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Thread title | Replies | Last modified |
---|---|---|
Rumble Topping | 7 | 17:32, 20 June 2013 |
Bullet Detect | 2 | 17:15, 17 June 2013 |
Match Length | 1 | 16:45, 10 May 2013 |
With this you are at the top of every one of the one vs one rumbles. Now all you have to do is melee nano, micro and mini rumbles, then the team and twin duel.
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I might've been the last to come "close" to stealing of his crowns, in General 1v1 (RumbleArchives:RoboRumble 20120730). So it's one of your turns. :-P
I'm trying, I'm trying. I've just been spending my robocode time writing the guide to Gilgalad (about 1/3 of the way done with the javadocs). I find that taking a break from robocode has been very bad. It means I need to re-learn lots of the stuff I was working on, but hopefully documenting Gilgalad will get me back to where I left off...
Not quite. EpeeistMicro legitimately took the micro throne from Toorkild a while back. Unfortunately, it wasn't there long enough to be archived.
Well, I share Nano with Sheldor, so I don't think that really counts. He got it most of the way there with the main structure, I did the tuning and feature-cramming.
Personally, I think my most vulnerable bot is CunobelinDC. That, or Neuromancer, although I think a 1v1-specific bullet power function would help there a lot.
I am working on a new version of my microbot and noticed that Cotillion and several other top bots use different bullet detect logic. I am currently using 0 < energyDrop <= 3. Cotillion uses energyDrop > 0, but also corrects enemy energy in onHitByBullet and onBulletHit.
Having thought about the robo-physics of it that looks to be superior as it will not miss a shot that is coincident with taking damage. Is that correct?
Also assuming that enemy energy is adjusted properly then energyDrop > 0 is sufficient and the <=3 is no longer necessary to avoid false detections?
With that the only issues would be ramming and wall hits, but that is a little hard to account for in a micro.
Yes, that's correct. I found it helped my stop-n-go a lot doing it this way, and the <=3 didn't have any effect on score. Also, don't worry about ramming because if they are ramming then they are too close for stop-n-go =)And wall hits would be nice to take into account, but I'm afraid they are a tough nut to crack even in mega, never mind in micro :-/
Yeah, I've found using onBulletHit
adjustment instead of limiting the energy drop to be much more effective against linear targeting, because if the enemy fires the same tick the bot hits it, or the same tick it hits a wall, or even the same tick it gets a bullet hit bonus, its fire will not be detected. If you have some codesize to spare, I would also recommend adjusting the enemy energy variable on onHitByBullet
, to make it even more accurate.
I was thinking of this, but hadn't gotten around to it yet. The reason I went with the other way was because of execution speed.