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02:22, 16 June 2019Slugzilla (Talk | contribs)New reply created (Reply to Ideal amount of segments)
11:35, 15 June 2019GrubbmGait (Talk | contribs)New reply created (Reply to Ideal amount of segments)
10:16, 15 June 2019Xor (Talk | contribs)New reply created (Reply to Ideal amount of segments)
02:21, 15 June 2019Slugzilla (Talk | contribs)New thread created 

Hi, how much segmentation can you add to a gun before the benefit of the segmentation is lost due to the added noise created by the segment? I noticed many MiniBots only have 5-6 different segments in their guns. I don't know if this is because of the codesize requirements or because too many segments create too much noise in the enemy's movement profile. Thanks!

Slugzilla (talk)02:21, 15 June 2019

You can use as much segments as possible, as long as you keep enough data points within given segment.

Experience is that those bots aren’t using 5-6 segments because of code size, but increasing dimensions further decreases data points greatly. To solve this, advanced bots use many buffers.

Xor (talk)10:16, 15 June 2019
 

Also, not all segments are useful. If your bot keeps its preferred distance quite aggressively, a distance segment is not very useful against the majority of opponents. So therefor multiple buffers with different weighting of the segments can be more beneficial. Or only going further down the segmentation tree if enough datapoints are available there. Some bots only use two segments early in the game and increase it later on.

GrubbmGait (talk)11:35, 15 June 2019
 

Alright, thanks for the input. I think I'll add a wall index and then start work on adding some buffers =)

Slugzilla (talk)02:22, 16 June 2019
 
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