Difference between revisions of "Diamond"
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m (misc info update) |
m (zlib, misc updates) |
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| targeting = [[Dynamic Clustering|Dynamic Clustering]], [[Displacement Vector|Displacement Vectors]] | | targeting = [[Dynamic Clustering|Dynamic Clustering]], [[Displacement Vector|Displacement Vectors]] | ||
| movement = [[Minimum Risk Movement|Minimum Risk Movement]], [[Dynamic Clustering|DC]]/[[GuessFactor|GF]]-[[Wave Surfing|Wave Surfing]] | | movement = [[Minimum Risk Movement|Minimum Risk Movement]], [[Dynamic Clustering|DC]]/[[GuessFactor|GF]]-[[Wave Surfing|Wave Surfing]] | ||
− | | current_version = 1. | + | | current_version = 1.5.4 |
− | | license = [ | + | | license = [http://www.gzip.org/zlib/zlib_license.html zlib] |
− | | download_link = http://www.dijitari.com/void/robocode/voidious.Diamond_1. | + | | download_link = http://www.dijitari.com/void/robocode/voidious.Diamond_1.5.4.jar |
| isOpenSource = yes | | isOpenSource = yes | ||
| isMelee = yes | | isMelee = yes | ||
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| | | | ||
* It's the [[Melee]] King! For now... =) | * It's the [[Melee]] King! For now... =) | ||
− | * The | + | * It may have the strongest gun against [[Random Movement|random movers]]. |
+ | * The Melee and Anti-Surfer guns use [[Displacement Vector|displacement vectors]]. | ||
* It has pretty debugging graphics. | * It has pretty debugging graphics. | ||
|} | |} | ||
; How competitive is it? | ; How competitive is it? | ||
− | : Currently the Melee king and # | + | : Currently the Melee king and #2 in 1v1. |
== Strategy == | == Strategy == | ||
Line 47: | Line 48: | ||
; How does it [[:Category:Targeting|fire]]? | ; How does it [[:Category:Targeting|fire]]? | ||
: The gun uses Dynamic Clustering for data analysis - i.e., [http://en.wikipedia.org/wiki/K-nearest_neighbor_algorithm k-nearest neighbors] to find similar states, and [http://en.wikipedia.org/wiki/Kernel_density_estimation kernel density] among those states to settle on a firing angle. It uses [[Displacement Vector|displacement vectors]] for recording and reconstructing firing angles. It fires a [[Waves|wave]] for each scan and records the vector the enemy traveled along (interpolating missed scans, if necessary), relative to his initial heading and divided by bullet ticks. To reconstruct a firing angle, it applies one of these vectors to the enemy's current location, heading, and distance (bullet ticks). I thought this made more sense for [[Melee]] than [[GuessFactor|GuessFactors]], and it's a lot simpler and more efficient than real play-it-forward. | : The gun uses Dynamic Clustering for data analysis - i.e., [http://en.wikipedia.org/wiki/K-nearest_neighbor_algorithm k-nearest neighbors] to find similar states, and [http://en.wikipedia.org/wiki/Kernel_density_estimation kernel density] among those states to settle on a firing angle. It uses [[Displacement Vector|displacement vectors]] for recording and reconstructing firing angles. It fires a [[Waves|wave]] for each scan and records the vector the enemy traveled along (interpolating missed scans, if necessary), relative to his initial heading and divided by bullet ticks. To reconstruct a firing angle, it applies one of these vectors to the enemy's current location, heading, and distance (bullet ticks). I thought this made more sense for [[Melee]] than [[GuessFactor|GuessFactors]], and it's a lot simpler and more efficient than real play-it-forward. | ||
− | : I'm also experimenting with | + | : I'm also experimenting with various clustering techniques under my [[TripHammer]] banner. |
; How does it select a target to attack/avoid in [[melee]]? | ; How does it select a target to attack/avoid in [[melee]]? | ||
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; What does it save between rounds and matches? | ; What does it save between rounds and matches? | ||
− | : Nothing between matches. Between rounds, it saves all its targeting and movement data, which includes general info about each enemy, a bunch of [[Kd-Tree|kd-trees]], and maps of the trees' data points to displacement vectors | + | : Nothing between matches. Between rounds, it saves all its targeting and movement data, which includes general info about each enemy, a bunch of [[Kd-Tree|kd-trees]], and maps of the trees' data points to displacement vectors and/or [[GuessFactor|GuessFactors]]. |
== Additional Information == | == Additional Information == | ||
Line 64: | Line 65: | ||
; Can I use your code? | ; Can I use your code? | ||
− | : Yes, it's released under the [ | + | : Yes, it's released under the [http://www.gzip.org/zlib/zlib_license.html zlib license]. |
; What's next for your robot? | ; What's next for your robot? | ||
− | : Melee: throne defense. 1v1: | + | : Melee: throne defense. 1v1: Improve head-to-head (PL) performance and chasing [[DrussGT]]. |
; Does it have any [[White Whale|White Whales]]? | ; Does it have any [[White Whale|White Whales]]? |
Revision as of 20:26, 16 March 2010
Diamond | |
Full Size | |
Author(s) | Voidious |
Extends | AdvancedRobot |
Targeting | Dynamic Clustering, Displacement Vectors |
Movement | Minimum Risk Movement, DC/GF-Wave Surfing |
Current Version | 1.5.4 |
Code License | zlib |
Download |
- Sub-pages:
- Version History - Code - DiamondHawk
Background Information
- What's special about it?
|
- How competitive is it?
- Currently the Melee king and #2 in 1v1.
Strategy
- How does it move?
- It uses a Minimum Risk Movement, evaluating a bunch of points around itself and choosing the "safest" (least bad / most good) one. I'm still (endlessly, perhaps) tweaking the parameters, but some of the elements are:
- Considers points in a (randomized radius) circle around itself.
- Stay far away from other bots, weighted by their energy.
- Stay perpendicular to other bots.
- Don't be the closest bot to any other bots (avoid being targeted).
- Some randomizing based on past locations.
- In 1v1, it uses Wave Surfing (algorithm derived from Dookious) with Dynamic Clustering for data analysis.
- How does it fire?
- The gun uses Dynamic Clustering for data analysis - i.e., k-nearest neighbors to find similar states, and kernel density among those states to settle on a firing angle. It uses displacement vectors for recording and reconstructing firing angles. It fires a wave for each scan and records the vector the enemy traveled along (interpolating missed scans, if necessary), relative to his initial heading and divided by bullet ticks. To reconstruct a firing angle, it applies one of these vectors to the enemy's current location, heading, and distance (bullet ticks). I thought this made more sense for Melee than GuessFactors, and it's a lot simpler and more efficient than real play-it-forward.
- I'm also experimenting with various clustering techniques under my TripHammer banner.
- How does it select a target to attack/avoid in melee?
- As of 1.30, it no longer does. It aims at everyone on the battle field at once and tries to hit as many enemies as possible. (Big thanks to Shadow/Melee Gun for the excellent idea.)
- How does the melee strategy differ from one-on-one strategy?
- In 1v1, it switches to a Wave Surfing movement and switches to its 1v1 Virtual Guns.
- What does it save between rounds and matches?
- Nothing between matches. Between rounds, it saves all its targeting and movement data, which includes general info about each enemy, a bunch of kd-trees, and maps of the trees' data points to displacement vectors and/or GuessFactors.
Additional Information
- Where did you get the name?
- Diamond is the ex-superhero name of the main character in Powers, my favorite comic book series. That's how it initially occurred to me, as I like to name all my bots after warriors of some sort. But I'd be lying if I said I didn't think it just sounded cool.
- Can I use your code?
- Yes, it's released under the zlib license.
- What's next for your robot?
- Melee: throne defense. 1v1: Improve head-to-head (PL) performance and chasing DrussGT.
- Does it have any White Whales?
- Shadow, Portia, and Glacier all want the melee throne, and pose the biggest threats in battles. In 1v1, Pris really gives it a whooping, along with all the other usual suspects: Shadow, YersiniaPestis, DrussGT, and Phoenix.
- What other robot(s) is it based on?
- I tried to start with a clean slate on this one. But I did cull some ideas from the wiki and some code from some of my other bots, so I'll just run down a list of credits.
- BrokenSword - General guidance on various things, especially the minimum risk movement and bullet power management.
- Dookious - Diamond's 1v1 movement was directly ported from the Wave Surfing of Dookious, along with a variety of utility functions, including precise prediction code (itself based on Albert's FuturePosition).
- Lukious - The tiniest bit of kernel density code and general guidance on scan distancing.
- HawkOnFire - I never did peek at the code, but it deserves a nod just for the wisdom rozu shared about minimum risk movement via this bot.
- Corbos, Simonton - Corbos for the idea to use a kd-tree to speed up our DC guns, Simonton for the idea of the (much faster for my purposes) bucket variant.