neighbours/kd-trees and genetic tuning in particular are bleeding edge AI techniques that come from outside the Robocode world.

MN20:46, 25 September 2012

New in terms of statistics, I guess. I'm referencing papers for my MSc from the early '90s which were using kD-Trees to speed up KNN search.

Skilgannon21:02, 25 September 2012