:D
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"Just created a new version that wins 66% constantly against 0.012n1.14c"
Oh, god, do not tempt me. Just release it, please! :P
Was it a movement change or a AS change? Looking forward to see its impact against the top bots and the rumble.
Well, it’s a pure tick flattener movement. It improves my score against several good bots as well. But it doesn’t work against weak bots ;)
Wow, nice PWIN scores! Is this just using a tick flattener? I know that was something I added to DrussGT but never saw any real benefit from - then again, I never weighted it at 100% either.
Thanks a lot! The published version is using one single tree as a tick flattener and another tree as ordinary hit stats. The secret is that I don't accumulate the danger from the two trees (like some logic "or"), rather, I multiplies them (like some logic "and"). This way, I'm moving to where they are not probably firing at, instead of avoiding where they are probably firing at ;)
I think this approach makes my movement even more unpredictable than a) hit stats only; b) flattener only; c) the sum of both. As for strong guns, they are firing everywhere, which leaves no safe spot (except for bullet shadows, which, should for the same reason, improve the score dramatically).
Worth mention that I take the idea originally from ABC, but I could not recall where the page is ;/ I had tried this idea years ago, but it wasn't work IIRC.
Interesting approach! I had a similar idea around multi-bot targeting in Neuromancer where I do an XOR instead of simple OR because the bullet can only hit one of the potential enemies. I think this idea might have some real potential - although I think maybe using fire-only waves might get you even better scores against a lot of enemies and their anti-surfer guns.
You can be sure that there will be some experiments with DrussGT in the not too distant future =)
Congratulations for 100% PWIN! Now it's only a question of time until you refine the tick flattener feature to work well against weak bots too ;)