GravityWave
Revision as of 05:54, 7 June 2009 by J Litewski (talk | contribs) (Finished Page, still moving around data)
GravityWave | |
Author(s) | J_Litewski |
Extends | AdvancedRobot |
Current Version | alpha1 |
Basic Information
- Bot Name
- GravityWave
- Author
- Jacob Litewski
- Extends
- AdvancedRobot
- What's special about it?
- It's my attempt at a semi-good WaveSurfing movement
- Great, I want to try it. Where can I download it?
- Currently, there isn't a download link
- How competitive is it?
- Against DustBunny 3.5, without shooting, does fairly well. The current results are:
1st hackhalotwo.GravityWave 17933 (81%) 13050 4860 0 0 23 0 486 14 0 2nd mld.DustBunny 3.5 4344 (19%) 700 140 3319 157 28 0 14 486 0
Strategy
- How does it move?
- Using BasicSurfer as a base, and later on, using Anti-Grav for finer movements.
- How does it fire?
- It's a non-firing robot
- How does it dodge bullets?
- The BasicSurfer detection algorithm (working on expanding it)
- How does the melee strategy differ from One-on-one strategy?
- Not sure, never tested it.
- How does it select a target to attack/avoid in melee?
- First one seen I guess
- What does it save between rounds and matches?
- It saves between rounds currently.
Additional Information
- Where did you get the name?
- GravityWave is basically a mix of WaveSurfing and Anti-Gravity.
- Can I use your code?
- It will be in GITS when a good stable version comes out
- What's next for your robot?
- Get the bloody thing coded
- Does it have any White Whales?
- Not currently
- What other robot(s) is it based on?
- Voidious's BasicSurfer(without my calcBullet() function)
1st mld.DustBunny 3.5 21977 (62%) 5300 1060 14450 1132 35 0 106 394 0 2nd hackhalotwo.GravityWave 13201 (38%) 9050 3940 0 0 210 1 394 106 0
(with my calcBullet() function)
1st mld.DustBunny 3.5 18547 (56%) 4350 870 12310 974 44 0 87 413 0 2nd hackhalotwo.GravityWave 14406 (44%) 10200 4130 0 0 76 0 413 87 0
The tests above show how much of an improvement my little hack of a function is. It still needs some polishing (since it's broken up a bit for debugging and is kinda hacked together :) ), but it works as it should. Now, when fighting against DustBunny, it doesn't register the wall hits as bullet fires, which means that GravityWave doesn't think there is a bullet flying at him and turn into a real bullet. I'm now stuck between if I should start looking into coding in segmentation or Virtual Bullets...