Multiply wave suffering
I have implemented multiply wave surfing, but my local tests shows only +0.17 APS.
Then i have search TOP-20 bot's version history to find out another's gains, but there're only 2 bot's has relatively accurate records
Wintermute
0.2: APS:83.19 PL:1366 - 699 pairings Added HOT and LT to the weighting schemes (acts as pre-loaded HOT and LT shots) Changed the weighting system to give the most accurate scheme all the score, the others 0 (with a rolling average, so it evens out) Now surfs the second wave, and differently I believe than to other TrueSurfing algorithms: at each tick along the second wave I check what the danger would be if I decelerated at that point, and then take the minimum danger of all those decelerations, as well as continuing, as the actual danger. Also, the second wave is weighted equally to the first. (This may be changed at a later date.) Takes ram damage into account for enemy energy drop 0.1: APS:82.92 PL:1350 - 698 pairings
Garm
V. 0.6i: rank: 33 PL-rank: 24 rating: 1944.58 date: 04.01.2007 fixed movement bug (introduced in V. 0.6f) now surfs the first two waves moves some degrees away form the enemy instead of staying perpendicular V. 0.6h: rank: 47 PL-rank: 37 rating: 1891.7 date: 24.12.2006
So question is "Is +0.17 APS gain corresponds to multiply WS or there're still bugs or room for improvements in my implementation"?
For GresSuffurd this was a long time ago, but it has reasonable reliable stats between 0.1.8 and 0.2.1. Difference is 18 ELO-points which is almost 1 full APS-point. Note that at that time the only surfingattribute was lateral velocity, and no-one had heard from precise prediction.
0.2.1 (20070117) member of The2000Club gun: GV 0.2.2 move: WS 0.1.5 Rating: 2000 (21nd), PL: 448-40 (37th) bugfix weighting of waves 0.2.0 (20070114) gun: GV 0.2.2 move: WS 0.1.4 Rating: 1992 (22nd), PL: 444-43 (38th) removed nearwall segmentation also evaluate second wave 0.1.9 (20070102) gun: GV 0.2.2 move: WS 0.1.3 Rating: 1980 (23nd), PL: 439-43 (40th) segment movement also on nearwall (3 segments) 0.1.8 (20061212) gun: GV 0.2.2 move: WS 0.1.2 Rating: 1982 (22nd), PL: 436-44 (41st)
Chalk also gained a lot of points in v2.5 (oldwiki:Chalk/VersionHistory) - I think about 50 ELO points, based on some chatter on Chalk/Archived Talk. There were multiple changes, but he attributed it mostly to changing his multiple wave surfing from a very basic approach to more like what I do in my bots.
This has come up a few times lately, so maybe I should release a one-wave version of Diamond or Dookious to the rumble and see where it ends up...
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Return to Thread:User talk:Jdev/Questions/Multiply wave suffering/reply (3).
I think that using bullet shadows is the cause that second wave evaluation has less impact than it used to have. The infuence of bullet shadows is that big that second wave differences are just marginal.
But i think, that Diamond and DrussGT get ~1 APS from multiply WaveSurfing and ~1 APS from Bullet Shadows. I want to get 2 APS from this things too:)
Thanks for all for response