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Time | User | Activity | Comment |
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23:13, 30 October 2017 | Rsalesc (talk | contribs) | New thread created | |
23:14, 30 October 2017 | Rsalesc (talk | contribs) | Comment text edited | |
23:21, 30 October 2017 | Rsalesc (talk | contribs) | Comment text edited | |
10:55, 31 October 2017 | Skilgannon (talk | contribs) | New reply created | (Reply to timeSinceDirChange bug) |
11:10, 31 October 2017 | Xor (talk | contribs) | New reply created | (Reply to timeSinceDirChange bug) |
Hey, I was trying to plug Druss' gun into Knight (to do some experiments using my MEA/preciseIntersection/features calculations to see if they break your gun) and I noticed something interesting in the code.
I looked throughout the wiki and found nothing about it being a known bug (and probably performance enchancing?), so I'll put it here anyway.
In the onScannedRobot() method, you override the "lastDirection" variable with the new direction value before updating "timeSinceDirChange". This causes this variable to be incremented at every scan, as you increment it if(lastDirection == direction). So, the normalized version 1/(1+2x) goes quickly towards zero during the round, which is probably almost the same as having a very low weight for this feature.
Not sure when you introduced this, but maybe it is worth fixing it in the future for a possible programmatic tuning round.
That certainly isn't intended behaviour, and might also explain why I was never able to get much benefit from this attribute. Thanks!