Difference between revisions of "Anti-Gravity Movement"
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Take a set of points that have an antigravitational (repulsive) force on them. You then add all the force vectors together, and you let them "push" you in whatever direction they push you in. Normally other bots and walls are assigned forces. Sometimes the center of the field has a generic force as well, or even the guessed positions of bullets. The biggest challenge in getting AntiGravityMovement right is weighting all the forces effectively, especially when there are more or fewer points on the field (maybe the walls have to push harder when there are more bots on the field pushing you toward them?). | Take a set of points that have an antigravitational (repulsive) force on them. You then add all the force vectors together, and you let them "push" you in whatever direction they push you in. Normally other bots and walls are assigned forces. Sometimes the center of the field has a generic force as well, or even the guessed positions of bullets. The biggest challenge in getting AntiGravityMovement right is weighting all the forces effectively, especially when there are more or fewer points on the field (maybe the walls have to push harder when there are more bots on the field pushing you toward them?). | ||
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+ | === [[Melee Strategy]] === | ||
+ | In AI I've heard this generalized as using "repulsive fields". You could also combine it with attractive fields if you want, but there's rarely a real reason (same goes for tangential fields, for which there is a reason, but the actual implementation is hard to really get right in a pure anti-gravity force-vector sort of way). The basis of it is just like in physics - you define a set of points that have an antigravitational (repulsive) force on them, you add all the force vectors together, and you let them "push" you in whatever direction they push you in. Normally other bots and walls are assigned forces. Sometimes the center of the field has a generic force as well, or even the guessed positions of bullets. A classic example of [[AntiGravityMovement]] is [[TheArtOfWar]]. A simpler implementation is [[Graviton]], but simpler in this case doesn't necessarily mean more clear (same goes for [[Escape]], which is a more convoluted bot based on [[Graviton]]). [[Hanji]]'s page has a very stereotypical, very clear implementation of antigravity which might be helpful if you are trying to get into it. The biggest challenge in getting [[AntiGravityMovement]] right is weighting all the forces effectively, especially when there are more or fewer points on the field (maybe the walls have to push harder when there are more bots on the field pushing you toward them?). | ||
=== Bots that use it === | === Bots that use it === |
Revision as of 01:58, 11 December 2007
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Take a set of points that have an antigravitational (repulsive) force on them. You then add all the force vectors together, and you let them "push" you in whatever direction they push you in. Normally other bots and walls are assigned forces. Sometimes the center of the field has a generic force as well, or even the guessed positions of bullets. The biggest challenge in getting AntiGravityMovement right is weighting all the forces effectively, especially when there are more or fewer points on the field (maybe the walls have to push harder when there are more bots on the field pushing you toward them?).
Melee Strategy
In AI I've heard this generalized as using "repulsive fields". You could also combine it with attractive fields if you want, but there's rarely a real reason (same goes for tangential fields, for which there is a reason, but the actual implementation is hard to really get right in a pure anti-gravity force-vector sort of way). The basis of it is just like in physics - you define a set of points that have an antigravitational (repulsive) force on them, you add all the force vectors together, and you let them "push" you in whatever direction they push you in. Normally other bots and walls are assigned forces. Sometimes the center of the field has a generic force as well, or even the guessed positions of bullets. A classic example of AntiGravityMovement is TheArtOfWar. A simpler implementation is Graviton, but simpler in this case doesn't necessarily mean more clear (same goes for Escape, which is a more convoluted bot based on Graviton). Hanji's page has a very stereotypical, very clear implementation of antigravity which might be helpful if you are trying to get into it. The biggest challenge in getting AntiGravityMovement right is weighting all the forces effectively, especially when there are more or fewer points on the field (maybe the walls have to push harder when there are more bots on the field pushing you toward them?).
Bots that use it
A classic example of AntiGravityMovement is TheArtOfWar. A simpler implementation is Graviton, but simpler in this case doesn't necessarily mean more clear (same goes for Escape, which is a more convoluted bot based on Graviton). Hanji's page has a very stereotypical, very clear implementation of antigravity which might be helpful if you are trying to get into it.