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Most energy management strategies are based on estimating hit rate and then using high bullet powers with high hit rates and low bullet powers with low hit rates.
When calculating kernel density, Combat uses a uniform kernel and checks the density. If there are k waves and x uniform kernels overlapping, it assumes hit rate is x/k. Then bullet power is adjusted accordingly.
Works well in melee. High bullet powers against tight packs of bots, and low bullet powers against lone bots. Low bullet powers against flat profiles, and high bullet powers when spikes are detected.
Maybe simply counting how many bullets hit and how many miss is more accurate, but kernel density is cool.
MN