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  • ** Uses [[PEZ]]'s more accurate near-wall segment. ...9 switched to an always-fire-2 bullet power strategy and incorporated wall approach segmentation.
    1,020 bytes (135 words) - 20:55, 30 April 2009
  • ...bot will instead turn as it approaches the wall, then move right along the wall. ...orrows several ideas from orbital wall smothing. For details, see [[/Melee Wall Smoothing]]
    3 KB (502 words) - 17:56, 25 January 2024
  • ...subsequent point of impact, and so forth until you're perpendicular to the wall. -- [[User:Kuuran|Kuuran]] ...Ensure that your normal movement code can't assert it's angle if there is wall collision impending and ensure that you're aiming for the legal portion of
    7 KB (1,183 words) - 05:52, 8 October 2009
  • ...higher than 50% points, being a perfect balance between both. However this approach doesn't seem to work well in 1v1, maybe the minimum-risk part should get so ...e field unharmed, Diamond hides in corner safely, Firestarter stick to the wall back and forth, and Scalar run into bullets getting killed ;)
    1 KB (235 words) - 18:32, 27 August 2018
  • : It's probably the only [[MicroBot]] with [[Wall Smoothing|wall smoothing]], [[Adaptive Movement|adaptive movement]] and [[GuessFactor Targ ...h [[segmentation]] on [[distance]], [[velocity]], [[deceleration]], [[wall approach]] and [[time since deceleration]].
    2 KB (292 words) - 06:33, 3 August 2017
  • | title = Wall Smoothing Sub-pages | parent = Wall Smoothing
    8 KB (1,090 words) - 05:20, 5 October 2017
  • ** Segmentation on velocity and wall proximity only ** Segmentation wall proximity, time since velocity change and distance traveled last 15, 60 and
    3 KB (417 words) - 11:00, 14 September 2017
  • * '''0067:''' Dimensions: Lateral velocity, forward wall distance, distance, time since orientation change ...tly different travel angle calculation, to (hopefully) smooth out the wall approach slightly. As a side effect, lessens the retreat angle when too close to th
    18 KB (1,792 words) - 08:36, 5 October 2008
  • ...omly around the enemy, avoiding walls with a variant of [[Skilgannon]]'s [[Wall Smoothing/Implementations/Fancy Stick|fancy stick]]. ...ately I'm more inclined to try a [[Dynamic Clustering|k-nearest-neighbor]] approach instead. It certainly seems to work for some of the other juggernauts!
    2 KB (296 words) - 17:53, 5 September 2013
  • ...other wall smoothing method, all using some kind of imaginary stick — this approach simulates exact robocode physics without using iterations. (as the term ''P Most of the time, it don't use trigs at all. When near wall, it uses one atan2 call. When near corner, it uses two atan2 calls. No othe
    8 KB (934 words) - 05:47, 5 October 2017
  • // walking stick into another wall) // smooths agains the west wall
    13 KB (1,998 words) - 20:08, 9 August 2011
  • ...er surfing (the 1.9 line) so fails to collect even close to the points the wall-bouncing 1.6 line does.... And frustrating to! -- [[PEZ]] Ah! My new 1.9 approach together with [[Axe]]'s good advice to allow wall bouncing at really close ranges made 1.9.3.3 jump up to compete with the st
    6 KB (986 words) - 21:36, 29 May 2009
  • ...push enemies into the corners to narrow their escape angle and expose near-wall profile flaws. But since version 1.10, Gaff uses a multi-mode movement, co ...new data also uses a modified version of [[Simonton]]'s radial-distance-to-wall algorithm.
    4 KB (520 words) - 01:24, 13 August 2017
  • ...ere are also advantages to staying around the same spot, particularly with wall collisions. But the answer is, really, there is no answer. The reason there ...(which is what I think [[Lacrimas]] does) is to put the distance from the wall into the parameters are pattern-matched - but it isn't quite as sophisticat
    7 KB (1,142 words) - 09:44, 22 May 2009
  • ...asses the enemy and calculate the resulting MEA. If the enemy didn't hit a wall, just use this, otherwise continue to the remaining steps. ...ll Smoothing]]. I use a wall stick of 80 and ignore wall hits (ie, use the wall to calculate how he will move, but let him move through walls).
    8 KB (1,357 words) - 18:58, 31 May 2012
  • ...ecks of velocity and gun cool time to try to avoid registering an opponent wall hit as firing a bullet. ...same as the previous shot. The following possible errors remain from this approach:
    7 KB (1,019 words) - 07:56, 15 March 2013
  • I need serious help with this wall avoidance issue. This is the weakest spot of [[Marshmallow]] at the moment. ...18.0, battlefieldheight - 18.0) you won't hit any walls. You can make the wall margin greater than 18.0 to account for the fact that bots make wide turns
    15 KB (2,344 words) - 19:09, 12 February 2011
  • ** Failed experiments with [[Wall Smoothing/Implementations/Fancy Stick]] ** Even more changes to approach / retreat angles.
    8 KB (997 words) - 04:38, 11 August 2017
  • ...just turn the bot to go more and more parallell to the wall. Smoothing the approach angle. To see an implementation, check out RandomMovementBot. To see a more ..., to start turning at the turn rate (just assume 4 deg/tick) and avoid the wall. This essentially makes some kind of arc, where you can find the perpendic
    25 KB (3,940 words) - 15:03, 10 January 2012
  • ...ns of Gaff with good results, but versions 1.42 and later take a different approach. | Approach velocity || -8 - +8 || 9
    8 KB (1,249 words) - 16:41, 1 October 2009
  • ...DynamicDistance - against good bots it is always better to retreat than to approach. Against poor bots there may be an advantage in staying at distance where ...toward/away from them in those situations. Just a thought. Not that the wall movement is all bad, I just choose to never smooth the walls if it requires
    12 KB (2,162 words) - 09:43, 22 May 2009
  • : I have a similar approach than [[Darkcanuck]], but since I don't want to forget to remove anything, I ...gy (enemy or me), it's a real mess when Crazy is pinned between me and the wall ramming back and forth and shooting me. I guess the next step will be filt
    13 KB (2,176 words) - 07:38, 10 June 2009
  • ...ly the Kd-Tree in that case. You could also consider an "interpolated VCS" approach like I explore in [[User:Rednaxela/SaphireEdge]], it's rarther non-traditio ...d has less redundant calculation. In any case though, the getFactorIndex() approach is perfectly fine. I would however suggest that when calculating the covere
    18 KB (2,896 words) - 10:37, 1 July 2010
  • ...s that hit you on the wall, the greatest escape angle would be to meet the wall just as the [[Wave]] hits (the shortest distance between where you are and ...to walls like crazy. Your idea of translating everything to the right hand wall is brilliant. =) --[[David Alves]]
    30 KB (4,716 words) - 00:43, 13 July 2010
  • ...ncapsulated into drivers, so that I can directly control full details near wall, avoid losing score occasionally. Instead of inventing and experimenting some novel approach like in targeting, the best way that worked is to test against real opponen
    7 KB (1,171 words) - 03:15, 29 June 2021
  • // Check for likely contact with a wall and adjust the prediction //now if I went off a side wall, this part is easy...
    10 KB (1,425 words) - 05:46, 17 April 2011
  • ...g. I fixed the problem with Gouldingi acting stupid when close to the same wall as the enemy, But I think the main difference is that I added some randomne ...rsistence to Dalek but I am not sure this will work better than my current approach. I'll test it and see. I don't have your courage - to send untested code ou
    9 KB (1,571 words) - 05:50, 8 October 2009
  • ...being imprecise may decrease performance, but it's simple ;)). I use these approach as it's faster than iterating through every pair of two GuessFactors. And i ...enemy gun heat to prevent false positive waves from firing when enemy hits wall or energy drain happens.
    6 KB (1,035 words) - 04:46, 30 August 2017
  • Hmm... Well the first thing to come to mind would be increasing the approach angle--[[User:CrazyBassoonist|CrazyBassoonist]] 02:45, 14 October 2009 (UTC Well, you just approach at a steeper angle. The only catch is that at a steeper angle you have a gr
    11 KB (1,756 words) - 02:38, 15 October 2009
  • ...locity change, ticks since CCW/CW change and straight-line distance to the wall as inputs. All of them are split up into smaller feature ranges so there a ...are very strong in classification problems, so Gaff's targeting takes that approach instead. I've also tried using a net to do predictive pattern matching (see
    14 KB (2,238 words) - 16:57, 27 July 2009
  • == I Hate Wall Avoidance == ...'m now toying with the idea of moving my orbit target to avoid hitting the wall, rather than trying to adjust orbit path separately. Though I'd prefer a s
    42 KB (7,215 words) - 02:40, 6 November 2011
  • ...yhow, I just tested and a bot can approach to within 18.0001 pixels of the wall or so, so 36x36 is a good assumption. -- [[User:Jamougha|Jamougha]] ...ldn't hit walls once because he would be within 17.999999999 pixels of the wall and it screwed it up. -- [[User:Kawigi|Kawigi]]
    10 KB (1,811 words) - 05:52, 8 October 2009
  • removed no-wall-smoothing for WeakGuns (2.64).<br> ...nSample rating: time-since-deccelerating , distance , heading, distance-to-wall & <b>distance-to-corner weightened</b>.<br>
    29 KB (3,966 words) - 10:31, 1 July 2010
  • * Try to tune the random gun parameters with a SGD approach. * Try to tune the movement parameters with a SGD approach.
    23 KB (3,257 words) - 19:54, 12 November 2017
  • ...potential bugs) match this. One thing though, I thought that the iterative wall smoothing came from Jam. At least I first saw it in one of the Raikos. Slig ...ages being used about 10% of the time and random selection 5%). My hybrid approach will be to change this behavior to take the second wave into account in the
    12 KB (1,909 words) - 19:50, 9 September 2011
  • ...B]]. The algorithm assumes that bots will come to a stop when they reach a wall. ...d predict the x- and y- co-ordinates of the enemy at the target time. This approach has the side-effect of allowing us to handle walls as well.
    10 KB (1,316 words) - 01:44, 20 May 2012
  • ** Different approach to fixing dive protection issues. ...ght changes to fast learning buffers' segmentations, including addition of wall distance segment.
    41 KB (6,118 words) - 20:53, 20 May 2009
  • ...then the escape angle the enemy would reach if he did the same but with [[Wall Smoothing]], and I take the larger of the two. I have been wondering if it' ...it for precise GFs, but it does use (precise MEA / traditional MEA) as its wall distance attribute in 1v1. --[[User:Voidious|Voidious]] 14:31, 13 September
    14 KB (2,406 words) - 20:07, 5 October 2010
  • ** Revert to 0.2.2, and then make PIF wall boundary checking more lenient like 0.2.3 *** ''Pure BFT approach appears to be notably faster in my tests, but my implementation is locking
    10 KB (1,341 words) - 13:12, 25 June 2021
  • ...es head-on targeting and since it is a move-to-point mover u can test your wall-segments with it. And of cause it is often very helpful to test your bot ag * That might be a better approach as any wall smoothing point would in theory be closer to me. It would have the hopeful
    37 KB (6,790 words) - 00:33, 29 September 2017
  • ...e of the early versions of one of the Flood* bots. Those could pin me to a wall. Next set were some of the tobe.* bots (particularly [[Gravitron]]). But as ...s, but can be tricked badly by some movements... It's good at catching bad wall movement and if you don't have that the guns are more or less worthless. So
    30 KB (5,291 words) - 05:51, 8 October 2009
  • Looks like I was thinking about how to approach the [[Melee]] problem. =) ...figured out why it works so well. As you can see above my only theoretical approach to this problem has lead me to propose maybe the optimum fire power is 1.7
    15 KB (2,577 words) - 17:57, 2 April 2014
  • This movement is similar to classic [[Wall Smoothing]] [[Random Movement]] implementations such as [[Raiko]], although ...e firing events. This helps prevent spurious waves from being fired due to wall hits which cause energy drops.
    23 KB (3,831 words) - 23:31, 28 August 2017
  • //Pez's wall smoothing code with adaptation ...a reduced linear gun with a nano sized wall hugging movement(its based on wall smoothing). --[[User:Khanguy|Khanguy]] 20:09, 15 May 2011 (UTC)
    16 KB (2,666 words) - 05:37, 27 September 2011
  • ...naive iterative wall smoothing to a self-coded, non-iterative, pythagorean wall smoothing. Hope it has no bugs. ...ed decay of data in my AS gun: instead of decaying by a rolling depth-like approach when querying the kd-tree, I stored many trees with decreasing size and inc
    14 KB (2,195 words) - 15:39, 7 September 2017
  • ...gle instance that must handle all robots. One of the challenges with this approach is that robot specific opponents are now generated as knowledge of their ex ...ss to the radar, gun, and drive related setXxx methods of the robot. This approach helps to prevent components from doing operations that are outside their ar
    28 KB (4,139 words) - 19:01, 16 April 2017
  • It has a nice approach towards WaveSurfing in my opinion, because it waits for the enemy to fire r ...I found his way to be much more effective than simple distance-to-nearest-wall, and he mentioned that [[User:Jamougha|Jamougha]] picked up that method, to
    32 KB (5,475 words) - 05:50, 8 October 2009
  • ...reason Raiko might have problems with it is that it tries to give few near-wall hints and I also took your suggestion to change velocity a bit arbritrary t ...aphing. It was a lengthy and boring process. With 0.3.7 I took a different approach. I used [[DT]] instead. No grapher at all. I decided that tweaking movement
    23 KB (3,969 words) - 05:50, 8 October 2009
  • ...eneral, but possibly more effective in Melee. And rather than taking a VG approach with those two variations, I'd suggest doing both and picking the highest g ...on the hit, FloodMini style. It seems this works just as well as my first approach.
    24 KB (4,306 words) - 05:51, 8 October 2009
  • ...un. I think of it more as the GuessFactor you would be at when you hit the wall. -- [[User:Voidious|Voidious]] * I use a quite simple approach to improve my movement execution speed and it has no downsides. After calcu
    41 KB (7,137 words) - 05:51, 8 October 2009

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