GravityWave

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Revision as of 06:54, 7 June 2009 by J Litewski (talk | contribs) (Finished Page, still moving around data)
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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...