Help:Help/Code Shrinking
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Annoying... I've made an Über-Nano bot that gets 99% against N, but I'm stuck at 283 bytes... Awesomeness 01:29, 30 April 2009 (UTC)
- Post the source. I'm a past master at reducing codesize on bots. Hell, I wrote the original articles over at the repository and codesize tricks that spurred the nanobot explosion. I'd love some new blood in the nano area while I grit my teeth over Infinity/Dustbunny and how to make them just 1% better :) --Miked0801 03:56, 30 April 2009 (UTC)
- Okay.
package awesomeness; import robocode.*; import robocode.util.*; import java.util.Random; import static robocode.util.Utils.normalRelativeAngleDegrees; //import java.awt.Color; /** * Elite - a robot by Awesomeness */ public class Elite extends AdvancedRobot { int previousEnergy = 100; int count; int countAdd;// The amount to add to the count byte movementDirection = 1; byte alternate; Random generator = new Random(); //This makes random numbers /** * run: Elite's default behavior */ public void run() { setAdjustRadarForGunTurn(true); setAdjustGunForRobotTurn(true); // After trying out your robot, try uncommenting the import at the top, // and the next line: //setColors(Color.red,Color.blue,Color.green); while(true) { turnRadarRightRadians(Double.POSITIVE_INFINITY); } } /** * onScannedRobot: What to do when you see another robot */ public void onScannedRobot(ScannedRobotEvent e) { //The absolute bearing, this is used a lot double absoluteBearing = getHeadingRadians() + e.getBearingRadians(); /////////////////////////////////////////////////////// ////////////////////Movement Code////////////////////// //If there's a change in energy, it probably fired int changeInEnergy = previousEnergy- (int) e.getEnergy(); if (changeInEnergy>0 && changeInEnergy<=4) { alternate(); } // Stay at right angles to the opponent setTurnRight(e.getBearing()+90/*-5*movementDirection*/); countAdd += (generator.nextInt(2)*2-1) * 3; count += countAdd; setMaxVelocity(8); setAhead(50*movementDirection); // Track the energy level previousEnergy = (int) e.getEnergy(); ////////////////////Movement Code////////////////////// /////////////////////////////////////////////////////// /////////////////////////////////////////////////////// ///////////////////////Gun Code//////////////////////// //Pretty simple... setTurnGunRightRadians(Utils.normalRelativeAngle(absoluteBearing - getGunHeadingRadians() + (e.getVelocity() * Math.sin(e.getHeadingRadians() - absoluteBearing) / 13.2))); if (getGunHeat() == 0) { // Only try to fire if we can- setFire(2.0); // otherwise we do much worse } ///////////////////////Gun Code//////////////////////// /////////////////////////////////////////////////////// /////////////////////////////////////////////////////// /////////////////////Radar Code//////////////////////// setTurnRadarLeftRadians(getRadarTurnRemainingRadians()); /////////////////////Radar Code//////////////////////// /////////////////////////////////////////////////////// } public void onHitWall(HitWallEvent e) { i(); } public void i() { setMaxVelocity(1); movementDirection = (byte) -movementDirection; } public void alternate() { i();//Length: 276 alternate = (byte) -alternate; if (alternate == 1) { i(); } } }
Edit: WAIT A SEC! I FORGOT TO DELETE PART OF MY OLD COUNTING CODE! What if I delete it? I hope it'll be enough! Awesomeness 11:33, 30 April 2009 (UTC) Okay, changed the code. 278 bytes.... lol Awesomeness 11:44, 30 April 2009 (UTC)
What's count and countAdd use for? Here is my version that do exactly same as your. except that it 233 bytes (with javac)
package awesomeness; import robocode.*; import robocode.util.*; import java.util.Random; import static robocode.util.Utils.normalRelativeAngleDegrees; //import java.awt.Color; /** * Elite - a robot by Awesomeness */ public class Elite extends AdvancedRobot { static double previousEnergy = 100; static int count; static int countAdd;// The amount to add to the count static int movementDirection = 50; static int alternate; static Random generator = new Random(); //This makes random numbers /** * run: Elite's default behavior */ public void run() { setAdjustGunForRobotTurn(true); turnRadarRightRadians(Double.POSITIVE_INFINITY); } /** * onScannedRobot: What to do when you see another robot */ public void onScannedRobot(ScannedRobotEvent e) { //The absolute bearing, this is used a lot double absoluteBearing = e.getBearingRadians(); /////////////////////////////////////////////////////// ////////////////////Movement Code////////////////////// //If there's a change in energy, it probably fired double changeInEnergy = previousEnergy - e.getEnergy(); if (changeInEnergy>0d && changeInEnergy<=4d) { i(); alternate = -alternate; if (alternate == 1) { i(); } } // Stay at right angles to the opponent //setTurnRight(e.getBearing()+90d); setTurnRightRadians(Math.cos(absoluteBearing)); // Simonton-ish way. one byte smaller count += (countAdd += (generator.nextInt(2)*2-1) * 3); setMaxVelocity(8); setAhead(movementDirection); // Track the energy level previousEnergy = e.getEnergy(); ////////////////////Movement Code////////////////////// /////////////////////////////////////////////////////// /////////////////////////////////////////////////////// ///////////////////////Gun Code//////////////////////// //Pretty simple... setTurnGunRightRadians(Utils.normalRelativeAngle((absoluteBearing += getHeadingRadians()) - getGunHeadingRadians() + (e.getVelocity() * Math.sin(e.getHeadingRadians() - absoluteBearing) / 13.2))); if (getGunHeat() == 0d) { // Only try to fire if we can- setFire(2d); // otherwise we do much worse } ///////////////////////Gun Code//////////////////////// /////////////////////////////////////////////////////// /////////////////////////////////////////////////////// /////////////////////Radar Code//////////////////////// setTurnRadarLeftRadians(getRadarTurnRemainingRadians()); /////////////////////Radar Code//////////////////////// /////////////////////////////////////////////////////// } public void onHitWall(HitWallEvent e) { i(); } public void i() { setMaxVelocity(1); movementDirection = -movementDirection; } }