Difference between revisions of "Combat"
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(Updated "How does it fire?") |
(Updated statistics) |
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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. | + | | current_version = 3.21.1 |
− | | download_link = http://dl. | + | | download_link = http://dl.dropboxusercontent.com/s/kpmfcyl7f8kdima/mn.Combat_3.21.1.jar |
| isOneOnOne = true | | isOneOnOne = true | ||
| isMelee = true | | isMelee = true | ||
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; How competitive it is? | ; How competitive it is? | ||
− | 1v1 - # | + | 1v1 - #39 APS, #9 Survival, #10 PL |
− | meleerumble - #8 APS, # | + | meleerumble - #8 APS, #6 Survival, #8 PL |
teamrumble - #1 APS, #1 Survival, #2 PL | teamrumble - #1 APS, #1 Survival, #2 PL | ||
Line 92: | Line 92: | ||
; 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). | + | :[[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:MegaBots|Combat]][[Category:Teams|Combat]] | [[Category:Bots|Combat]][[Category:MegaBots|Combat]][[Category:Teams|Combat]] |
Revision as of 16:53, 25 June 2013
Combat | |
Author(s) | MN |
Extends | TeamRobot |
Targeting | DC/GuessFactor SwarmTargeting RandomTargeting |
Movement | DC/WaveSurfing DC/FlatMovement Anti-gravity DC/ShrapnelDodging |
Released | 2011 |
Current Version | 3.21.1 |
Download |
Background Information
- How competitive it is?
1v1 - #39 APS, #9 Survival, #10 PL
meleerumble - #8 APS, #6 Survival, #8 PL
teamrumble - #1 APS, #1 Survival, #2 PL
neoroborumble - #1 APS, #1 Survival, #1 PL
gigarumble - #12 APS, #7 Survival, #12 PL
Strategy
- How does it move?
- Multi-mode
- Wave Surfing/Wall Smoothing
- Old Skool anti-gravity movement boosted with precise prediction/wall avoidance
- 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
- Wave Surfing at long range.
- Anti-gravity at close range (anti-ramming/dive protection).
- How does it select a target to attack/avoid in melee ?
- 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
Go to surfing for 1v1.DONEAnti-surfer gun for 1v1.DONECurve flattening for 1v1.DONEPrecise prediction/max escape angle calculation.DONE- Classification tuning.
Fast math classes.DONE- Bullet Shadow evaluation.
- A k-d tree to optimize dynamic clustering.
- Minimum risk movement.
- Refining all the above
- 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