Head on gun in melee

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Fragment of a discussion from User talk:Beaming
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Strictly speaking, Diamond doesn't have any deliberate corner movement strategy, and he certainly doesn't have a hard-coded triangular pattern that he follows. It's just a well-tuned minimum risk movement with some randomness based on recent locations. So hopefully it looks more predictable than it is. :-) One thing he does is precisely predict a few ticks ahead to avoid hitting walls, so his wall smoothing is pretty graceful and that may help him stay in the corners (where it's safer) and still avoid recent locations. Looking at it now, his melee movement is actually a very small amount of code: MeleeMover.java.

As for what's been tried before - my attitude is generally that everything has been tried before ;), but that doesn't mean it's not worth pursuing. Those attempts could have been suboptimal or outright broken and the landscape of competition has changed over time. If I were climbing the Melee ranks, I would certainly consider specialty guns for the top bots. And I have I certainly considered it for Shadow and DrussGT in 1v1. :-)

But no, I don't remember anyone trying that. oldwiki:AreaTargeting came to mind, but looks like something different. Maybe you could formulate something like a GF that's based on a corner / quadrant of the field, the way a GF assumes orbital movement and factors out orbit direction. Like polar coordinates from nearest corner, with 0/north being towards the center of the field.

Voidious (talk)16:18, 11 November 2015

Strictly speaking, Diamond doesn't have any deliberate corner movement strategy, and he certainly doesn't have a hard-coded triangular pattern that he follows. It's just a well-tuned minimum risk movement with some randomness based on recent locations. So hopefully it looks more predictable than it is. :-) One thing he does is precisely predict a few ticks ahead to avoid hitting walls, so his wall smoothing is pretty graceful and that may help him stay in the corners (where it's safer) and still avoid recent locations. Looking at it now, his melee movement is actually a very small amount of code: MeleeMover.java.

As for what's been tried before - my attitude is generally that everything has been tried before ;), but that doesn't mean it's not worth pursuing. Those attempts could have been suboptimal or outright broken and the landscape of competition has changed over time. If I were climbing the Melee ranks, I would certainly consider specialty guns for the top bots. And I have I certainly considered it for Shadow and DrussGT in 1v1. :-)

But no, I don't remember anyone trying that. oldwiki:AreaTargeting came to mind, but looks like something different. Maybe you could formulate something like a GF that's based on a corner / quadrant of the field, the way a GF assumes orbital movement and factors out orbit direction. Like polar coordinates from nearest corner, with 0/north being towards the center of the field.

Beaming (talk)20:51, 11 November 2015

Strictly speaking, Diamond doesn't have any deliberate corner movement strategy, and he certainly doesn't have a hard-coded triangular pattern that he follows. It's just a well-tuned minimum risk movement with some randomness based on recent locations. So hopefully it looks more predictable than it is. :-) One thing he does is precisely predict a few ticks ahead to avoid hitting walls, so his wall smoothing is pretty graceful and that may help him stay in the corners (where it's safer) and still avoid recent locations. Looking at it now, his melee movement is actually a very small amount of code: MeleeMover.java.

As for what's been tried before - my attitude is generally that everything has been tried before ;), but that doesn't mean it's not worth pursuing. Those attempts could have been suboptimal or outright broken and the landscape of competition has changed over time. If I were climbing the Melee ranks, I would certainly consider specialty guns for the top bots. And I have I certainly considered it for Shadow and DrussGT in 1v1. :-)

But no, I don't remember anyone trying that. oldwiki:AreaTargeting came to mind, but looks like something different. Maybe you could formulate something like a GF that's based on a corner / quadrant of the field, the way a GF assumes orbital movement and factors out orbit direction. Like polar coordinates from nearest corner, with 0/north being towards the center of the field.

Skilgannon (talk)20:58, 11 November 2015
 

Strictly speaking, Diamond doesn't have any deliberate corner movement strategy, and he certainly doesn't have a hard-coded triangular pattern that he follows. It's just a well-tuned minimum risk movement with some randomness based on recent locations. So hopefully it looks more predictable than it is. :-) One thing he does is precisely predict a few ticks ahead to avoid hitting walls, so his wall smoothing is pretty graceful and that may help him stay in the corners (where it's safer) and still avoid recent locations. Looking at it now, his melee movement is actually a very small amount of code: MeleeMover.java.

As for what's been tried before - my attitude is generally that everything has been tried before ;), but that doesn't mean it's not worth pursuing. Those attempts could have been suboptimal or outright broken and the landscape of competition has changed over time. If I were climbing the Melee ranks, I would certainly consider specialty guns for the top bots. And I have I certainly considered it for Shadow and DrussGT in 1v1. :-)

But no, I don't remember anyone trying that. oldwiki:AreaTargeting came to mind, but looks like something different. Maybe you could formulate something like a GF that's based on a corner / quadrant of the field, the way a GF assumes orbital movement and factors out orbit direction. Like polar coordinates from nearest corner, with 0/north being towards the center of the field.

Voidious (talk)02:55, 12 November 2015

Strictly speaking, Diamond doesn't have any deliberate corner movement strategy, and he certainly doesn't have a hard-coded triangular pattern that he follows. It's just a well-tuned minimum risk movement with some randomness based on recent locations. So hopefully it looks more predictable than it is. :-) One thing he does is precisely predict a few ticks ahead to avoid hitting walls, so his wall smoothing is pretty graceful and that may help him stay in the corners (where it's safer) and still avoid recent locations. Looking at it now, his melee movement is actually a very small amount of code: MeleeMover.java.

As for what's been tried before - my attitude is generally that everything has been tried before ;), but that doesn't mean it's not worth pursuing. Those attempts could have been suboptimal or outright broken and the landscape of competition has changed over time. If I were climbing the Melee ranks, I would certainly consider specialty guns for the top bots. And I have I certainly considered it for Shadow and DrussGT in 1v1. :-)

But no, I don't remember anyone trying that. oldwiki:AreaTargeting came to mind, but looks like something different. Maybe you could formulate something like a GF that's based on a corner / quadrant of the field, the way a GF assumes orbital movement and factors out orbit direction. Like polar coordinates from nearest corner, with 0/north being towards the center of the field.

Beaming (talk)03:48, 12 November 2015
 
 
 
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