User:Dsekercioglu/Thoughts on targeting

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Revision as of 21:44, 8 September 2017 by Dsekercioglu (talk | contribs) (Created page with "==Introduction== When your robot fights against a weaker robot about %55 - %65 of the score comes from damage. ==Prediction Technics== There are mainly 2 ways for predicting ...")
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When your robot fights against a weaker robot about %55 - %65 of the score comes from damage.

Prediction Technics

There are mainly 2 ways for predicting where the enemy will be.

  • 1. Angular Systems.
  • 2. Positional Systems.
Angular Systems
Positional Systems
Linear Targeting, Circular Targeting, Pattern Matching are used.
The most efficient system so far is Play It Forward.

Choosing the Correct Angle/Position

  • Oscillators change their direction periodically.
  • When close to walls some bots change direction.
  • Many bots tries to get away from the enemy when close.
  • Stop And Go bots move less when bullet float time is low.
  • Decelerating bots generally changes direction.
Classification algorithms are used here to get the best prediction.
The most used 2 algorithms are KNN(DC) and VCS.

Choosing Attributes

Lateral Velocity
Lateral Velocity has a direct affect on enemy movement.
Simple movements generally keeps the velocity while moving.
Advancing Velocity
Advancing velocity helps you to understand if enemy is coming closer or moving away.
Useful against: Bots doing distancing, bots moving non-perpendicularly.
Bullet Float Time
Helps to hit non perpendicular movement.
For example Walls, SpinBot.
Forward/Backward Wall MEA
Helps to hit nearly any type of movement.
  • If a bot changes direction after hitting or before hitting the wall.
  • If a bot does wall smoothing
  • If a bot gets stuck in the corners

Forward/Backward Wall MEA will increase your hit rate.

Time Since Attributes

Useful against Oscillator,Stop And Go, Direction Based Random Movement.

Targeting Learning Movements

When a bot with a learning movement gets hit it won't do the same movement for a very long time.
For the gun to be more adaptive it needs Data Decay so
  • The gun forgets the old moves quickly
  • Adapts faster to the new movement.
This can be done in two ways
  • A simple formula for VCS(Look at Data Decay)
  • Having a fired bullets attribute