Talk:Darkcanuck/VelocityTest
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)