Difference between revisions of "Combat"
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(Energy management with dynamic clustering.) |
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:Old Skool [[Anti-Gravity_Movement|anti-gravity movement]] boosted with [[Precise_Prediction|precise prediction]]/[[Wall_Avoidance|wall avoidance]]. | :Old Skool [[Anti-Gravity_Movement|anti-gravity movement]] boosted with [[Precise_Prediction|precise prediction]]/[[Wall_Avoidance|wall avoidance]]. | ||
− | :It delays [[Wall_Avoidance|wall avoidance]] until the last possible tick | + | :It delays [[Wall_Avoidance|wall avoidance]] until the last possible tick. |
; How does it fire? | ; How does it fire? | ||
− | :[[GuessFactor|Guess factor]] targeting with [[Dynamic_Clustering|dynamic clustering]] segmented data. | + | :[[GuessFactor|Guess factor]] targeting with [[Dynamic_Clustering|dynamic clustering]] segmented data. |
+ | |||
+ | :Using [[Dynamic_Clustering|dynamic clustering]]/[[Wikipedia:Kernel density estimation|kernel density]] to estimate hit rate and choose bullet power. Working well in melee/team thanks to [[Shadow/Melee_Gun|swarm targeting]], shooting power 3 bullets against tight packs of bots :) . Working acceptably against intermediate/weak bots in 1v1, but it sucks against 1v1 surfers :( . | ||
; How does it [[DodgingBullets|dodge bullets]]? | ; How does it [[DodgingBullets|dodge bullets]]? | ||
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*Cool algorithms | *Cool algorithms | ||
:*A [[Kd-tree|k-d tree]] to optimize [[Dynamic_Clustering|dynamic clustering]]. It is skipping turns to the point of being disabled in teamrumble. | :*A [[Kd-tree|k-d tree]] to optimize [[Dynamic_Clustering|dynamic clustering]]. It is skipping turns to the point of being disabled in teamrumble. | ||
− | :*Energy management with [[Dynamic_Clustering|dynamic clustering]] segmented data for hit rate estimation. Should be cool to watch. | + | :*<s>Energy management with [[Dynamic_Clustering|dynamic clustering]] segmented data for hit rate estimation. Should be cool to watch.</s> DONE |
:*[[Maximum_Escape_Angle/Precise|Precise prediction/max escape angle]] calculation. Shooting walls is not cool to watch. | :*[[Maximum_Escape_Angle/Precise|Precise prediction/max escape angle]] calculation. Shooting walls is not cool to watch. | ||
:*Improved [[precise_Prediction|precise prediction]]/[[Wall_Avoidance|wall avoidance]]. It is shaking (turning left and right) when moving near walls. Not cool to watch. | :*Improved [[precise_Prediction|precise prediction]]/[[Wall_Avoidance|wall avoidance]]. It is shaking (turning left and right) when moving near walls. Not cool to watch. | ||
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:*[http://old.robowiki.net/robowiki?SandboxFlattener Curve flattening] for 1v1. | :*[http://old.robowiki.net/robowiki?SandboxFlattener Curve flattening] for 1v1. | ||
− | ; What other robot(s) is it based on? | + | ; What other robot(s) is it based on?The code is 100% original. But I took most of the ideas from RoboWiki. |
− | The code is 100% original. But I took most of the ideas from RoboWiki. | ||
[[Category:Bots|Combat]] | [[Category:Bots|Combat]] |
Revision as of 03:02, 9 January 2012
Background Information
- What's special about it?
It mixes Old Skool techniques I like with a few "modern" techniques with better than expected results.
Strategy
- How does it move?
- Old Skool anti-gravity movement boosted with precise prediction/wall avoidance.
- It delays wall avoidance until the last possible tick.
- How does it fire?
- Guess factor targeting with dynamic clustering segmented data.
- Using dynamic clustering/kernel density to estimate hit rate and choose bullet power. Working well in melee/team thanks to swarm targeting, shooting power 3 bullets against tight packs of bots :) . Working acceptably against intermediate/weak bots in 1v1, but it sucks against 1v1 surfers :( .
- How does it dodge bullets?
- Old Skool shrapnel dodging. Anti-gravity enemy virtual bullets generated with dynamic clustering segmented data. Works well in melee/team and it is cool to watch. Working better than expected in 1v1.
- How does the melee strategy differ from one-on-one strategy?
- It doesn´t, but it will some day.
- How does it select a target to attack/avoid in melee ?
- What does it save between rounds and matches?
- Between matches: Nothing.
- Between rounds: Wave data.
Additional Information
- Where did you get the name?
- From the Atari 2600 game Combat.
- Can I use your code?
- Not open-source.
- What's next for your robot?
- Cool algorithms
- A k-d tree to optimize dynamic clustering. It is skipping turns to the point of being disabled in teamrumble.
Energy management with dynamic clustering segmented data for hit rate estimation. Should be cool to watch.DONE- Precise prediction/max escape angle calculation. Shooting walls is not cool to watch.
- Improved precise prediction/wall avoidance. It is shaking (turning left and right) when moving near walls. Not cool to watch.
- Precise prediction/anti-gravity movement to calculate when to stop. It is vibrating (moving ahead and back) instead of stopping. Not cool to watch.
- Bomb sheltering evaluation to erase enemy virtual bullets.
- Rating improvement
- Go to surfing for 1v1.
- Anti-surfer gun for 1v1.
- Curve flattening for 1v1.
- What other robot(s) is it based on?The code is 100% original. But I took most of the ideas from RoboWiki.