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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

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