Difference between revisions of "BlackWidow"
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| targeting = [[SymbolicPatternMatching]] | | targeting = [[SymbolicPatternMatching]] | ||
| movement = [[Stop And Go]] + [[Random Movement]] | | movement = [[Stop And Go]] + [[Random Movement]] | ||
− | | | + | | released = March, 2009 |
− | |||
| current_version = 1.3 | | current_version = 1.3 | ||
| license = [[RWLPCL]] | | license = [[RWLPCL]] |
Revision as of 20:17, 5 April 2009
Contents
Background Information
BlackWidow | |
Its venom is stronger than a cobra's. | |
Author(s) | User:Robar |
Targeting | SymbolicPatternMatching |
Movement | Stop And Go + Random Movement |
Released | March, 2009 |
Current Version | 1.3 |
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?
- 1.0 - http://robocoderepository.com/BotDetail.jsp?id=3542
- 1.15 - http://robocoderepository.com/BotDetail.jsp?id=3566
- 1.2 - http://robocoderepository.com/BotDetail.jsp?id=3567
- 1.3 - http://robocoderepository.com/BotDetail.jsp?id=3574
- 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) (1.0)
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)(I realised that without setAdjustGun it DOES score better than with it)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.- It has WeekendObsession's pm gun with some little modifications.
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++; } }
1.3
- WeekendObsession's gun, improved starter log, new log entries are rounded instead of calling (int), stopNgo moves 37px, stopNgo works for 2 deaths, added nice colors. ;)
- The code 1.3
//NOTE: I DELETED ALL UNNECESSARY COMMENTS AND CORRECTED MISTAKES IN THE WIKI VERSION OF THE CODE. THE CODE INCLUDED THE JAR FILE IS LESS UNDERSTANDABLE. package robar.nano; import robocode.*; import robocode.util.*; import java.awt.*; public class BlackWidow extends AdvancedRobot{ //Made by HUNRobar //You can contact me at testwiki.roborumble.org, or via e-mail to robar06@gmail.com //Credits: for the whole wiki community! Especially for Simonton's WeekendObsession for the gun and the structural idea. /*VERSION HISTORY: * 1.3 - With WeekendObsession's gun, rounded lateral velocities, improved starting log, nice colors, stopNgo death limit is 2 instead of 3 * * 1.2 - Turned back to original random movement, kept setAdjust but left out distance-control. Little energy management added. * * 1.15 - Simplified distance-control, normal BFTIME prediction redone. * * 1.1 - Replaced the gun with WeekendObsession's. Managed to add distance-control and setAdjustGun. 2 days of hard code-squeezing work. (:^¤ * * 1.0 - StopNGO plus Random movement, FunkyChicken's gun. */ //Global static String enemyLog = "000000000000000000000000000000888888888888888765432100888765432101234567888765432100"; //The list where enemy lateral velocities 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 length of the pattern we try to find each turn in enemyLog static final double MOVEAMOUNT = 37.0; //The amount of pixels the bot will move in stop and go static final int DEATHLIMIT = 1; //Do StopNGo until 2 deaths //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(){ //Black Widow-like colors: ;) setColors(Color.black, Color.red, Color.black); //Infinite radar-lock setTurnRadarRight(Double.POSITIVE_INFINITY); } public void onScannedRobot(ScannedRobotEvent e){ //Local variables int matchLenght = PATTERN_DEPTH; //the number of data a pattern contains, then the counter in the absB updater loop double absB; //absolute bearing int i; int index; //index of the match of the pm gun //Note: the pm gun is now derived from WeekendObsession. It's located under the movement now to save some codesize on absB. //Movement: Stop and Go, if it fails, simple random movement if(prevEnergy > (prevEnergy = e.getEnergy()) ){ if(deathCount > DEATHLIMIT){ //direction = (40000.0*(Math.random() - Math.random())); direction = (Math.random()*100000-50000); //setMaxVelocity(16.0*Math.random()); //direction = Math.random()*80000-60000; } setAhead(direction); } setTurnRightRadians((Math.cos(absB = e.getBearingRadians()))); // Now with the pm gun of Simonton's WeekendObsession //Inserting the newest lateral velocity into the beginning of our log enemyLog = String.valueOf( (char)Math.round(e.getVelocity() * Math.sin(e.getHeadingRadians() - ( absB+=getHeadingRadians() )))).concat(enemyLog); //Reducing pattern depth until find a match. Store the index of the match. while((index = enemyLog.indexOf(enemyLog.substring(0, matchLenght--), (i = (int)((e.getDistance())/BULLETVEL)))) < 0); //Add the angular velocities of the first BFTIME lateral velocities to absolute bearing. do{ absB += Math.asin(((byte)enemyLog.charAt(index--))/e.getDistance()); }while(--i > 0); //Turning gun to head the predicted absolute bearing setTurnGunRightRadians(Utils.normalRelativeAngle(absB-getGunHeadingRadians())); //Fire in the hall! setFire(FIREPOWER); setTurnRadarLeft(getRadarTurnRemaining()); } public void onHitWall(HitWallEvent e){ direction =-direction; } public void onDeath(DeathEvent e){ deathCount++; } }