Combat

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Revision as of 13:50, 23 February 2012 by MN (talk | contribs) (MEA calculation, competitiveness)
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Background Information

How competitive it is?

1v1 - #43 APS, #23 PL

meleerumble - #10 APS, #10 PL

teamrumble - #2 APS, #2 PL

Strategy

How does it move?
Multi-mode
How does it fire?
Guess factor targeting with dynamic clustering segmented data.
Using dynamic clustering/kernel density to estimate hit rate and choose bullet power. Working well in melee/team thanks to swarm targeting, shooting power 3 bullets against tight packs of bots, and owning rammers :) . Working acceptably against intermediate/weak bots in 1v1, but it is a waste of energy against surfers :( .
How does it dodge bullets?
Old Skool shrapnel dodging.
Wave Surfing/Curve flattening.
Enemy virtual bullets generated with dynamic clustering segmented data in both modes.
How does the melee strategy differ from one-on-one strategy?
Anti-gravity in melee/team.
Multi-mode in 1v1
How does it select a target to attack/avoid in melee ?
Swarm targeting.
What does it save between rounds and matches?
Between matches: Nothing.
Between rounds: Wave data.

Additional Information

Where did you get the name?
From the Atari 2600 game Combat.
Can I use your code?
Not open-source.
What's next for your robot?
  • Cool algorithms
  • Rating improvement
What other robot(s) is it based on?
Shadow (swarm targeting), DrussGT (energy management, DC classifiers), Diamond (gaussian kernel function).
The code is 99% original. But I took most of the ideas from RoboWiki.