|Movement||Exact path predictor|
|Current Rating|| 1on1 77.1 (80th)
melee 67.75 (9th)
|Code License||open source and comes with no string attached|
RoboRumble - APS: 77.1% (80th), PL: 1002-107 (94th), Survival: 86.57%
MeleeRumble - APS: 67.75% (9th), PL: 377-10 (11th), Survival: 56.6%
What's special about it?
It is based on my own framework. With plug in motion drivers and virtual guns. It tries to dodge bullets from all known guns. Well, it is too CPU demanding, so the list changes depending on the game stage.
How competitive is it?
In 1 on 1 it is still quite weak and hovers below top 100. Since its guns are not very sophisticated. But in melee it is in top 15. Surprisingly, the circular and head on guns do all the work in melee till it gets to the last 2 bots standing, where it uses more bots.
What is under the hood?
See more about it at eem.frame-lib.
How does it move?
See the framework again. But most importantly it tries to dodge the head on gun and circular gun from the closest bot in melee and probabilistically from some others. Once it gets to the last 2 bot standing or 1on1 it dodges more known guns.
How does it fire
Aims to the closest, with potential switch to a more hitable bot like the sitting duck or less lucky bot (who survives less in the previous rounds), also it has a preference for a weak on energy bots.
Great, I want to try it. Where can I download it?
It is in official roborumble and melee listings, look for eem.EvBotNG there. Alternatively, feel free to download the source code and play with it.
I suffer from "not coded here syndrome" so my code is quite original. Though, I took a lot from my own EvBot. You might see uncleaned leftovers of that bot scattered in the source.
Also, its design was influenced by the ideas behind the XanderCat, i.e., modular design and, yet not well implemented by me, idea of components registration for custom calls/events.