aggressive changes
Nice to see you're going for some pretty major changes in recent versions. =) Hoping to get away from the tweak train soon, myself.
Your changes sound vaguely along the lines of Talk:Wave_Surfing#The_Next_Level. My vision along those lines is more about predicting the firing situations presented to the enemy during the surfing options, then factoring the danger of those situations into the surf danger. For instance, if clockwise is moving towards the wall, the enemy's next bullet will have a precise MEA of 0.5 / distance 400 / normalized hit rate of 10, while counter-clockwise is a precise MEA of 0.9 / distance 550 / normalized hit rate of 8 for those firing attributes. At first glance, it seems like multiplying those right into the surf danger makes sense. But if you have multiple firing situations, the values should probably be added together before being multiplied in.
I tried implementing this a while back, with just the precise MEA / distance stuff, but I couldn't get any improvement out of it. It was also a HUGE pain trying to do this in such a way that preserves the "if we exceed max danger on the first wave, don't calculate the second wave" optimization, because you have to also account for the fact that different movement options will end sooner and have different numbers of firing situations to factor in.
Not to say that the approach I tried / might try again (which was based on your post) is mutually exclusive to what you're doing here...
Yeah, I've never had enormous gains from tweaks, so I think aggressive is the way =)
In my precise prediction I now keep a record of my path, so when I get to the time that they are predicted to fire I can calculate what the wave surfing attributes are and fire a wave. The biggest issue at the moment is predicting what their movement will be so that I can give the wave a realistic center. Right now I'm just using linear prediction. Note, this is just for the first wave. There are some major issues in the structure I've introduced, it seems, but my goal is to be able to make intelligent decisions not just for how surfing this wave will affect the second wave, but also how to move before any waves are surfed/when there are no waves in the air so that I can dodge whatever they throw at me.
You do not have permission to edit this page, for the following reasons:
You can view and copy the source of this page.
Return to Thread:Talk:DrussGT/Version History/aggressive changes/reply (3).
Welllll.... sometimes it seems changes are just too aggressive. I'm going to leave this idea to mull in the back of my mind for now, and concentrate on other things. I still don't understand why it didn't work as expected, or why I get a lower score predicting a fake wave when there are no waves in the air than even plain old orbiting.
The only thing that comes to mind is attack angle control. Do you use the same in no-wave cases as for surfing cases? I know I move towards my desired distance more aggressively when there are no waves in the air.
I did think of that, but never got around to it. Perhaps I should breath some more life back into the 2.6.x line. I have a few more experiments I want to try with the 1.7.x's first though. And... if I do get the 2.6.x doing better than 2.5.6, it should be easy to merge the changes across. Then onto 2.8.x for some data poisoning ideas!