Talk:Darkcanuck/VelocityTest

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Revision as of 16:49, 15 July 2009 by Darkcanuck (talk | contribs) (added skilgannon's version)
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Using 1.7.1.3

Scratch that last posted result -- was using the method from 1.7.1.2 Beta by accident. Here's the corrected test result:

Starting velocity=0.0 distance=6.0
  1 velocity=1.0 remain=5.0
  2 velocity=2.0 remain=3.0
  3 velocity=3.0 remain=0.0
  4 velocity=1.0 remain=-1.0
  5 velocity=-0.75 remain=-0.25
  6 velocity=-0.25 remain=0.0
  7 velocity=0.0 remain=0.0

Still a problem here:

  • at tick 3 the bot should have stayed at velocity 2 then decelerated to 1 to hit the target
  • the bot then overshoots and takes its time to get on target
  • this should have been a 4-tick move...

--Darkcanuck 05:22, 15 July 2009 (UTC)


For another (worse) example of the above, try starting at 0 with a target of 10.

Starting velocity=0.0 distance=10.0
  1 velocity=1.0 remain=9.0
  2 velocity=2.0 remain=7.0
  3 velocity=3.0 remain=4.0
  4 velocity=4.0 remain=0.0
  5 velocity=2.0 remain=-2.0
  6 velocity=0.0 remain=-2.0
  7 velocity=-1.0 remain=-1.0
  8 velocity=-2.0 remain=1.0
  9 velocity=-0.0 remain=1.0
  10 velocity=1.0 remain=0.0
  11 velocity=0.0 remain=0.0
Starting velocity=4.0 distance=0.0
  1 velocity=2.0 remain=-2.0
  2 velocity=0.0 remain=-2.0
  3 velocity=-1.0 remain=-1.0
  4 velocity=-2.0 remain=1.0
  5 velocity=-0.0 remain=1.0
  6 velocity=1.0 remain=0.0
  7 velocity=0.0 remain=0.0

Starting from an overshoot condition, the velocity formula causes a second, unnecessary overshoot. --Darkcanuck 05:45, 15 July 2009 (UTC)

And here's a sample of what odd negative velocities can produce:

Starting velocity=-1.9 distance=10.0
  1 velocity=1.8074999999999999 remain=8.1925
  2 velocity=2.8075 remain=5.385000000000001
  3 velocity=3.8075 remain=1.5775000000000006
  4 velocity=1.8075 remain=-0.22999999999999954
  5 velocity=-0.22999999999999954 remain=0.0
  6 velocity=0.0 remain=0.0

--Darkcanuck 05:49, 15 July 2009 (UTC)

Voidious Version

Here's the same tests done with the changes made by Voidious:

Starting velocity=0.0 distance=6.0
  1 velocity=1.0 remain=5.0
  2 velocity=2.0 remain=3.0
  3 velocity=3.0 remain=0.0
  4 velocity=1.0 remain=-1.0
  5 velocity=-0.5 remain=-0.5
  6 velocity=-0.5 remain=0.0
  7 velocity=0.0 remain=0.0

Starting velocity=0.0 distance=10.0
  1 velocity=1.0 remain=9.0
  2 velocity=2.0 remain=7.0
  3 velocity=3.0 remain=4.0
  4 velocity=3.0 remain=1.0
  5 velocity=1.0 remain=0.0
  6 velocity=0.0 remain=0.0

Starting velocity=4.0 distance=0.0
  1 velocity=2.0 remain=-2.0
  2 velocity=0.0 remain=-2.0
  3 velocity=-2.0 remain=0.0
  4 velocity=-0.0 remain=0.0

Starting velocity=-1.9 distance=10.0
  1 velocity=0.050000000000000044 remain=9.95
  2 velocity=1.05 remain=8.899999999999999
  3 velocity=2.05 remain=6.849999999999999
  4 velocity=3.05 remain=3.799999999999999
  5 velocity=2.8999999999999995 remain=0.8999999999999995
  6 velocity=0.8999999999999995 remain=0.0
  7 velocity=0.0 remain=0.0

That seems to fix all the problems I've found so far, except for the tricky 0,6 case. --Darkcanuck 06:12, 15 July 2009 (UTC)

There's a bug here: in the 4,0 case, how is the bot able to get from velocity 2 to 0 to -2? Surely it should be:

Starting velocity=4.0 distance=0.0
  1 velocity=2.0 remain=-2.0
  2 velocity=-0.0 remain=-2.0
  3 velocity=-1.0 remain=-1.0
  4 velocity=-1.0 remain=0.0
  5 velocity=0.0 remain=0.0

--Skilgannon 09:53, 15 July 2009 (UTC)

It was late, and I missed that. =) Here's the newest version's results:

Starting velocity=0.0 distance=6.0
  1 velocity=1.0 remain=5.0
  2 velocity=2.0 remain=3.0
  3 velocity=1.5 remain=1.5
  4 velocity=1.5 remain=0.0
  5 velocity=0.0 remain=0.0

Starting velocity=0.0 distance=10.0
  1 velocity=1.0 remain=9.0
  2 velocity=2.0 remain=7.0
  3 velocity=3.0 remain=4.0
  4 velocity=3.0 remain=1.0
  5 velocity=1.0 remain=0.0
  6 velocity=0.0 remain=0.0

Starting velocity=4.0 distance=0.0
  1 velocity=2.0 remain=-2.0
  2 velocity=0.0 remain=-2.0
  3 velocity=-1.0 remain=-1.0
  4 velocity=-1.0 remain=0.0
  5 velocity=0.0 remain=0.0

Starting velocity=-1.9 distance=10.0
  1 velocity=0.050000000000000044 remain=9.95
  2 velocity=1.05 remain=8.899999999999999
  3 velocity=2.05 remain=6.849999999999999
  4 velocity=3.05 remain=3.799999999999999
  5 velocity=2.8999999999999995 remain=0.8999999999999995
  6 velocity=0.8999999999999995 remain=0.0
  7 velocity=0.0 remain=0.0

Looks ok to me, now I have to find some more numbers to break it... --Darkcanuck 15:42, 15 July 2009 (UTC)

Skilgannon Version

And for comparison's sake:

Starting velocity=0.0 distance=6.0
  1 velocity=1.0 remain=5.0
  2 velocity=2.0 remain=3.0
  3 velocity=2.0 remain=1.0
  4 velocity=1.0 remain=0.0
  5 velocity=0.0 remain=0.0

Starting velocity=0.0 distance=10.0
  1 velocity=1.0 remain=9.0
  2 velocity=2.0 remain=7.0
  3 velocity=3.0 remain=4.0
  4 velocity=1.0 remain=3.0
  5 velocity=2.0 remain=1.0
  6 velocity=1.0 remain=0.0
  7 velocity=0.0 remain=0.0

Starting velocity=4.0 distance=0.0
  1 velocity=2.0 remain=-2.0
  2 velocity=-0.0 remain=-2.0
  3 velocity=-1.0 remain=-1.0
  4 velocity=-1.0 remain=0.0
  5 velocity=1.0 remain=-1.0
  6 velocity=-1.0 remain=0.0
  7 velocity=1.0 remain=-1.0
  8 velocity=-1.0 remain=0.0
  9 velocity=1.0 remain=-1.0
  ...  (infinite loop) ...

Starting velocity=-1.9 distance=10.0
  1 velocity=0.10000000000000009 remain=9.9
  2 velocity=1.1 remain=8.8
  3 velocity=2.1 remain=6.700000000000001
  4 velocity=3.1 remain=3.600000000000001
  5 velocity=1.1 remain=2.500000000000001
  6 velocity=2.1 remain=0.4000000000000008
  7 velocity=0.4000000000000008 remain=0.0
  8 velocity=0.0 remain=0.0

This one adds an extra tick during deceleration in the 0,10 and -1.9,10 cases. And the 4,0 case leads to an infinite loop because the velocity never hits 0 at the same time as the distance remaining. --Darkcanuck 15:49, 15 July 2009 (UTC)