Difference between revisions of "Movement Pattern Learning"
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:We will use this counter for choosing the pattern index. | :We will use this counter for choosing the pattern index. | ||
:Index Formula: counterValue / m. | :Index Formula: counterValue / m. | ||
− | :Note: "m" should be >= | + | :Note: "m" should be >= 6. If lower enemy could hit us because of reaction time. We should move more than half of the bot width. |
− | :Calculation: 2 + 4 + 6 | + | :Calculation: 1 + 2 + 3 + 4 + 5 + 6 = 21 > 18 |
:To learn: when we are hit we take the current pattern index and increase it so the next time we use that pattern we will make a different move :and enemy won't be able to hit our bot. | :To learn: when we are hit we take the current pattern index and increase it so the next time we use that pattern we will make a different move :and enemy won't be able to hit our bot. | ||
==Code== | ==Code== | ||
+ | |||
+ | :The code below is bigger than it's normal code size. I used this movement with a nano gun using 17 lateral velocity indices. | ||
+ | :Total code size is 246 bytes. | ||
+ | |||
<syntaxhighlight> | <syntaxhighlight> | ||
public static int patternNum = 30; | public static int patternNum = 30; | ||
Line 43: | Line 47: | ||
<syntaxhighlight> | <syntaxhighlight> | ||
public void onScannedRobot(robocode.ScannedRobotEvent e) { | public void onScannedRobot(robocode.ScannedRobotEvent e) { | ||
− | setTurnRightRadians((e.getBearingRadians()) + | + | setTurnRightRadians((e.getBearingRadians()) + Math.PI / 2); //Staying perpendicular to the enemy to have a large escape angle |
int currentPattern = m[counter / tickPerPattern]; | int currentPattern = m[counter / tickPerPattern]; | ||
int direction = currentPattern % 3 - 1; //Finding the direction to go | int direction = currentPattern % 3 - 1; //Finding the direction to go | ||
Line 61: | Line 65: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
:Learning the correct pattern | :Learning the correct pattern | ||
+ | |||
+ | <syntaxhighlight> | ||
+ | public double wallSmoothing(double x, double y, double currentAngle, int dir) { | ||
+ | if (dir != 0) { | ||
+ | currentAngle += Math.PI / 10 * dir;//This is optional. I use it to get away from the enemy | ||
+ | Rectangle2D battleField = new Rectangle(25, 25, 775, 575); | ||
+ | while (!battleField.contains(x + Math.sin(currentAngle) * 160 * dir, y + Math.cos(currentAngle) * 160 * dir)) { | ||
+ | currentAngle -= Math.PI / 45 * dir; | ||
+ | } | ||
+ | } | ||
+ | return currentAngle; | ||
+ | } | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | :[[Wall Smoothing]] is optional. If you want to use it create the battlefield as a static variable in initialisation and replace | ||
+ | :<syntaxhighlight>setTurnRightRadians((e.getBearingRadians()) + Math.PI / 2)</syntaxhighlight> by <syntaxhighlight>setTurnRightRadians(normalRelativeAngle(wallSmoothing(getX(), getY(), getHeadingRadians() + e.getBearingRadians() + :Math.PI / 2, direction) - getHeadingRadians()))</syntaxhighlight> | ||
==Improvements== | ==Improvements== | ||
− | : | + | :Lowering the code size of [[Wall Smoothing]]. |
+ | |||
+ | :There is a problem with [[Wall Smoothing]]. | ||
+ | :When the bot stops it stops setting it's angle to smooth the wall so when it moves it hits to the wall. | ||
+ | |||
:Having more decisions to make. | :Having more decisions to make. | ||
+ | :For example: | ||
:Current: -8, 0, 8 | :Current: -8, 0, 8 | ||
:After: -8, -4, 0, 4, 8 | :After: -8, -4, 0, 4, 8 | ||
+ | |||
+ | ==Problems to Solve== | ||
+ | :Against [[HOT]] if the enemy shoots the robot it starts being hit too much. |
Latest revision as of 13:59, 19 July 2017
- Patterned Movement
- A movement that keeps using the same patterns.
- Pattern Matching or other learning methods beats it easily but it is still effective in nano bots.
Movement Pattern Learning
- Movement that learns the correct pattern to use.
- In nano bots hitting walls is a big problem but still effective against learning guns.
- Learning
- We think that enemy has a pattern matching gun so it keeps the movement stats of enemy like current velocity, lateral velocity.
- We shouldn't do the same thing again at the same situation if we've been hit before.
- Building
- Create a "int[n]"
- Note: Increasing n slows down learning.
- Make a counter that will increase it's value every tick.
- We will use this counter for choosing the pattern index.
- Index Formula: counterValue / m.
- Note: "m" should be >= 6. If lower enemy could hit us because of reaction time. We should move more than half of the bot width.
- Calculation: 1 + 2 + 3 + 4 + 5 + 6 = 21 > 18
- To learn: when we are hit we take the current pattern index and increase it so the next time we use that pattern we will make a different move :and enemy won't be able to hit our bot.
Code
- The code below is bigger than it's normal code size. I used this movement with a nano gun using 17 lateral velocity indices.
- Total code size is 246 bytes.
public static int patternNum = 30;
public static int tickPerPattern = 15; //We will use a pattern for 15 ticks
public static int movePerPattern = 36;
public static int[] m = new int[patternNum];
public static int counter = 0;
- Initialisation
public void run() {
setTurnRadarRightRadians(Double.POSITIVE_INFINITY);
}
- Turning the radar to find a robot.
public void onScannedRobot(robocode.ScannedRobotEvent e) {
setTurnRightRadians((e.getBearingRadians()) + Math.PI / 2); //Staying perpendicular to the enemy to have a large escape angle
int currentPattern = m[counter / tickPerPattern];
int direction = currentPattern % 3 - 1; //Finding the direction to go
setAhead(direction * movePerPattern);//Move!
counter++;
counter %= (tickPerPattern * patternNum);//We don't want an ArrayIndexOutOfBoundsException
setTurnRadarLeftRadians(getRadarTurnRemaining());//Locking the radar
}
- Movement
public void onHitByBullet(robocode.HitByBulletEvent e) {
m[(counter / tickPerPattern)] += 1; //Changing the direction for not being hit the next time
}
- Learning the correct pattern
public double wallSmoothing(double x, double y, double currentAngle, int dir) {
if (dir != 0) {
currentAngle += Math.PI / 10 * dir;//This is optional. I use it to get away from the enemy
Rectangle2D battleField = new Rectangle(25, 25, 775, 575);
while (!battleField.contains(x + Math.sin(currentAngle) * 160 * dir, y + Math.cos(currentAngle) * 160 * dir)) {
currentAngle -= Math.PI / 45 * dir;
}
}
return currentAngle;
}
- Wall Smoothing is optional. If you want to use it create the battlefield as a static variable in initialisation and replace
- by
setTurnRightRadians((e.getBearingRadians()) + Math.PI / 2)
setTurnRightRadians(normalRelativeAngle(wallSmoothing(getX(), getY(), getHeadingRadians() + e.getBearingRadians() + :Math.PI / 2, direction) - getHeadingRadians()))
Improvements
- Lowering the code size of Wall Smoothing.
- There is a problem with Wall Smoothing.
- When the bot stops it stops setting it's angle to smooth the wall so when it moves it hits to the wall.
- Having more decisions to make.
- For example:
- Current: -8, 0, 8
- After: -8, -4, 0, 4, 8
Problems to Solve
- Against HOT if the enemy shoots the robot it starts being hit too much.