Difference between revisions of "Thread:Talk:RoboJogger/How Scoring Works/reply"
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(Reply to How Scoring Works) |
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− | MOVEMENT_CHALLENGE is generally "100 - (bullet damage taken / total rounds)", or "return 100 - (opponent.bulletDamage / (double)numRounds)". | + | MOVEMENT_CHALLENGE is generally "100 - (bullet damage taken / total rounds)", or "return 100 - (opponent.bulletDamage / (double)numRounds)". Though if you can get the Energy Conserved, that might be approximately the same. |
BULLET_DAMAGE is AVERAGE_BULLET_DAMAGE. | BULLET_DAMAGE is AVERAGE_BULLET_DAMAGE. | ||
Otherwise I think it looks correct. | Otherwise I think it looks correct. | ||
+ | |||
+ | Also keep in mind that RoboRunner supports melee battles last I checked, so a single RobotScore opponent may not be sufficient unless you add up all the opponents data into that one entry. Even then, I am not sure if the math works out correctly, especially with my definition MOVEMENT_CHALLENGE. |
Latest revision as of 16:59, 25 December 2012
MOVEMENT_CHALLENGE is generally "100 - (bullet damage taken / total rounds)", or "return 100 - (opponent.bulletDamage / (double)numRounds)". Though if you can get the Energy Conserved, that might be approximately the same.
BULLET_DAMAGE is AVERAGE_BULLET_DAMAGE.
Otherwise I think it looks correct.
Also keep in mind that RoboRunner supports melee battles last I checked, so a single RobotScore opponent may not be sufficient unless you add up all the opponents data into that one entry. Even then, I am not sure if the math works out correctly, especially with my definition MOVEMENT_CHALLENGE.