Difference between revisions of "BlackWidow"
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(some addition, style update.. oops, I forgot the picture! I have to update the article again...) |
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{{Infobox Robot | {{Infobox Robot | ||
| bgcolour = black | | bgcolour = black | ||
− | | name = BlackWidow | + | | name = <span style="color:darkred">BlackWidow</span> |
| image = | | image = | ||
| caption = Its venom is stronger than a cobra's. | | caption = Its venom is stronger than a cobra's. | ||
Line 33: | Line 33: | ||
; How competitive is it? | ; How competitive is it? | ||
− | : Very. In Nano Rumble it's | + | : Very. In Nano Rumble it's 4th overall, 4th in Survival and 3rd in PL. 36th in MicroRumble and 239th in General Rumble. (28-03-2009) <br> |
+ | :And it beats Toorkild!! (Okay, that's because it can't beat Toorkild in the first rounds so it continues StopNGo for the whole fight) | ||
== Strategy == | == Strategy == |
Revision as of 18:22, 28 March 2009
Contents
Background Information
BlackWidow | |
Author(s) | User:Robar |
Targeting | SymbolicPatternMatching |
Movement | Stop And Go + Random Movement |
Released | March, 2009 |
Current Version | 1.0 |
Code License | RWLPCL |
Download |
- Bot Name
- BlackWidow
- Author
- User:Robar
- Extends
- AdvancedRobot
- What's special about it?
- It's a Stop And Go & Random Movement plus SymbolicPatternMatching nano.
- Great, I want to try it. Where can I download it?
- http://robocoderepository.com/BotDetail.jsp?id=3542
- How competitive is it?
- Very. In Nano Rumble it's 4th overall, 4th in Survival and 3rd in PL. 36th in MicroRumble and 239th in General Rumble. (28-03-2009)
- And it beats Toorkild!! (Okay, that's because it can't beat Toorkild in the first rounds so it continues StopNGo for the whole fight)
Strategy
- How does it move?
- Stop And Go + Random Movement
- How does it fire?
- SymbolicPatternMatching.
- How does it dodge bullets?
- Stop And Go, if fails, it switches to Random Movement, which changes direction randomly when enemy fires.
- How does the melee strategy differ from One-on-one strategy?
- It's only a one-on-one bot.
- What does it save between rounds and matches?
- Static variables, as always.
Additional Information
- Where did you get the name?
- Small, but very dangerous - this's the perfect name for a spider-geek. :P
- Can I use your code?
- RWLPCL I commented the PM code in much detail in order to make beginners understand the code easier.
- What's next for your robot?
- I must have left out setAdjustGunForRobotTurn to get under 250 bytes. I should squeeze the code more to put it back, because it scores badly against stopNgo. (75-80% instead of 90-95)
- Optimize firepower and movement code.
- Does it have any White Whales?
- NanoAndrew, NanoLaulektric, NanoSatan, Acero, Splinter, NanoDeath, WeekendObsession etc...
- What other robot(s) is it based on?
- It has FunkyChicken's gun.
Version history
- 1.0
- Symbolic Pattern Matcher gun, 36px Stop And Go, enemy fire-sensitive random movement, 2.5 firepower.
The code 1.0
package robar.nano; import java.awt.Color; import robocode.*; import robocode.util.*; public class BlackWidow extends AdvancedRobot{ //Made by HUNRobar //You can contact me at testwiki.roborumble.org, or via e-mail to robar06@gmail.com //Global static StringBuffer enemyLog = new StringBuffer("000000000000000000000000000000"); //The list where enemy lateral velocites are stored //Constants static final double FIREPOWER = 2.5; //The firepower of the bot static final double BULLETVEL = 20-3*FIREPOWER; //The velocity of the bullet fired at FIREPOWER static final int PATTERN_DEPTH = 30; //The lenght of the pattern we try to find each turn in enemyLog static final double MOVEAMOUNT = 36; //The amount of pixels the bot will move in stop and go //Variables static double prevEnergy; //It stores the energy of the enemy static double direction = MOVEAMOUNT; //It's the direction and the movement packed together static int deathCount; //The number of deaths of our robot public void run(){ //setAdjustGunForRobotTurn(true); //This sets the gun independent from the body. Extracted it due to codesize //Black Widow-like colors: ;) //setAllColors(Color.black); //Infinite radar-lock setTurnRadarRight(Double.POSITIVE_INFINITY); } public void onScannedRobot(ScannedRobotEvent e){ //Local variables double absB; //absolute bearing int index; //index of the match of the pm gun int matchLenght = PATTERN_DEPTH; //the number of data a pattern contains /*The pattern matcher gun * *It's a bit codesize-optimized version of Assertive's gun which is descend from FunkyChicken *I comment the gun in detail in order to make new robocoders more understandable. I'd have been *very glad if there had been such comments when I was learning symbolic pm. ;) */ //Adding a new entry in the beginning of our pattern-list enemyLog.insert(0, (char)((int)(Math.sin(e.getHeadingRadians() - (absB=e.getBearingRadians()+getHeadingRadians()))*e.getVelocity()))); //Reducing pattern lenght until there is a match in the list. The pattern is the first 'matchlenght' entries in the list. while ((index = enemyLog.toString().indexOf(enemyLog.substring(0, matchLenght--), 1)) < 0); //Now matchLenght will be the index of the pattern we estimate the enemy will do in the next turns. //The lenght of the etimated pattern equals the time our bullet reaching the enemy. matchLenght = index - (int)(e.getDistance()/BULLETVEL); //Converting lateral velocities of the estimated pattern to angular velocities, then adding them to absolute bearing do{ absB += Math.asin(((byte)enemyLog.codePointAt(index--))/e.getDistance()); }while(index >= Math.max(0, matchLenght)); //Turning gun setTurnGunRightRadians(Utils.normalRelativeAngle(absB-getGunHeadingRadians())); //Fire in the hall! setFire(FIREPOWER); //Movement: Stop and Go, if it fails, simple random movement if(prevEnergy > (prevEnergy = e.getEnergy()) ){ if(deathCount > 2) direction = (Math.random()*10000-5000); setAhead(direction); } setTurnRightRadians(Math.cos(e.getBearingRadians())); setTurnRadarLeft(getRadarTurnRemaining()); } public void onHitWall(HitWallEvent e){ direction=-direction; } public void onDeath(DeathEvent e){ deathCount++; } }