Difference between revisions of "User talk:AW/lupus"

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Thanks and God bless you,
 
Thanks and God bless you,
 
AW
 
AW
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Hmm, well, the results in the table mostly make sense for those combinations of segments I believe. The ones in gun 7 are what I would expect to be most key parts against oscillators and stop n' go like GrubbmGrb. It makes sense that gun 6 does well against Raiko, because Raiko tends to not hint at it's future behavior very much in acceleration or "time since", due to how it chooses to randomize. It also makes sense that gun 3 does well against Fortune, because Fortune changes between different kinds of movement, and gun 3 is a fairly "standard" segment combination that hits most things okay. Unsure about the DM and WLO scores. Personally, I'd suggest trying a hybrid of gun 7 and gun 6. Also, how many rounds per battle here? If the usual 35, then 3 seasons is awfully short, I'd suggest using more seasons to get a more precise idea of the trends. --[[User:Rednaxela|Rednaxela]] 04:35, 4 March 2011 (UTC)

Revision as of 06:35, 4 March 2011

Any ideas welcome! (Of course. I am frustrated enough to make this page after all.) —Preceding unsigned comment added by AW (talkcontribs)

It might be helpful if you explained how your gun works. That way, we'll have a better idea of what's going wrong against Grubbmgrb--CrazyBassoonist 03:13, 4 March 2011 (UTC)

(edit conflict) Heya and welcome to Robowiki. Well, regarding your GrubbmGrb question, I'm not sure to be honest. It would be a bit easier to speculate if the version history of this Lupus was visible, or at least knowing what general category of targeting it is. --Rednaxela 03:16, 4 March 2011 (UTC)


Yeah, sorry about that. I am expirimenting with GF/VCS guns before moving on to k-nearest neighbors and/or neural network guns (which I think seem like the best potential targeting methods). I segment the guns based on, well almost everything.

gun one: velocity, reletive heading, distance, distance to wall, distance back to wall, acceleration, and ticks since direction change.

gun three: velocity, reletive heading, distance, distance to wall, distance back to wall, and acceleration.

gun five: no segmentation and only firing waves.

gun six: velocity, distance to wall, and acceleration.

gun seven: lateral velocity, ticks since acceleration change, and ticks since direction change.


gun six was made based on what state information I would use / seemed likely someone would use to a write a random movement bot.

gun seven exists to find what works best against GrubbmGrb .

gun eight will try antialiasing (assuming it works the way I think it does) with a ticks since accel change segment added onto gun one.

Thanks and God bless you, AW

Hmm, well, the results in the table mostly make sense for those combinations of segments I believe. The ones in gun 7 are what I would expect to be most key parts against oscillators and stop n' go like GrubbmGrb. It makes sense that gun 6 does well against Raiko, because Raiko tends to not hint at it's future behavior very much in acceleration or "time since", due to how it chooses to randomize. It also makes sense that gun 3 does well against Fortune, because Fortune changes between different kinds of movement, and gun 3 is a fairly "standard" segment combination that hits most things okay. Unsure about the DM and WLO scores. Personally, I'd suggest trying a hybrid of gun 7 and gun 6. Also, how many rounds per battle here? If the usual 35, then 3 seasons is awfully short, I'd suggest using more seasons to get a more precise idea of the trends. --Rednaxela 04:35, 4 March 2011 (UTC)