Difference between revisions of "User:Tkiesel/Dev Notebook"
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m (Voting. Fun. :)) |
m (updated) |
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# Continue tracking down why there are so many skipped turns. | # Continue tracking down why there are so many skipped turns. | ||
− | #* I used an approximation via <math>e^x = \lim_{n \to +\infty}(1+\frac{x}{n})^n</math>, with n | + | #* I used an approximation via <math>e^x = \lim_{n \to +\infty}(1+\frac{x}{n})^n</math>, with variable power-of-2 choice of n based on input x. Keeps error < 5%, and performance high. Skipped turn issue seems to be resolved... for now. |
− | # Virtual gun array | + | # Virtual gun array |
#* How to choose a gun? | #* How to choose a gun? | ||
− | #** Current VirtualGunManager uses Condorcet voting among several selectors to choose the best gun. | + | #** Current VirtualGunManager uses Condorcet voting among several selectors (rolling normalized hit rates with different depths) to choose the best gun. |
+ | #*** Works quite well, changes guns appropriately when [[Dookious]] engages/disengages its flattener. | ||
+ | #*** However, no big rumble score gain over rev0073b with main gun. | ||
+ | #**** I probably just need to continue to develop/tune the guns themselves (the common code they're based upon) and choose only 2-4 of them to minimize churn. | ||
+ | # Flattener | ||
+ | #* Put it in a separate object so it's not hanging out at 12 different places in Wheels.java | ||
+ | #* Really think through some theory on when/how to engage. | ||
+ | # Bullet Power/fire choice |
Revision as of 19:51, 1 July 2012
DeBroglie Roadmap / Development notepad / Brainstorming Sandbox
- Continue tracking down why there are so many skipped turns.
- I used an approximation via <math>e^x = \lim_{n \to +\infty}(1+\frac{x}{n})^n</math>, with variable power-of-2 choice of n based on input x. Keeps error < 5%, and performance high. Skipped turn issue seems to be resolved... for now.
- Virtual gun array
- How to choose a gun?
- Current VirtualGunManager uses Condorcet voting among several selectors (rolling normalized hit rates with different depths) to choose the best gun.
- Works quite well, changes guns appropriately when Dookious engages/disengages its flattener.
- However, no big rumble score gain over rev0073b with main gun.
- I probably just need to continue to develop/tune the guns themselves (the common code they're based upon) and choose only 2-4 of them to minimize churn.
- Current VirtualGunManager uses Condorcet voting among several selectors (rolling normalized hit rates with different depths) to choose the best gun.
- How to choose a gun?
- Flattener
- Put it in a separate object so it's not hanging out at 12 different places in Wheels.java
- Really think through some theory on when/how to engage.
- Bullet Power/fire choice