DC and VCS

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Return to Thread:Talk:Gilgalad/movementStrategy/DC and VCS/reply (5).

What I was actually doing in my gun was having a non-linear time dimension, and it worked out a lot better than straight linear. I think I ended up with 1.2*T^(0.4) or so, instead of 0.005*T. Those weights were genetically evolved with my WaveSim-ish setup.

It makes sense that at the beginning you want your data to decay faster than towards the end...

Skilgannon18:33, 29 May 2012
 

I've generally considered the time dimension a pretty blunt/naive approach (I think I used it in Lukious), but I've been mulling it for the last hour and now I'm thinking it's actually pretty reasonable. I might even tinker with it some in Diamond (especially now that I have your secret formula, muahahaha!).

I know I've posted it elsewhere, but the main system I use in decaying Diamond's surf stats is like this:

  • No time dimension, but each data point is timestamped.
  • After choosing k neighbors, sort them inverse chronologically and weight them by rank. (Eg, 16/8/4/2/1.)
  • Optionally (like in flattener), I also cap the size of the log and remove the oldest points.

Tuning k is like adjusting the granularity of a VCS buffer: k=1 is like a super highly segmented buffer (most similar situation wins, regardless of age), while a larger k is like a less segmented buffer with rolling average.

While I've tried this in my Anti-Surfer gun, too, the most effective decay I've found there is just capping the size of the log and discarding old points.

Voidious18:59, 29 May 2012