Stop and Go

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Fragment of a discussion from Talk:Basilisk
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Sounds like some bugs or missing factors in the enemy energy tracking.

Skilgannon (talk)10:40, 9 April 2019

I don't think so, it both counts hit bullets and energy gains in the bot. Maybe try printing different movement modes on the console to see if they are being switched abnormally?

Dsekercioglu (talk)14:07, 9 April 2019

The randomized direction change is only supposed to be activated when its using random movement, but I'll add some print statements to make sure. Thanks!

Slugzilla (talk)21:20, 9 April 2019

Maybe I should move the stop and go into the onScannedRobot event instead of its current goTo void. Currently I am using prevEnergy > enemyEnergy, with enemyEnergy being called every tick and prevEnergy being called right after moving. If I move it into the onScannedRobot event, and use prevEnergy > e.getEnergy(), do you think that would fix some of its problems? Thanks!

Slugzilla (talk)21:25, 9 April 2019

As long as you are checking if delta energy is between 0.1 and 3.0 there shouldn’t be any problems. I think that your current system of upgrading enemy energy is working but I’m not sure.

Dsekercioglu (talk)21:35, 9 April 2019

Currently I am just checking if the energy drop is greater than 0.1. I'll add a 3.0 segment later to fix that up. By the way, congratulations on Partial getting #23! The race is neck to neck =)

Slugzilla (talk)22:34, 9 April 2019
Oops, you might want to use 0.099 < e < 3.01. Sometimes energy 3.0 and 0.1 won’t be detected.
Partial is using Simonton’s PM Gun so there is a lot to improve. You might have noticed its low Pwin. I am prettt sure Basilisk will enter top 20 when the bug is fixed though.
Dsekercioglu (talk)04:51, 10 April 2019

Oh sorry, i misspoke. I check if the energy drop is greater than the previous energy, so 0.1 should register. Are you going to add on to the PM gun or maybe try out a guessfactor gun?

Slugzilla (talk)21:34, 10 April 2019
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