Thread history

Fragment of a discussion from Talk:AgentSmith
Viewing a history listing
Jump to navigation Jump to search
Time User Activity Comment
No results

If you make it dodge GF Targeting, it will be a Sandbox Flattener, and then it is only a small step to surfer. A good SBF should get you to into the top 100.

Once you get a SBF, it is only bullet hit detection away from being a surfer.

Chase01:21, 29 November 2013

> it is only bullet hit detection away from being a surfer

What do you mean by this please? I was going to be using bullet hit detection for Guess Factors in movement, so I'm not sure how doing this makes it a wave surfer?

Cheers!

Wolfman (talk)10:11, 29 November 2013

Wave surfers use onBulletHit and onBulletHitBullet events to learn how the opponent is targeting at you. It is a lot more versatile and adaptable than simply assuming the opponent is using head-on, linear or circular targeting.

MN (talk)04:49, 30 November 2013

Ahh right, sounds like there is a bit of miss-naming here. I would say that what you described was nothing to do with wave surfing, and is in fact a technique for predicting enemy bullet positions more accurately - which is what I intend to do next.

Wavesurfing I would say is taking that predicted bullet information and building up a "wave of danger" which you then use to move. This part is different in Agent Smith because it does not use one dimensional (along a line, guess factors) "waves of danger", instead it considers 3 dimensional data, predicted bullet x,y at time t and using that to choose its movement path.

Wolfman (talk)09:23, 30 November 2013

Considering you know the fire-time and bullet power, surely you can then eliminate all points not on the wave as possibly holding the bullet at that point in time. So it seems like wavesurfing to me.

Skilgannon (talk)11:38, 30 November 2013

Yes, I use waves to work out predicted bullet positions at time t. What I don't do is use that information to build up a 1 dimensional array of danger values and then surf those danger values left or right.

Instead I use the absolute bullet positions relative to my bots predicted position to work out a path in the future that maintains the minimum possible danger. It is more of a minimum risk movement that wave surfing.

I don't restrict the predicted positions to left or right, I try numerous possible paths within the movement sphere of my bot. Each of those paths I predict up to 50 ticks ahead into the future. This is the key point - because I predict precisely the paths for 50 ticks the path may move into what a wave-surfer would traditionally call a danger zone but my bot is not in danger because it knows that the path it is traveling on will take it out of the way by the time the bullet hits.

Because it does not use a 1d array of danger values it takes into account every single bullet in the air at the same time, which means it can be extended for melee very easily.

Once a path has been chosen it will follow that path (with no need for recalculation) until a new enemy bullet has been fired, at which point it recalculates again.

Yes I believe it shares some similar ideas to wave surfing but I think it is different enough to be called a different technique.

Wolfman (talk)12:10, 30 November 2013