Talk:Wave Surfing/Melee

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Revision as of 06:29, 25 July 2009 by Nat (talk | contribs) (moved Wave Surfing/Melee to Talk:Wave Surfing/Melee: it should be the discussion)
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Here, we will discuss for your melee surfing strategy until anyone release first melee surfer, then this page will be moved to allow first author write their own.

Nat's Strategy

Here is my strategy to it:

  1. Each tick, simulate enemy gun heat. (Remember each round, gun heat start at 3)
  2. For each enemy gunheat drop to zero, mark that tick as fire tick.
  3. when your radar passed enemy again for 2 ticks after that fire tick, check for bullet power.
    • If enemy doesn't fire, the last firetick mark is invalid. You can't check for enemy fire this tick. You may fire enemy waves every tick if you want.
  4. Now you can imagine bullet come directly to you (GF0)
  5. Surf it! It may be quite slow. You need to do a LOT of precise prediction. Let say, predict for every enemy's active waves. For each point, check danger for all active waves and also evaluate minimum risk point. Now, chose best point, go at it!

More advanced:

  • When bullet hit, perform a bullet traceback to it fire position and assign correct gunheat to firer.
  • For each wave firing, you may mark GF0 to its closest enemy or create two waves to its closest and second closer. That way you need to keep stats for each robot to all another robots in battle.
  • Do not relay on Hit Surfing, surf on visit! Especially with non-firing waves!
  • Check for energy drop is the most difficult. You must check (assume?) for enemies' bullet hit another enemy, enemy hit enemy, and much more that can make you start skipped your turn.

CREDIT: Rednaxela and Skilgannon for some ideas! » Nat | Talk » 00:44, 23 March 2009 (UTC)


(Feel free to post your strategy here, espescially Rednaxela and Skilgannon who have finish half (or more) of this kind of movement)