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Fragment of a discussion from Talk:Dynamic Clustering
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Combat uses a constant K. And weight data points proportionally to the farthest data point of all K closest data points. It's a kind of variable kernel density.

weight = 1 - distance/(max(allDistances)+1)

K is currently set at 19 for gun (it is this low because it uses only real waves), 17 for wave surfing and 18 for flattener.

Never done any serious tuning except trying a few adjacent K values in RoboResearch and picking the one with highest APS. Some kind of manual hill climbing.

Using only real waves and not doing any fine tuning is the main reason Combat performs badly in APS league, but does ok in PL league.

MN01:16, 17 March 2013