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I personally was aiming to a better movement algorithm. I.e. one can do better than 1 or 2 wave surfing. That would be super critical in melee, where you can track/react/predict more than just the closest bot.

Idea of enemy simulator is also attractive. I personally do not like clustering algorithms, I would rather prefer emulate and distill a subset of physically possible and optimal tracks for a current situation.

A clustering algorithm probably would seize to work once you apply it in melee, since you have to account for a neighboring bot subset as an input.I would think this would drastically increase the problem dimensions.

Displacement vectors of Voidious would be the closest to real emulation but it is still just an approximation.

Beaming (talk)19:23, 13 October 2014

I also have a crazy idea of a fine control of the motion, i.e. something more complicated than a simple go to a point which does not change for a several ticks. I want to have a path with smaller/different rotation angles and potentially speed which does not accelerate to max or min state. This produces a lot of possibilities for the paths and takes a lot of time to properly evaluate the danger. Of course it is overkill since such paths are often only 1 pixel apart.

I think DrussGT has a trick where at every several ticks the bot rotates to left and right, so the bot moves in wave like path. This confuses a linear targeting quite a lot.

Though, my goal would be to fit in between coming bullets with a fine control of a motion and also meet a wave with bot moving.

Beaming (talk)01:23, 14 October 2014