Virtual Gun array settings?
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This discussion about CC VG may help, though I've never experimented with it since I have other things to improve besides my VG. Link
Intuitively when you put two similar guns, it's hard for the VG to actually differentiate between the two. On the other hand, when you have two totally different guns against a learner, you are on the case that when you are scoring your secondary gun, he is actually reacting to your primary gun, and if they are really different the hit rate may not be so meaningful.
Anyway, most of the top bots today use a simple VG array based on hit rate, so their authors must have experimented more with the weighting schemes than with the strategy of picking the best gun.
Since AS guns are secondary (most targets still don't have strong surfing movement), imo it's worth sacrificing it a little bit to make sure it is not chosen against non-adaptive targets.
But the problem with the former, in my experiments, is that the AS gun is firing almost the same with main gun a lot of time, and winning in border cases with luck (when main gun and AS gun is both firing at the right direction, but main gun miss by, say 1px). But even against non-adaptive targets, how bad the combination did, comparing with solo, also surprised me. (against RaikoMicro, sometimes the rating says even the AS gun solo is better than the combination)
Virtual guns against a surfer is nasty business, since your gun learns a movement that will change once the VG enables it. I tried to keep my VG array to a minimum, and instead focus on making 2 really good guns, plus a random gun for future proofing.