Difference between revisions of "User:Tkiesel/Dev Notebook"

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#* I used an approximation via <math>e^x = \lim_{n \to +\infty}(1+\frac{x}{n})^n</math>, with n = 128  It helped a lot, and it only gets serious error at 4-5+ bandwidths away. Also, the approximation drops off faster than the real thing, which is more acceptable to me than lingering too high.
 
#* I used an approximation via <math>e^x = \lim_{n \to +\infty}(1+\frac{x}{n})^n</math>, with n = 128  It helped a lot, and it only gets serious error at 4-5+ bandwidths away. Also, the approximation drops off faster than the real thing, which is more acceptable to me than lingering too high.
 
# Virtual gun array time!
 
# Virtual gun array time!
#* How to choose a gun?  I'm tempted to try instant runoff voting between several selectors with different rolling depths.
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#* How to choose a gun?   
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#** Simply using the log of what worked best for the k-nearest-neighbors (real waves only) for this shot doesn't work too well.
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#** I'm tempted to try [http://code.google.com/p/voteutil/ instant runoff voting or maybe some other fun voting method] by polling several selectors: the this-knn one above, several hitrate loggers with different rolling depths and a static selector that always favors the main gun.

Revision as of 05:40, 26 June 2012

DeBroglie Roadmap / Development notepad / Brainstorming Sandbox

  1. 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 = 128 It helped a lot, and it only gets serious error at 4-5+ bandwidths away. Also, the approximation drops off faster than the real thing, which is more acceptable to me than lingering too high.
  2. Virtual gun array time!
    • How to choose a gun?
      • Simply using the log of what worked best for the k-nearest-neighbors (real waves only) for this shot doesn't work too well.
      • I'm tempted to try instant runoff voting or maybe some other fun voting method by polling several selectors: the this-knn one above, several hitrate loggers with different rolling depths and a static selector that always favors the main gun.