why virtual waves help

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Revision as of 5 September 2012 at 01:57.
This is the thread's initial revision.

why virtual waves help

So, I am wondering why virtual waves help. I think the reason is that many robots make a movement decision every turn, rather than every shot. Excluding that as a reason, as far as I can see, the reasoning behind them would be: "My enemy needs to move at least when I shoot. The GFs he ends up at while moving are related to the final GF. So training based on the intermediate GFs will approximate the final GF." My problems with these reasons are a) I don't like making my gun better for what happens to be common (making a decision about movement every turn) rather than about what should be common. b) I don't want to approximate the final GF, I want to use it exactly.

Am I missing anything about virtual waves that would explain why they are a good idea?

My current plan is to remove them, and then, since my data set will be about 15 times smaller, I could add 5 or so new dimensions like "average turn rate in the past 10 turns", etc. that would hopefully make up for the lost data.

    AW03:57, 5 September 2012