Talk:Waves/Precise Intersection
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Wave Surfing
So far I know a few robots use Precise Intersection in their wave surfing. Unfortunately their code is either too messy (Wintermute) or too granular (RougeDC) that I don't know which class to look. So I asked here. (Diamond is too new to look into for this)
Normally you surf waves 'till the wave passed centre of the robot. But with precise wave intersection, in order to gain pixel-perfect surfing, you need to surf the wave until they passed the robot. So if anybody does this or the other way? --Nat Pavasant 11:20, 20 October 2009 (UTC)
I was planning to add all 3 to Wintermute, ie, branch when the wave first strikes, branch when the wave passes midway, and branch when the wave exits, but after adding in a stop branch for every tick on the second wave it was too slow to do that without skipping turns. I think it now branches at the mid-point only...--Skilgannon 13:21, 20 October 2009 (UTC)
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Thread title | Replies | Last modified |
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Bot width and GuessFactors | 2 | 19:20, 26 November 2012 |
When GuessFactor normalize angles based on MEA, doesn´t it distort the edges of the bot?
Looks like bots with distances farther away than when the wave was collected are calculated as being wider than they really are. Similar distortion happens when bullet power changes.
Am I missing something?
In the gun, I only ever collect/project the center angle. I only use precise bot width in my gun to find the exact center angle in the range. I use an imprecise bot width as the bandwidth in my kernel density when aiming.
In movement, the precisely predicted bot width is also the bandwidth in my kernel density. I still ignore it whenever collecting angles.
Using only the center of the range makes sense.
I wonder how much improvement is due to precise calculation, and how much is due to distortion (imprecise/unpredictable calculation).