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14:49, 1 February 2018 Xor (talk | contribs) New reply created (Reply to That's great!)
13:34, 1 February 2018 Dsekercioglu (talk | contribs) New reply created (Reply to That's great!)
12:17, 1 February 2018 Xor (talk | contribs) New reply created (Reply to That's great!)
12:10, 1 February 2018 Xor (talk | contribs) New reply created (Reply to That's great!)
18:17, 31 January 2018 Dsekercioglu (talk | contribs) New reply created (Reply to That's great!)
16:10, 29 January 2018 Xor (talk | contribs) Comment text edited  
16:09, 29 January 2018 Xor (talk | contribs) New thread created  

That's great!

Never noticed that WhiteFang had BulletShielding before I tested it eventually using a traditional hot bot ;) Most successful shielders have virtual guns to simulate different targeting mechanisms, e.g. some are aiming one tick before fire, some are aiming in the right tick, both make shielding different. See that shielding more bots soon!

Xor (talk)16:09, 29 January 2018

I will add some virtual guns after I work on automatic tuning. I have a weird behavior with my shielding algorithm. Normally a bot should be able to move 1 unit forward in a tick but when I set the maximum limit of moving to 1 it shields worser. Also, I see EnergyDome not moving more than 0.2 and ShieldBot not moving more than 0.1. Why move 0.1 while it is possible to move more and have a wider shielded arc?

Dsekercioglu (talk)18:17, 31 January 2018

Because not everyone is firing HOT ;) We are cheating them.

Xor (talk)12:10, 1 February 2018

I didn't understand, do you mean the bots which fire a wave every tick?

Dsekercioglu (talk)13:34, 1 February 2018

Close. For VCS bots, if you move too much, they have a chance of learning that tiny move and then failing your shield. For knn bots, linear/circular bots, similar thing apply.

Xor (talk)14:49, 1 February 2018
 
 

Btw, it takes you 1 tick to move 1px, but 3 ticks to move 1px and go back. In contrast, it takes you 2 ticks to move 2/3px and back.

Xor (talk)12:17, 1 February 2018