Difference between revisions of "Talk:GravityWave/Tests/Archive June182009"

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(added thoughts)
(additional suggestion)
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Alright, I'll start working on non-moving targets. I think why my scores are so low is because I don't have any buffers for my arrays, so it's pulling a 0 danger until hit. I'll worry about that later, after I work on [[Dive Protection]] and the movement a bit. --[[User:J Litewski|Jacob Litewski]] 22:20, 14 June 2009 (UTC)
 
Alright, I'll start working on non-moving targets. I think why my scores are so low is because I don't have any buffers for my arrays, so it's pulling a 0 danger until hit. I'll worry about that later, after I work on [[Dive Protection]] and the movement a bit. --[[User:J Litewski|Jacob Litewski]] 22:20, 14 June 2009 (UTC)
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: Oh, well in that case, one additional suggestion, would be to place a danger at GF 0 (aka, assume the enemy is head-on until data says otherwise), when where is no data in currently read segments. In fact, pretty much every surfer I know of does this when it reads no data, so I was assuming you aready had that. --[[User:Rednaxela|Rednaxela]] 22:41, 14 June 2009 (UTC)

Revision as of 23:41, 14 June 2009

The fact that you're losing rounds makes me think that you have a bug which makes your bot freeze occasionally. What about putting a try/catch in all your event handlers and main method, and if there is an exception writing the details of where you are, the enemy is, how many waves there are in the air, the game time, etc. I modified DrussGT not to shoot, and here were the results for 500 rounds:

1st	jk.mega.DrussGT 1.3.8	18250 (97%)	13250	5000	0	0	0	0	500	0	0
2nd	mld.DustBunny 3.8	612 (3%)	0	0	612	0	0	0	0	500	0

This has very little to do with segmentation, and is mostly about getting every single last bug out of your surfing. It looks to me like you might need some Dive Protection, as you are getting a significant amount of ram damage. I'm not sure if you have any form of 'escape movement' for when the other bot is very close and there is an enemy wave in the air. What could be useful is taking a standard random-movement from a non-surfing bot and using that for when there are not waves to surf, or the enemy is very close. Hope this helps on your quest for 85+ (and I suspect higher) --Skilgannon 19:49, 14 June 2009 (UTC)

I've been having the same suspicion about there being bugs, and the segmentation not at all being the problem. I very very strongly suggest you change back to head-on targeting bot for tests like DustBunny 3.5, or (the 'classic') HawkOnFire, and with it's movement disabled at least at first. Against an unmoving head-on targeter, you should be able to take as few as one hit per 100 rounds, or even fewer. If a bot can't... then chances are it needs to work on the non-segmented basics more before worrying about segmentation details. --Rednaxela 21:53, 14 June 2009 (UTC)

Alright, I'll start working on non-moving targets. I think why my scores are so low is because I don't have any buffers for my arrays, so it's pulling a 0 danger until hit. I'll worry about that later, after I work on Dive Protection and the movement a bit. --Jacob Litewski 22:20, 14 June 2009 (UTC)

Oh, well in that case, one additional suggestion, would be to place a danger at GF 0 (aka, assume the enemy is head-on until data says otherwise), when where is no data in currently read segments. In fact, pretty much every surfer I know of does this when it reads no data, so I was assuming you aready had that. --Rednaxela 22:41, 14 June 2009 (UTC)