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18:50, 16 December 2013 Voidious (talk | contribs) New reply created (Reply to Curve Flattening Detection?)
06:31, 16 December 2013 Chase-san (talk | contribs) New reply created (Reply to Curve Flattening Detection?)
14:52, 15 December 2013 MN (talk | contribs) New reply created (Reply to Curve Flattening Detection?)
00:53, 15 December 2013 Straw (talk | contribs) New reply created (Reply to Curve Flattening Detection?)
17:44, 14 December 2013 MN (talk | contribs) New reply created (Reply to Curve Flattening Detection?)
17:44, 13 December 2013 Straw (talk | contribs) New reply created (Reply to Curve Flattening Detection?)
17:23, 13 December 2013 Voidious (talk | contribs) New reply created (Reply to Curve Flattening Detection?)
15:28, 13 December 2013 MN (talk | contribs) Comment text edited  
15:27, 13 December 2013 MN (talk | contribs) Comment text edited  
15:22, 13 December 2013 MN (talk | contribs) New reply created (Reply to Curve Flattening Detection?)
07:20, 13 December 2013 Straw (talk | contribs) New thread created  

Curve Flattening Detection?

Has anyone figured out a statistical test which gives a good prediction of the state of an enemy surfer's flattener? It seems that it might be useful in targeting to figure out if they are using a flattener or not.

Straw (talk)07:20, 13 December 2013

Combat measures the peak in kernel density estimation. Low peaks are a sign of curve flattening. But it is used only for energy management. Low power bullets against flatteners, max power bullets against predictable movements.

And I'm using it in melee/team only. Doesn't work against surfers since they create peaks to screw up your data on purpose.

MN (talk)15:22, 13 December 2013
 

While you're at it, detecting if they're surfing at all might be good to have. One thought I've had on that is detecting if their attack angle is relative to you or the wave sources.

Voidious (talk)17:23, 13 December 2013

Current virtual gun systems seem to do a pretty good job deciding if they are surfing or not: until they start flattening.

Straw (talk)17:44, 13 December 2013
 

Combat heading is not perpendicular to either bots or waves. It's heading aims to maximize MEA instead.

MN (talk)17:44, 14 December 2013

How do you determine the best attack angle to maximize MEA?

Straw (talk)00:53, 15 December 2013

According to MEA formula, heading should be perpendicular to a bullet path targeted using head-on targeting. It IS perpendicular movement, but keep moving straight until the wave hits, instead of turning as in orbital movement.

When there are 2 or more waves flying in your direction it becomes more complex, but Combat assumes there is only 1 wave.

If close to walls, then heading should create the longest path which would hit the wall at the same time the wave hits. Combat calculates which point in the wall coincides with waves hitting it with PPMEA. It could also be calculated with precise MEA.

The side-effect is dynamic distancing becoming hard to perform.

MN (talk)14:52, 15 December 2013
 
 

"One thought I've had on that is detecting if their attack angle is relative to you or the wave sources."

That doesn't work with all robots, some surf relative to the enemy robot, rather then the wave source (such as Seraphim).

Chase06:31, 16 December 2013

So it's obviously not perfect, but I still think it's a useful signal. A reliable surf-detection system would probably need quite a few of them.

Voidious (talk)18:50, 16 December 2013