Difference between revisions of "User:BenHorner/Calculations"
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*** BulletHitEvent data collected | *** BulletHitEvent data collected | ||
** robots move | ** robots move | ||
− | *** bullets are fired | + | *** bullets are fired, energy is charged for firing |
− | *** adjust heading | + | *** adjust heading (gun, then radar, then body) |
− | *** | + | *** determine acceleration |
*** adjust velocity | *** adjust velocity | ||
*** adjust position | *** adjust position | ||
+ | *** gun cools | ||
** ScannedRobotEvent data collected | ** ScannedRobotEvent data collected | ||
** events are fired in priority order using previously collected data | ** events are fired in priority order using previously collected data | ||
− | ** robots execute their run() method until their thread is blocked (through action, or time out) | + | ** robots execute their run() method until their thread is blocked (through taking action, or time out) |
---- | ---- | ||
---- | ---- |
Latest revision as of 06:42, 5 March 2021
Units of measure
these are the units I use throughout this page
- time is measured in (t)urns (getTurn())
- distance is measured in (p)ixels
- angles are measured in (d)egrees or (r)adians
- compound units
- movement speed is measured in p/t (ppt)
- rotational speed is measured in d/t (dpt) or r/t (rpt)
- movement acceleration is measured in ppt/t (pptpt)
- there is no automatic rotational acceleration
Movement and Combat
all of this is taken from the [Robocode FAQ] it's just condensed here for my easy use.
- movement values determined in this order:
- heading
- max robot turn rate is 10 - 0.75 * getVelocity() dpt
- acceleration
- accelerating: 1 pptpt
- decelerating: 2 pptpt
- velocity
- max velocity is 8 ppt
- position
- heading
- combat
- tracking
- radar turn rate is 45 dpt
- targeting
- gun turn rate is 20 dpt
- ramming (what counts as "moving towards" when hit?)
- both robots lose 0.6 energy
- ram-er gain 1.2 score points
- hitting the wall
- AdvancedRobots lose energy max(abs(velocity) / 2 - 1, 0);
- firing bullets
- 0.1 <= bullet power (bp) <= 3.0
- firing drains bp energy from firer
- if (bp <= 1) struck robot loses 4 * bp energy
- if (bp > 1) struck robot loses 6 * bp - 2 energy
- firer gains 3 * bp energy when bullet hits
- bullet speed is 20 - 3 * bp
- gun heat (gh)
- bullets cannot be fired when gh > 0
- gh increases 1 + (bp / 5) when a bullet is fired
- gh drops 0.1/turn (by default, can be changed in interface)
- tracking
Scoring
this part is from [The Robocode Help]
- the battle score is the sum of these:
- survival score, 50 points for every robot that died before you
- bonus: if you're last, 10 additional points for each robot that died
- bullet damage, total amount of damage inflicted (including ramming?)
- bonus: if you kill an enemy, 20% of the damage you did to that enemy
- ram damage, 2 time the total amount of damage inflicted by ramming
- bonus: if you kill an enemy by ramming, 30% of the damage you did to that enemy
- survival score, 50 points for every robot that died before you
Anatomy of a turn
this is from [The Game Physics Page] (altered so that everything happens with the same time value)
- each turn these things happen in order:
- time is incremented
- bullets move and check for collisions
- BulletHitEvent data collected
- robots move
- bullets are fired, energy is charged for firing
- adjust heading (gun, then radar, then body)
- determine acceleration
- adjust velocity
- adjust position
- gun cools
- ScannedRobotEvent data collected
- events are fired in priority order using previously collected data
- robots execute their run() method until their thread is blocked (through taking action, or time out)
calculations:
maximize: bppt = bp / ((1+(bp/5))/(cool rate))
= bp * (cool rate) / ((5+bp)/5) = 5 * bp * (cool rate) / (5 + bp)