User:Positive/Optimal Velocity
To not clutter up the Talk:Robocode/Game Physics page:
I believe this is the correct getClosestReachableVelocityToVelocity function (feel free to comment):
double getClosestReachableVelocityToVelocity(double currentVelocity,double wantedVelocity) { // this function assumes wantedVelocity<=Rules.MAXVELOCITY // with this function you can basically assume setAhead(Infinity) or setAhead(-Infinity) // was called, and you determine the next velocity based on the max velocity // set by the robot. For example, if the current velocity is 0 and the max velocity // set was 4.0, it would return 1.0. If the current velocity was 8.0, it would return 6.0. if(wantedVelocity<0) return -getClosestReachableVelocityToVelocity(-currentVelocity,-wantedVelocity); if(currentVelocity<0) { double nextVelocity; // we are travelling the wrong way, decelerate nextVelocity = currentVelocity + Rules.DECELERATION; if(nextVelocity>Rules.ACCELERATION) // make sure we can't jump from -0.1 to 1.9 or something nextVelocity = Rules.ACCELERATION; if(nextVelocity>wantedVelocity) // if the wanted velocity is for example 0.5, limit the velocity to that. return wantedVelocity; else // else return the highest possible return nextVelocity; } else { if(currentVelocity>wantedVelocity) { // both velocities are positive, but we need to decelerate double nextVelocity = currentVelocity - Rules.DECELERATION; if(nextVelocity<wantedVelocity) // if we can decelerate more than what's wanted, return what's wanted return wantedVelocity; else // else return the closest to it return nextVelocity; } else { // the wantedVelocity is higher than current double nextVelocity = currentVelocity + Rules.ACCELERATION; if(nextVelocity>wantedVelocity) // if we can accelerate more than what's wanted, return what's wanted return wantedVelocity; else // else return the closest to it return nextVelocity; } } }
getMaxVelocity function by Voidious:
double getMaxVelocity(double distance) { long decelTime = decelTime(distance); double decelDist = (decelTime / 2.0) * (decelTime-1) // sum of 0..(decelTime-1) * Rules.DECELERATION; return ((decelTime - 1) * Rules.DECELERATION) + ((distance - decelDist) / decelTime); } long decelTime(double distance) { long x = 1; do { // (square(x) + x) / 2) = 1, 3, 6, 10, 15... if (distance <= ((square(x) + x) / 2) * Rules.DECELERATION) { return x; } x++; } while (true); } long square(long i) { return i * i; }
The getNewVelocity function:
double getNewVelocity(double velocity, double distance) { if(distance<0) return -getNewVelocity(-velocity,-distance); double highestVelocity = getMaxVelocity(distance); // highest velocity without overshooting double wantedVelocity = Math.min(highestVelocity,8.0); // the actually wanted velocity by the robot is the highest possible, // limited by what the robot set by the setMaxVelocity command return getClosestReachableVelocityToVelocity(velocity, wantedVelocity); // return whatever is closest to that velocity }
Simulator:
public void simulate() { double currentVelocity = 8.0; double distanceRemain = -2.0; while(distanceRemain!=0.0 || currentVelocity!=0.0) { out.println("velocity = "+currentVelocity+"; distance="+distanceRemain); currentVelocity = getNewVelocity(currentVelocity,distanceRemain); distanceRemain -=currentVelocity; } }
Results
StartVelocity = 0.0; StartDistance = 6.0;
velocity = 0.0; distance=6.0 velocity = 1.0; distance=5.0 velocity = 2.0; distance=3.0 velocity = 2.5; distance=0.5 velocity = 0.5; distance=0.0
StartVelocity = 0.0; StartDistance = 10;
velocity = 0.0; distance=10.0 velocity = 1.0; distance=9.0 velocity = 2.0; distance=7.0 velocity = 3.0; distance=4.0 velocity = 3.0; distance=1.0 velocity = 1.0; distance=0.0
StartVelocity = -1.9; StartDistance = 10;
velocity = -1.9; distance=10.0 velocity = 0.10000000000000009; distance=9.9 velocity = 1.1; distance=8.8 velocity = 2.1; distance=6.700000000000001 velocity = 3.1; distance=3.600000000000001 velocity = 2.8000000000000007; distance=0.8000000000000003 velocity = 0.8000000000000007; distance=-4.440892098500626E-16; velocity = -4.440892098500626E-16; distance=0.0
StartVelocity = 8.0; StartDistance = -2.0;
velocity = 8.0; distance=-2.0 velocity = 6.0; distance=-8.0 velocity = 4.0; distance=-12.0 velocity = 2.0; distance=-14.0 velocity = -0.0; distance=-14.0 velocity = -1.0; distance=-13.0 velocity = -2.0; distance=-11.0 velocity = -3.0; distance=-8.0 velocity = -4.0; distance=-4.0 velocity = -3.0; distance=-1.0 velocity = -1.0; distance=0.0
StartVelocity = 5.0; StartDistance = 40.0;
velocity = 5.0; distance=40.0 velocity = 6.0; distance=34.0 velocity = 7.0; distance=27.0 velocity = 8.0; distance=19.0 velocity = 7.75; distance=11.25 velocity = 5.75; distance=5.5 velocity = 3.75; distance=1.75 velocity = 1.75; distance=0.0
Suggested updateMovement code
Original updateMovement code:
private void updateMovement() { double distance = currentCommands.getDistanceRemaining(); if (Double.isNaN(distance)) { distance = 0; } velocity = getNewVelocity(velocity, distance); double dx = velocity * sin(bodyHeading); double dy = velocity * cos(bodyHeading); x += dx; y += dy; if (dx != 0 || dy != 0) { updateBoundingBox(); } if (distance != 0) { currentCommands.setDistanceRemaining(distance - velocity); } }
Now I'm thinking, if the distance remaining == 0.0, and the velocity is set from 6.0 to 4.0, shouldnt the distance remaining become -4.0? Also, the updateBoundingBox is called whenever velocity!=0, because the condition dx==0 && dy==0 is only when the velocity==0, so that can be easier to check. I suggest:
private void updateMovement() { double distance = currentCommands.getDistanceRemaining(); if (Double.isNaN(distance)) { distance = 0; } velocity = getNewVelocity(velocity, distance); if(velocity!=0) { x += velocity * sin(bodyHeading); y += velocity * cos(bodyHeading); updateBoundingBox(); } currentCommands.setDistanceRemaining(distance - velocity); }