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Yeah, I've had a few disables from infinite loops before, but I didn't realise you also got disabled if you fired down to 0 energy. although that makes sense, since if it didn't disable you at that point you could either commit suicide or fire bullets for free.

I'm currently working on a deltas-based GF system, where I store the "deltas" of previous guesses and attempt to smooth the deltas to be as close to each other as possible (I don't much care if they're close to zero yet, but ultimately if I can determine with some degree of accuracy that the deltas are always offset by a constant or linear amount from zero, I can adjust the function using that offset, so I just want to get the delta function as close to flat as I can, currently). This should give me a fairly accurate gun, unless I'm very much mistaken? The only "magic" being the smoothing function, which would attempt to compensate for over/under guesses by increasing or decreasing the guess offset from the enemy's current position. Taking into account things like bullet velocity (which is a non-linear function, thanks to my "firepower" calculations, eugh) and distance from self to guess to then compute an optimal firing angle.

Thing is, with this system I'm not sure which is a better delta to use. You get more information from a delta that is the distance between your guess and the robot's actual position on that turn (provided you can get both pieces of information, and heaven help us if we can't) but a delta between the gun angle you used and the gun angle you -should've- used might provide more information to the next step (trying to get that delta as low as possible).

Of course, all of this could be surplus to requirement, but any help would be appreciated.

Cbrowne18:39, 12 October 2011