http://robowiki.net/w/index.php?title=Thread:Talk:Virtual_Guns/Multiple_bullets_per_gun/reply_(5)&feed=atom&action=historyThread:Talk:Virtual Guns/Multiple bullets per gun/reply (5) - Revision history2024-03-29T05:40:24ZRevision history for this page on the wikiMediaWiki 1.34.1http://robowiki.net/w/index.php?title=Thread:Talk:Virtual_Guns/Multiple_bullets_per_gun/reply_(5)&diff=22110&oldid=prevVoidious: Reply to Multiple bullets per gun2011-10-03T23:36:07Z<p>Reply to <a href="/wiki/Thread:Talk:Virtual_Guns/Multiple_bullets_per_gun" title="Thread:Talk:Virtual Guns/Multiple bullets per gun">Multiple bullets per gun</a></p>
<p><b>New page</b></p><div>That's interesting to hear. I definitely considered some extreme cases - for instance, for the hit angle, take the normalized score for that angle (eg, kernel density / max kernel density) as the amount of a virtual bullet hit to count it as. Is that something like what you did? Obviously that's biased towards a gun with a pretty flat graph, but even after normalizing I'm not sure if it would favor one of my guns, which have very different looking graphs.<br />
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I have a hunch that this type of system should break down (ie, become so noisy that it's counter-productive) very quickly beyond the first few angles - if it helps at all in the first place. But, not being sure on the theoretical level, I definitely felt that on the experimental level, if I couldn't find benefit in using only 2nd/3rd best angles (which also by far carry the most weight), I would not find it by going beyond that. <br />
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In any case, I found no improvement in anything I tried, including the variation I'm trying right now that I thought fixed a flaw in 1.6.13's setup. So I'll probably try 1.6.14 with the old VG and see how that goes. I do still think there's potential here.</div>Voidious