Hyperion
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Hyperion | |
Author(s) | Mue |
Extends | AdvancedRobot |
Targeting | GuessFactor Targeting |
Movement | Random Movement |
Released | 2004 |
Current Version | 0.8 |
Code License | closed |
Download |
Background Information
- What's special about it?
- Hyperion is my first try to design a really competitive robot. It's a MegaBot designed for one-on-one using Virtual Guns and a rather simple movement.
- This robot was the base for Ascendant, a 2-year RoboRumble champion.
- How competitive is it?
- Even though it has been 12 years since its last update, Hyperion ranks in the top 100 in general 1v1.
Strategy
- How does it move?
- It randomly picks a position on the battlefield that:
- Has roughly the same distance to the opponent as the current position.
- Will not require the bot to pass its opponent to reach it (meaning it is on the same side of the opponent as the current position).
- Then it moves towards that position. After a random number of ticks, a new position is selected.
- How does it fire?
- It uses a virtual gun array, containing a well-tuned GuessFactor gun and a very fast learning gun.
- How does it dodge bullets?
- There is a chance that a new position is selected, when a bullet is detected.
- How does the melee strategy differ from One-on-one strategy?
- It's a one-on-one bot. Never tested melee, so its probably throwing exceptions at that
- What does it save between rounds and matches?
- It saves nothing between battles. Between rounds, targeting information is stored.
Additional Information
- Where did you get the name?
- It was the first that came to my mind and was not in use already. Might have something to do with the astronomy book I read back then (Hyperion is a moon of Saturn).
- Can I use your code?
- Not at the moment. I will eventually release the source code (though some cleaning up might be required first).
- What's next for your robot?
- Maybe re-tuning the movement (though I won't switch it to Wave Surfing).
- What other robot(s) is it based on?
- It's not based on other robots/code in particular. I used some ideas from the wiki, the most important probably being Virtual Guns, GuessFactor Targeting, and how to implement Pattern Matching.
Version History
- Version 0.8 (March 20, 2005) – rating: 1903
- Version 0.7.3 (May 25, 2004) – rating: 1831 (dropped to 1810)
- Included wall segmentation in GuessFactor Targeting.
- Removed Head-On Targeting (in theory there should be always another gun that's better against a specific opponent).
- Really minor movement change.
- Tuned the firepower selection a bit (not sure if the new one is better though).
- Version 0.7.2 (May 22, 2004) – rating: 1793
- Reworked Pattern Matching (no fixed pattern length any more).
- Removed Circular Targeting (was never the best gun vs. any bot in my testbed).
- Added averaging Linear Targeting.
- Minor change to movement, will sometimes react to bullet fire now.
- Version 0.7.1 (May 12, 2004) – rating: 1771
- Changed movement a bit to deal with some of its lower ranked problem bots.
- Improved gun management (made targeting faster).
- Increased accuracy of GuessFactor Targeting.
- Version 0.7 (May 07, 2004) – rating: 1726
- Initial release.