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I was referring to hard-coded bins, not hard-coded weights. Although Combat also uses runtime std. dev. based weights.
Tuning against a known population is clearly stronger than runtime estimation of std. dev. It would only be weaker if the population was constantly changing.
But having different sets of weights for different opponents seems to have potential. Forward speed is more important against rammers than wall distance. The opposite is true for non-rammers. But selecting which set is optimal against each opponent is tricky without hard-coding opponents names.
What type of distinction between bins and weights do you mean? They can have very similar effects, especially when using an interpolated VCS method. I tend to look at traditional VCS bins and kNN search w/ weightings as having a similar effect in the end, with the primary difference being that one has what is effectively a Math.Round() call in the transfer function of each dimension.