Difference between revisions of "Thread:User talk:Nz.jdc/Best laid plans/reply"

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m (Reply to Best laid plans)
 
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One thing you may want to look into for SRAL and PRAL is either switching to <code>onBulletHit</code> enemy energy adjustment, which is more effective than making sure the [[Energy Drop|energy drop]] is less than 3.0, or using [[Miked0801]]'s char trick to save 6 bytes over your current method of checking the enemy bullet power.
 
One thing you may want to look into for SRAL and PRAL is either switching to <code>onBulletHit</code> enemy energy adjustment, which is more effective than making sure the [[Energy Drop|energy drop]] is less than 3.0, or using [[Miked0801]]'s char trick to save 6 bytes over your current method of checking the enemy bullet power.
  
Also, I think SRAL's scores against [[Oscillating Movement|oscillators]] would be greatly improved by increasing the rolling depth to about 30.  That way you average both the positive and the negative, and shoot closer to GF0.
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Also, I think SRAL's scores against [[Oscillator Movement|oscillators]] would be greatly improved by increasing the rolling depth to about 30.  That way you average both the positive and the negative, and shoot closer to GF0.
  
 
Just for fun, I doodled a bot that kept rolling averages of the enemy's [[Lateral Velocity|lateral velocity]] at every rolling depth between 1 and 100, and then picked one at random at which it would aim.  If you're interested, I could post the code on the wiki.
 
Just for fun, I doodled a bot that kept rolling averages of the enemy's [[Lateral Velocity|lateral velocity]] at every rolling depth between 1 and 100, and then picked one at random at which it would aim.  If you're interested, I could post the code on the wiki.

Latest revision as of 05:03, 18 May 2013

One thing you may want to look into for SRAL and PRAL is either switching to onBulletHit enemy energy adjustment, which is more effective than making sure the energy drop is less than 3.0, or using Miked0801's char trick to save 6 bytes over your current method of checking the enemy bullet power.

Also, I think SRAL's scores against oscillators would be greatly improved by increasing the rolling depth to about 30. That way you average both the positive and the negative, and shoot closer to GF0.

Just for fun, I doodled a bot that kept rolling averages of the enemy's lateral velocity at every rolling depth between 1 and 100, and then picked one at random at which it would aim. If you're interested, I could post the code on the wiki.

You're welcome to use any trick you see in my bots, as long as you give credit and keep your bot open-source.

Good luck