Crazy Ideas

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Revision as of 23 March 2013 at 06:15.
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Crazy Ideas

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Last edit: 14:08, 22 March 2013

First, we initialize integer to 255 to save a byte. :)
Then, in the PM code we use (integer = integer >> 1), instead of (integer = integer - 1).

If I'm right (which I rarely am), this would be smaller, faster and smarter. How does it sound to you?

    Sheldor12:51, 22 March 2013

    Sounds good. I did a geometric reduction of the key length in Toorkild as well, and it worked fine.

      Skilgannon12:58, 22 March 2013
       

      Hmm, for some reason, under Jikes, both of those changes add a byte of codesize. Any number above 127 takes an extra byte, and >> is one more byte than --

        Skilgannon15:13, 22 March 2013

        Were you using Jikes when you compiled Toorkild and got the weird savings from 255?

          Sheldor15:35, 22 March 2013
           

          Yes, but I was using it for an array size, so that might have been something else happening.

            Skilgannon16:15, 22 March 2013
             

            So, if we do it just like Toorkild and use 64 as the initialization value, and use integer /= 2 instead of --integer, we should break even at 249 bytes, right?

            Also, I think we should try using power-3 bullets, or at least go back to power 2.6667. I think 2.33333... is a little too soft for a bot with such an aggressive movement.

            If the changes work, then go ahead and release version 1.0.4.

              Sheldor17:23, 22 March 2013
               

              integer/=2 takes an extra byte from --integer, but if we switch our bullet power to 3 we have that byte to spare. I'll package it up and release.

                Skilgannon17:43, 22 March 2013
                 

                Huh, for some reason it lost a lot against weak bots. Do you think this is because of the PM change, the bullet power change, or the movement change? I doubt it was because of the change to the random multiplier, because the RM shouldn't even be activated against weak bots.

                  Sheldor20:39, 22 March 2013
                   

                  I think the higher bullet power made it waste energy quicker, giving it an extra loss or two, which pushed a bunch of bots over into the random movement instead of orbit/oscillate.

                  One thing I noticed while watching battles was if it starts from very far away it does loops instead of settling for a nice orbital movement. I'm thinking of decreasing the turn amount caused by the distancing, especially as it isn't as sensitive to that now that the gun can handle any distance correctly.

                    Skilgannon21:02, 22 March 2013

                    Okay. Let's change the BP back to 2.33... and the constant in the distance controller from 2500 to 3000.

                    We also might try doing 3/orbit + 3/oscillate + 94/random instead of 2/orbit + 2/oscillate + 96/random.

                      Sheldor22:57, 22 March 2013
                       

                      One step at a time, I'd rather have less sacrificial rounds against top bots and lower the bullet power, although that gets us right back to where we were. I also want to see where the threshold is, so how about BP 2.666?

                        Skilgannon07:15, 23 March 2013