Difference between revisions of "User:Voidious/Optimal Velocity"
(attempt at getMaxVelocity version) |
RednaxelaBot (talk | contribs) m (Using <syntaxhighlight>.) |
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+ | __TOC__ | ||
+ | == First attempt == | ||
+ | |||
I don't want to clutter the [[Talk:Robocode/Game Physics]] page with full versions of this, but I want the updated full version somewhere... The goal is to go <code>distance</code> in the fewest number of ticks, limited by <code>Rules.ACCELERATION</code>, <code>Rules.DECELERATION</code>, and <code>currentCommands.getMaxVelocity()</code>. | I don't want to clutter the [[Talk:Robocode/Game Physics]] page with full versions of this, but I want the updated full version somewhere... The goal is to go <code>distance</code> in the fewest number of ticks, limited by <code>Rules.ACCELERATION</code>, <code>Rules.DECELERATION</code>, and <code>currentCommands.getMaxVelocity()</code>. | ||
− | < | + | <syntaxhighlight> |
private void updateMovement() { | private void updateMovement() { | ||
double distance = currentCommands.getDistanceRemaining(); | double distance = currentCommands.getDistanceRemaining(); | ||
Line 115: | Line 118: | ||
return distance; | return distance; | ||
} | } | ||
− | </ | + | </syntaxhighlight> |
* Version 1 posted in-line at [[Talk:Robocode/Game Physics]]. | * Version 1 posted in-line at [[Talk:Robocode/Game Physics]]. | ||
* Version 2 bounds newVelocity by speed + Rules.ACCELERATION and sets a min of 2 for the number of ticks to split the extra distance over. | * Version 2 bounds newVelocity by speed + Rules.ACCELERATION and sets a min of 2 for the number of ticks to split the extra distance over. | ||
− | + | == getMaxVelocity solution == | |
Phrasing this a different way, we might try to figure out the max velocity we can go now and still decelerate to a given distance. I think this works, and it does seem like a much more elegant solution. | Phrasing this a different way, we might try to figure out the max velocity we can go now and still decelerate to a given distance. I think this works, and it does seem like a much more elegant solution. | ||
− | < | + | <syntaxhighlight> |
double getMaxVelocity(double distance) | double getMaxVelocity(double distance) | ||
{ | { | ||
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return i * i; | return i * i; | ||
} | } | ||
− | </ | + | </syntaxhighlight> |
I derived this by first mapping some things out for different distances, then dissecting it: | I derived this by first mapping some things out for different distances, then dissecting it: | ||
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* (6, 12] - 4 + ((distance-6)/3) | * (6, 12] - 4 + ((distance-6)/3) | ||
* (12, 20] - 6 + ((distance-12)/4) | * (12, 20] - 6 + ((distance-12)/4) | ||
+ | |||
+ | == Hijack 2 == | ||
+ | |||
+ | Ok, another hijack here. I took Skilgannon's much-reduced version of the code from [[Talk:Positive/Optimal Velocity]], fixed up some white space formatting because I'm OCD, and added support for Fnl's new decel-through-zero rules. | ||
+ | <syntaxhighlight> | ||
+ | private static double getNewVelocity(double velocity, double distance) { | ||
+ | if (distance < 0) | ||
+ | // If the distance is negative, then change it to be positive | ||
+ | // and change the sign of the input velocity and the result | ||
+ | return -getNewVelocity(-velocity, -distance); | ||
+ | |||
+ | final double goalVel; | ||
+ | if(distance == Double.POSITIVE_INFINITY) | ||
+ | goalVel = currentCommands.getMaxVelocity(); | ||
+ | else | ||
+ | goalVel = Math.min(getMaxVelocity(distance), | ||
+ | currentCommands.getMaxVelocity()); | ||
+ | |||
+ | if(velocity >= 0) | ||
+ | return Math.max(velocity - Rules.DECELERATION, | ||
+ | Math.min(goalVel, velocity + Rules.ACCELERATION)); | ||
+ | //else | ||
+ | return Math.max(velocity - Rules.ACCELERATION, | ||
+ | Math.min(goalVel, velocity + maxDecel(-velocity))); | ||
+ | } | ||
+ | |||
+ | final static double getMaxVelocity(double distance) { | ||
+ | final double decelTime = Math.max(1,Math.ceil( | ||
+ | //sum of 0... decelTime, solving for decelTime using quadratic formula | ||
+ | (Math.sqrt((4*2/Rules.DECELERATION)*distance + 1) - 1)/2)); | ||
+ | |||
+ | final double decelDist = (decelTime / 2.0) * (decelTime-1) // sum of 0..(decelTime-1) | ||
+ | * Rules.DECELERATION; | ||
+ | |||
+ | return ((decelTime - 1) * Rules.DECELERATION) + | ||
+ | ((distance - decelDist) / decelTime); | ||
+ | } | ||
+ | |||
+ | private static double maxDecel(double speed) { | ||
+ | double decelTime = speed / Rules.DECELERATION; | ||
+ | double accelTime = (1 - decelTime); | ||
+ | |||
+ | return Math.min(1, decelTime) * Rules.DECELERATION + | ||
+ | Math.max(0, accelTime) * Rules.ACCELERATION; | ||
+ | } | ||
+ | </syntaxhighlight> | ||
+ | The only functional change is replacing Rules.DECELERATION with maxDecel(-velocity) in the one spot. --[[User:Voidious|Voidious]] 15:55, 16 July 2009 (UTC) | ||
[[Category:Source Code]] | [[Category:Source Code]] |
Latest revision as of 09:38, 1 July 2010
First attempt
I don't want to clutter the Talk:Robocode/Game Physics page with full versions of this, but I want the updated full version somewhere... The goal is to go distance
in the fewest number of ticks, limited by Rules.ACCELERATION
, Rules.DECELERATION
, and currentCommands.getMaxVelocity()
.
private void updateMovement() {
double distance = currentCommands.getDistanceRemaining();
if (Double.isNaN(distance)) {
distance = 0;
}
velocity = getNewVelocity(velocity, distance);
double dx = velocity * sin(bodyHeading);
double dy = velocity * cos(bodyHeading);
x += dx;
y += dy;
if (dx != 0 || dy != 0) {
updateBoundingBox();
}
if (distance != 0) {
currentCommands.setDistanceRemaining(distance - velocity);
}
}
/**
* Returns the new velocity based on the current velocity and distance to move.
*
* @param velocity the current velocity
* @param distance the distance to move
* @return the new velocity based on the current velocity and distance to move
*/
private double getNewVelocity(double velocity, double distance) {
// If the distance is negative, then change it to be positive and change the sign of the input velocity and the result
if (distance < 0) {
return -getNewVelocity(-velocity, -distance);
}
double newVelocity;
// Get the speed, which is always positive (because it is a scalar)
final double speed = Math.abs(velocity);
if (velocity < 0) {
// Check if we are decelerating, i.e. if the velocity is negative.
newVelocity = speed - Rules.DECELERATION;
// Check if we are going from deceleration into acceleration
if (newVelocity < 0) {
// If we have decelerated to velocity = 0, then the remaining time must be used for acceleration
double decelTime = speed / Rules.DECELERATION;
double accelTime = (1 - decelTime);
// New velocity (v) = d / t, where time = 1 (i.e. 1 turn). Hence, v = d / 1 => v = d
// However, the new velocity must be limited by the max. velocity
newVelocity = Math.min(Rules.ACCELERATION * accelTime, distance));
// Note: We change the sign here due to the sign check later when returning the result
velocity *= -1;
}
} else {
// Deceleration distance (d) is calculated iteratively due to Robocode's
// discrete time system.
final double decelDist = decelDistance(speed);
// Deceleration ticks is the number of ticks it will take to get to
// zero velocity.
final long decelTime = Math.round( // VOIDIOUS: for rounding errors? maybe unnecessary
Math.ceil((speed - Rules.DECELERATION) / Rules.DECELERATION));
// The maximum distance coverable with an equivalent decelTime
final double decelTimeMaxDist = ((decelTime + 1) / 2.0) * decelTime // sum of 1..decelTime
* Rules.DECELERATION;
if (distance <= Rules.DECELERATION) {
// If we can cover remaining distance and then completely stop,
// set speed = distance
newVelocity = Math.max(speed - Rules.DECELERATION, distance);
} else if (distance <= decelTimeMaxDist) {
// If we can cover distance in decelTime, split any extra
// distance (between decelDist and distance) over decelTime
// ticks
newVelocity = speed - Rules.DECELERATION +
((distance - decelDist) / decelTime);
} else {
// If we need more than decelTime ticks, try to spread the
// extra distance over (decelTime + 1) ticks. This will just max
// the acceleration if it needs to (ie, if we need more ticks).
// VOIDIOUS: I think this part would break if Rules.ACCELERATION
// were set above Rules.DECELERATION; we might need an
// extra case or something. Doh. =(
newVelocity = Math.min(speed + Rules.ACCELERATION,
(decelTime * Rules.DECELERATION) +
((distance - decelTimeMaxDist) / Math.max(decelTime + 1, 2)));
}
}
// VOIDIOUS: I think it makes more sense to do this here; no need to decelerate maximally
// if you don't need to to accomodate a new setMaxVelocity.
newVelocity = Math.max(speed - Rules.DECELERATION,
Math.min(speed + Rules.ACCELERATION,
Math.min(newVelocity, currentCommands.getMaxVelocity())));
// Return the new velocity with the correct sign. We have been working with the speed, which is always positive
return (velocity < 0) ? -newVelocity : newVelocity;
}
private static final double decelDistance(double speed){
double distance = 0;
while(speed > 0){
speed = Math.max(0,speed - Rules.DECELERATION);
distance += speed;
}
return distance;
}
- Version 1 posted in-line at Talk:Robocode/Game Physics.
- Version 2 bounds newVelocity by speed + Rules.ACCELERATION and sets a min of 2 for the number of ticks to split the extra distance over.
getMaxVelocity solution
Phrasing this a different way, we might try to figure out the max velocity we can go now and still decelerate to a given distance. I think this works, and it does seem like a much more elegant solution.
double getMaxVelocity(double distance)
{
long decelTime = decelTime(distance);
double decelDist = (decelTime / 2.0) * (decelTime-1) // sum of 0..(decelTime-1)
* Rules.DECELERATION;
return ((decelTime - 1) * Rules.DECELERATION) +
((distance - decelDist) / decelTime);
}
long decelTime(double distance) {
long x = 1;
do {
// (square(x) + x) / 2) = 1, 3, 6, 10, 15...
if (distance <= ((square(x) + x) / 2) * Rules.DECELERATION) {
return x;
}
x++;
} while (true);
}
long square(long i) {
return i * i;
}
I derived this by first mapping some things out for different distances, then dissecting it:
- [0, 2] - distance
- (2, 6] - 2 + ((distance-2)/2)
- (6, 12] - 4 + ((distance-6)/3)
- (12, 20] - 6 + ((distance-12)/4)
Hijack 2
Ok, another hijack here. I took Skilgannon's much-reduced version of the code from Talk:Positive/Optimal Velocity, fixed up some white space formatting because I'm OCD, and added support for Fnl's new decel-through-zero rules.
private static double getNewVelocity(double velocity, double distance) {
if (distance < 0)
// If the distance is negative, then change it to be positive
// and change the sign of the input velocity and the result
return -getNewVelocity(-velocity, -distance);
final double goalVel;
if(distance == Double.POSITIVE_INFINITY)
goalVel = currentCommands.getMaxVelocity();
else
goalVel = Math.min(getMaxVelocity(distance),
currentCommands.getMaxVelocity());
if(velocity >= 0)
return Math.max(velocity - Rules.DECELERATION,
Math.min(goalVel, velocity + Rules.ACCELERATION));
//else
return Math.max(velocity - Rules.ACCELERATION,
Math.min(goalVel, velocity + maxDecel(-velocity)));
}
final static double getMaxVelocity(double distance) {
final double decelTime = Math.max(1,Math.ceil(
//sum of 0... decelTime, solving for decelTime using quadratic formula
(Math.sqrt((4*2/Rules.DECELERATION)*distance + 1) - 1)/2));
final double decelDist = (decelTime / 2.0) * (decelTime-1) // sum of 0..(decelTime-1)
* Rules.DECELERATION;
return ((decelTime - 1) * Rules.DECELERATION) +
((distance - decelDist) / decelTime);
}
private static double maxDecel(double speed) {
double decelTime = speed / Rules.DECELERATION;
double accelTime = (1 - decelTime);
return Math.min(1, decelTime) * Rules.DECELERATION +
Math.max(0, accelTime) * Rules.ACCELERATION;
}
The only functional change is replacing Rules.DECELERATION with maxDecel(-velocity) in the one spot. --Voidious 15:55, 16 July 2009 (UTC)