Combat

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Revision as of 03:16, 30 January 2012 by MN (talk | contribs)
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Background Information

What's special about it?

It was having one of the best performances against rammers, until I added Wave Surfing.

Strategy

How does it move?
Old Skool anti-gravity movement boosted with precise prediction/wall avoidance.
It delays wall avoidance until the last possible tick.
Beginning with version 3.0.0 it uses Wave Surfing/Wall Smoothing in 1v1.
How does it fire?
Guess factor targeting with dynamic clustering segmented data.
Using dynamic clustering/kernel density to estimate hit rate and choose bullet power. Working well in melee/team thanks to swarm targeting, shooting power 3 bullets against tight packs of bots, and owning Polylunar :) . Working acceptably against intermediate/weak bots in 1v1, but it sucks against 1v1 surfers :( .
How does it dodge bullets?
Old Skool shrapnel dodging in melee/team. Anti-gravity enemy virtual bullets generated with dynamic clustering segmented data.
Wave Surfing in 1v1.
How does the melee strategy differ from one-on-one strategy?
Anti-Gravity Movement/shrapnel dodging in melee/team.
Wave Surfing in 1v1.
How does it select a target to attack/avoid in melee ?
Swarm targeting.
What does it save between rounds and matches?
Between matches: Nothing.
Between rounds: Wave data.

Additional Information

Where did you get the name?
From the Atari 2600 game Combat.
Can I use your code?
Not open-source.
What's next for your robot?
  • Cool algorithms
  • Rating improvement
What other robot(s) is it based on?
Shadow (swarm targeting), DrussGT (energy management), Diamond (gaussian kernel function).
The code is 100% original. But I took most of the ideas from RoboWiki.