User talk:Realmoonstruck

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Competitive JuniorRobot

I have been trying to make competitive Junior Robots. This the best 1 vs 1 bot I could make till now...

package ne0n;

import robocode.*;

public class JuniorLinear extends JuniorRobot {
	int moveAmount;

	public void run() {
		setColors(black, white, red, orange, purple);
		moveAmount = Math.max(fieldWidth, fieldHeight);
		turnTo(0);

		while (true) {
			bearGunTo(90);
			ahead(moveAmount);
		}

	}

	public void onHitWall() {
		bearGunTo(90);
		turnRight(90);
	}

	public void onHitByBullet() {
		turnGunTo(hitByBulletAngle);
	}

	public void onHitRobot() {
		if (scannedBearing > -90 && scannedBearing < 90)
			back(100);
		else
			ahead(100);

	}

	public void onScannedRobot() {

		double firepower = 3d-2d*((double)scannedDistance/(double)moveAmount);
		double bulletVelocity = 20-3*firepower;
		double offset = Math.toDegrees(Math.asin(scannedVelocity*Math.sin(Math.toRadians(scannedHeading-scannedAngle))/bulletVelocity));
		turnGunTo((int)(scannedAngle + offset));
		fire(firepower);

	}

}

Tis moves in the same was as the Sample Walls. As the name suggests this uses simple trigonometric linear targeting. This has been able to beat all the Sample bots on 1 vs 1. But in melee Walls and SpinBot are beating me each time. I tried to implement some better movement and targeting strategies but couldn't get anything to work till now.

Any help will be appreciated... —Preceding unsigned comment added by Realmoonstruck (talkcontribs)

I am not entirely sure on how JuniorRobots work, but if I might suggest you stick to just radians or just degrees. Looking at your code it looks to be something like a simple linear targeting implementation. Radar handling may help somewhat. — Chase-san 14:21, 14 July 2010 (UTC)
Junior doesn't support radians, but Java Trig use radians. So when use Junior Robot we must convert back and forth. --Nat Pavasant 14:26, 14 July 2010 (UTC)

In sample bots melee it is better to fire head-on since many of sample robots are moving back-and-forth with make it impossible to hit with linear or circular. So in melee Walls and SpinBot will beat you. Maybe you may want to see oldwiki:Girl Robot. It should be quite easy to port over to Junior Robot, with melee features stripped... :( --Nat Pavasant 14:26, 14 July 2010 (UTC)

Thanks, i'll take a look at the girl. As for head-on targeting, I have tried it with no significant change in melee performance but slightly worse than this bot in 1vs1. If radar lock wont work, advanced targeting wont work then all that is left is movement, and this is the best movement strategy that i could work out on Junior. Nobody interested to work on a Junior? —Preceding unsigned comment added by Realmoonstruck (talkcontribs)
One note, is you really don't need a radar lock for advanced targeting. After all, my melee bot Glacier has one of the strongest melee guns in the rumble (maybe even the strongest), however it doesn't lock radar ever, because it never cares about having multiple consecutive ticks. I'm pretty sure I could port it to a Robot or JuniorRobot.
About why people don't use Robot or JuniorRobot much, probably mostly has to do with people not being that interested in the limitation of the robot being only able to move one part at a time. That said, people have experimented with it some in the past in the old "ExtendsRobotCompetition". --Rednaxela 23:08, 14 July 2010 (UTC)
Thanks, that was really helpful. But I have a question, is the radar not being independent the only shortcoming of the Junior? I ask because i have ported the Walls to a junior but still Walls beat me each time in the melee. I cant find any logical explanation for this.

package ne0n; import robocode.*; import java.awt.geom.*; public class JuniorWalls extends JuniorRobot {

boolean peek; int moveAmount; public void run() { moveAmount = Math.max(fieldWidth, fieldHeight); peek = false;

//turn towards the nearest wall double bottomDist = Line2D.ptSegDist(0, 0, fieldWidth, 0, robotX, robotY); double rightDist = Line2D.ptSegDist(fieldWidth, 0, fieldWidth, fieldHeight, robotX, robotY); double topDist = Line2D.ptSegDist(fieldWidth, fieldHeight, 0, fieldHeight, robotX, robotY); double leftDist = Line2D.ptSegDist(0, fieldHeight, 0, 0, robotX, robotY); double minDist = Math.min(Math.min(bottomDist, rightDist), Math.min(topDist, leftDist)); if (topDist == minDist) turnTo(0); else if (rightDist == minDist) turnTo(90); else if (bottomDist == minDist) turnTo(180); else turnTo(270);

ahead(moveAmount); peek = true; bearGunTo(90); turnRight(90);

while (true) { // Look before we turn when ahead() completes. peek = true; // Move up the wall ahead(moveAmount); // Don't look now peek = false; // Turn to the next wall turnRight(90); } } public void onHitRobot() { // If he's in front of us, set back up a bit. if (scannedBearing > -90 && scannedBearing < 90) { back(100); } // else he's in back of us, so set ahead a bit. else { ahead(100); } } public void onScannedRobot() { fire(2); //can't call scan() so moving my gun if (peek) { turnGunRight(1); turnGunLeft(1); } } }

Realmoonstruck 07:49, 15 July 2010 (UTC)