Movement
Oculus's movement fails. I can't download any of the movement challenges(All of the links are broken or the site is closed). I don't know how to be sure that it is improved. Are there key bots to test against?
- I found a proof that my movement is a failure. Here is a battle result against Raiko.
- dsekercioglu.OculusRaikoGun* 2437 (52%) 950 190 1151 147 0 0 19 16 0
- jam.mini.Raiko 0.43 2214 (48%) 800 160 1111 143 0 0 16 19 0
You can try to download them from archive.org even when they are broken ;) Hope the links are archived.
Find the bot you think you're notably failing, enable some graphic debugging and watch some matches at different speeds. Go back to your code, wonder what the hell is going on. Repeat. That's how I fixed most of the bugs for my last release. Maybe It will work for you :P
I don't think that it is because of a bug. Every movement I make is really bad. My old bots were built on BasicGFSurfer so no bugs I think.
Hmmm, it's neural, right? Is there any case of success of neural surfing besides Darkcanuck's bots?
As I know Only Pris uses Neural Surfing. Even if this movement is one of the worst in top 100 it is my best movement=). I think that I should tune it more against mid-level guns so it would be better against general.
Wow, was looking for this (old) challenge! Thank you, MultiplyByZer0.
Regarding the experiment, I know NN has a problem of slow learning since there isn't much data at the beginning of the game. Couldn't a reinforcement of firing waves in the first few rounds solve the problem, though? Another suggestion would be to use waves with low virtuality (those tick waves which are close to a firing tick) to suppress the lack of information without polluting the network with flattening-like data right on the first rounds.
I did something like that in my gun and it improved a lot. Of course, I'm no reference in Neural Targeting: I improved from a really bad gun to a miserable one :) Well, maybe you've already done that after all.