Difference between revisions of "Talk:DrussGT"
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Yes, it uses random() to decide which buffers to use, and which slices for those buffers (ie fine, regular, coarse). Unfortunately I couldn't do every possible buffer, due to memory constraints. So I use random() and make a set of buffers that hopefully covers all the segments fairly evenly. Also, if I used every possible combination I would probably run into problems with execution time while extracting buffers to use and smoothing new hits into the buffers. --[[User:Skilgannon|Skilgannon]] 22:45, 21 February 2009 (UTC) | Yes, it uses random() to decide which buffers to use, and which slices for those buffers (ie fine, regular, coarse). Unfortunately I couldn't do every possible buffer, due to memory constraints. So I use random() and make a set of buffers that hopefully covers all the segments fairly evenly. Also, if I used every possible combination I would probably run into problems with execution time while extracting buffers to use and smoothing new hits into the buffers. --[[User:Skilgannon|Skilgannon]] 22:45, 21 February 2009 (UTC) | ||
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+ | One more question: Does it do hit surfing? I go trough your code to understand the flattener (it easier to understand than Dookious one because my robot base on basic surfer, too.) I've recognize that you only do logHit() on hit and do logFlattener on every waves. Does hit surfer competitive? Or I miss something in your code? Thanks. » <span style="font-size:0.9em;color:darkgreen;">[[User:Nat|Nat]] | [[User_talk:Nat|Talk]]</span> » 02:21, 22 February 2009 (UTC) |
Revision as of 03:21, 22 February 2009
Just going through the algorithm, and I realised that there's a bug in my precise prediction: I'm using the bullet-hit-time of the 'target' point, not the point that I actually reach. This is left over from the days when the only thing my precise prediction checked was whether I could reach the target point. Now, for regular, constant distance surfing this is fine. But the moment I start changing distance my predictions can get a couple ticks off... Basically the less lateral velocity component I have, the more inaccurate my prediction gets. Which is bad against, say, RamBots, and in corner situations. I may have to rethink this algorithm... I've already tested doing an iterative search but it gets way too slow, way too quickly. --Skilgannon 10:47, 27 January 2009 (UTC)
Hi, I just want to know. You had once tell me that DrussGT doesn't call Math.random() in real battle, but it does in development process. Is the random call in development process use to generated all those 100 buffers' slices? Thanks » Nat | Talk » 06:02, 21 February 2009 (UTC)
Again, I'll rework DrussGT and see how it will act if it had 73,728 buffers. (The maximum buffer without duplicated buffer :)) » Nat | Talk » 06:05, 21 February 2009 (UTC)
- My robocode crash after intialize that bot with 73728 buffers! I think it too much :) » Nat | Talk » 07:18, 21 February 2009 (UTC)
Yes, it uses random() to decide which buffers to use, and which slices for those buffers (ie fine, regular, coarse). Unfortunately I couldn't do every possible buffer, due to memory constraints. So I use random() and make a set of buffers that hopefully covers all the segments fairly evenly. Also, if I used every possible combination I would probably run into problems with execution time while extracting buffers to use and smoothing new hits into the buffers. --Skilgannon 22:45, 21 February 2009 (UTC)
One more question: Does it do hit surfing? I go trough your code to understand the flattener (it easier to understand than Dookious one because my robot base on basic surfer, too.) I've recognize that you only do logHit() on hit and do logFlattener on every waves. Does hit surfer competitive? Or I miss something in your code? Thanks. » Nat | Talk » 02:21, 22 February 2009 (UTC)