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Yup its closed source, I didn't realise that Robocode packed source with the robot by default - how do people stop this?
I'm not too bothered with people looking at the code, I did say I would write some more details on how I did the movement once I had it working better against more complicated guns, but I don't want people just copying my hard work directly line for line!
Once I've written it up people can re-implement it if they choose but Chase has it pretty much working correctly. I do use gun-waves to keep track of enemy bullet positions, not guess-factors. I'm not sure if it will ever be as effective as true wave surfing but it should work in melee without any alteration as long as I generate waves and bullet positions for all bots not just one target!
There should be a checkbox for including the source when you go to package the robot. Gun-waves usually refer to the waves your gun creates for targeting purposes. I think the other is usually just referred to as enemy waves.
But it is possible to use waves without guess factors, but it makes the process more complicated.
I also use waves to keep track of enemy bullet positions, but I use guess factors to guess bullet's headings. The wave works as a collection of incoming virtual bullets. They all share the same center, fire time and bullet power, but each virtual bullet has a different heading.
Yup thats pretty much how I am using waves. Each wave has a payload that currently is virtual gun data, but I can add Guess Factors in the future. What Agent Smith doesn't do is surf the waves in a traditional sense for movement. It uses predicted x,y positions of enemy bullets over the next 50 ticks to work out a safe path over the those 50 ticks.
It will eventually use guess factors to work out where the most likely enemy bullet positions are but that is something I will work on next. At the moment it simply predicts head on, linear and circular bullet positions simultaneously without knowing which one is being used.
I tried something like that once, I found it wanted to drive away from the enemy along the path of the bullets far to often, rather then the much safer perpendicular movement. But that was well before I managed to get beyond about rank 50.
I don't think mine has that problem as long as it can track predicted bullet positions accurately. I.e versus linear, head on and circular targeting its pretty damn effective. I've yet to implement guess factor targeting. Once that is in I can add it into the movement to try to predict bullet positions of more advanced targeting methods.
It'll be interesting to see if that helps things or not! :)
If you make it dodge GF Targeting, it will be a Sandbox Flattener, and then it is only a small step to surfer. A good SBF should get you to into the top 100.
Once you get a SBF, it is only bullet hit detection away from being a surfer.