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Fragment of a discussion from Talk:Gilgalad/movementStrategy
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That is for the gun, but a similar thing is definitely useful in movement. Best would be one log which has data rolling, and one without to handle simple bots and make sure you don't forget anything about them. That trick actually comes from Rednaxela, and possibly even originally ABC. It causes the Kd-Tree to be a bit slower as the match progresses, but works wonders against surfers and is behind my recent-ish PL improvements.

I have a similar view on VCS vs DC - VCS is faster at lookups (obviously, index lookups are O(1)) but less accurate due to the discretisation of both the bins and the segments. However, even in a DC environment VCS has its place: if I were surfing DC I would cache my results in an array just like VCS to make lookups faster when evaluating surfing points. Note, DrussGT's movement doesn't actually use segmented VCS in the movement anymore, but instead lists of hit indexes in each segment. This reduced my storage space and my logging-hits time, and actually reduced my retrieve time as well because many of the hits are different representations of the same original hit (from my many buffers). I did some trickery with weighting the hits to make sure it gives exactly the same results as my VCS with a rolling average would have.

Skilgannon17:29, 29 May 2012