Difference between revisions of "Combat"

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(Targeting, movement in infobox)
(Update version, link, and rankings)
 
(6 intermediate revisions by one other user not shown)
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| movement        = [[Dynamic Clustering|DC]]/[[Wave Surfing|WaveSurfing]] [[Dynamic Clustering|DC]]/[http://old.robowiki.net/cgi-bin/robowiki?action=browse&id=SandboxFlattener&oldid=FlatMovement FlatMovement] [[Anti-Gravity_Movement|Anti-gravity]] [[Dynamic Clustering|DC]]/[http://old.robowiki.net/robowiki?ShrapnelDodging ShrapnelDodging]
 
| movement        = [[Dynamic Clustering|DC]]/[[Wave Surfing|WaveSurfing]] [[Dynamic Clustering|DC]]/[http://old.robowiki.net/cgi-bin/robowiki?action=browse&id=SandboxFlattener&oldid=FlatMovement FlatMovement] [[Anti-Gravity_Movement|Anti-gravity]] [[Dynamic Clustering|DC]]/[http://old.robowiki.net/robowiki?ShrapnelDodging ShrapnelDodging]
 
| released        = 2011
 
| released        = 2011
| current_version = 3.8.2
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| current_version = 3.25.0
| codesize        = 24397
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| download_link  = http://robocode-archive.strangeautomata.com/robots/mn.Combat_3.25.0.jar
| download_link  = http://sites.google.com/site/mnrobocode/robots/mn.Combat_3.8.2.jar
 
 
| isOneOnOne      = true
 
| isOneOnOne      = true
 
| isMelee        = true
 
| isMelee        = true
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; How competitive it is?
 
; How competitive it is?
  
1v1 - #43 APS, #13 PL
+
1v1 - #27 APS, #9 Survival, #10 PL
  
meleerumble - #11 APS, #11 PL
+
meleerumble - #8 APS, #8 Survival, #8 PL
  
teamrumble - #3 APS, #3 PL
+
teamrumble - #1 APS, #1 Survival, #2 PL
  
neoroborumble - #1 APS, #1 PL
+
neoroborumble - #1 APS, #1 Survival, #1 PL
 +
 
 +
gigarumble - #9 APS, #5 Survival, #12 PL
 +
 
 +
meleetop30rumble - #8 APS, #4 Survival
  
 
== Strategy ==
 
== Strategy ==
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:[[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, and owning rammers :) . Working acceptably against intermediate/weak bots in 1v1, but it is a waste of energy against surfers :( .
+
:Using [[Dynamic_Clustering|dynamic clustering]]/[[Wikipedia:Kernel density estimation|kernel density]] to estimate hit rate and choose bullet power. The idea is to search for peaks in [[Wikipedia:Kernel density estimation|kernel density]] and if one is found, switch to aggressive energy management, if not, then stick with survivability energy management. Working well in melee/team thanks to [[Shadow/Melee_Gun|swarm targeting]], shooting power 3 bullets against tight packs of bots, and owning rammers :) . Currently disabled in 1v1 to avoid wasting energy against adaptable movements.
  
 
; How does it [[DodgingBullets|dodge bullets]]?
 
; How does it [[DodgingBullets|dodge bullets]]?
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*Cool algorithms
 
*Cool algorithms
 
:*<s>Energy management with [[Dynamic_Clustering|dynamic clustering]] segmented data for hit rate estimation. Should be cool to watch.</s> DONE
 
:*<s>Energy management with [[Dynamic_Clustering|dynamic clustering]] segmented data for hit rate estimation. Should be cool to watch.</s> DONE
:*Improved [[precise_Prediction|precise prediction]]/[[Wall_Avoidance|wall avoidance]]. It is shaking (turning left and right) when moving near walls. Not cool to watch.
 
:*[[Precise_Prediction|Precise prediction]]/[[Anti-Gravity_Movement|anti-gravity movement]] to calculate when to stop. It is vibrating (moving ahead and back) instead of stopping. Not cool to watch.
 
 
:*[http://old.robowiki.net/robowiki?BombSheltering Bomb sheltering] evaluation to erase enemy virtual bullets.
 
:*[http://old.robowiki.net/robowiki?BombSheltering Bomb sheltering] evaluation to erase enemy virtual bullets.
 
*Rating improvement
 
*Rating improvement
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:*[[Bullet Shadow]] evaluation.
 
:*[[Bullet Shadow]] evaluation.
 
:*A [[Kd-tree|k-d tree]] to optimize [[Dynamic_Clustering|dynamic clustering]].
 
:*A [[Kd-tree|k-d tree]] to optimize [[Dynamic_Clustering|dynamic clustering]].
 +
:*[[Minimum risk]] movement.
 
:*Refining all the above
 
:*Refining all the above
  
 
; What other robot(s) is it based on?
 
; What other robot(s) is it based on?
:[[Shadow]] ([[Shadow/Melee_Gun|swarm targeting]]), [[DrussGT]] (energy management, DC classifiers, [[User:Simonton|Simonton]] wall distance), [[Diamond]] (gaussian kernel function).
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:[[Shadow]] ([[Shadow/Melee_Gun|swarm targeting]]), [[DrussGT]] (energy management, DC classifiers, [[User:Simonton|Simonton]] wall distance, manhattan distance), [[Diamond]] (gaussian kernel function).
 
:[[User:Rednaxela/FastTrig|Rednaxela´s FastTrig]]
 
:[[User:Rednaxela/FastTrig|Rednaxela´s FastTrig]]
  
[[Category:Bots|Combat]]
+
[[Category:Bots|Combat]][[Category:MegaBots|Combat]][[Category:Teams|Combat]]

Latest revision as of 03:32, 1 August 2017

Combat
Atari2600Combat.png
Author(s) MN
Extends TeamRobot
Targeting DC/GuessFactor SwarmTargeting RandomTargeting
Movement DC/WaveSurfing DC/FlatMovement Anti-gravity DC/ShrapnelDodging
Released 2011
Current Version 3.25.0
Download

Background Information

How competitive it is?

1v1 - #27 APS, #9 Survival, #10 PL

meleerumble - #8 APS, #8 Survival, #8 PL

teamrumble - #1 APS, #1 Survival, #2 PL

neoroborumble - #1 APS, #1 Survival, #1 PL

gigarumble - #9 APS, #5 Survival, #12 PL

meleetop30rumble - #8 APS, #4 Survival

Strategy

How does it move?
Multi-mode
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. The idea is to search for peaks in kernel density and if one is found, switch to aggressive energy management, if not, then stick with survivability energy management. Working well in melee/team thanks to swarm targeting, shooting power 3 bullets against tight packs of bots, and owning rammers :) . Currently disabled in 1v1 to avoid wasting energy against adaptable movements.
How does it dodge bullets?
Old Skool shrapnel dodging.
Wave Surfing/Curve flattening.
Enemy virtual bullets generated with dynamic clustering segmented data in both modes.
How does the melee strategy differ from one-on-one strategy?
Anti-gravity in melee/team.
Multi-mode in 1v1
How does it select a target to attack/avoid in melee ?
Swarm targeting.
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
  • Energy management with dynamic clustering segmented data for hit rate estimation. Should be cool to watch. DONE
  • Bomb sheltering evaluation to erase enemy virtual bullets.
  • Rating improvement
What other robot(s) is it based on?
Shadow (swarm targeting), DrussGT (energy management, DC classifiers, Simonton wall distance, manhattan distance), Diamond (gaussian kernel function).
Rednaxela´s FastTrig