Search results

Jump to navigation Jump to search
  • ** Uses [[PEZ]]'s more accurate near-wall segment. ...9 switched to an always-fire-2 bullet power strategy and incorporated wall approach segmentation.
    1,020 bytes (135 words) - 20:55, 30 April 2009
  • ...bot will instead turn as it approaches the wall, then move right along the wall. ...orrows several ideas from orbital wall smothing. For details, see [[/Melee Wall Smoothing]]
    3 KB (502 words) - 17:56, 25 January 2024
  • : It's probably the only [[MicroBot]] with [[Wall Smoothing|wall smoothing]], [[Adaptive Movement|adaptive movement]] and [[GuessFactor Targ ...h [[segmentation]] on [[distance]], [[velocity]], [[deceleration]], [[wall approach]] and [[time since deceleration]].
    2 KB (292 words) - 06:33, 3 August 2017
  • | title = Wall Smoothing Sub-pages | parent = Wall Smoothing
    8 KB (1,090 words) - 05:20, 5 October 2017
  • ** Segmentation on velocity and wall proximity only ** Segmentation wall proximity, time since velocity change and distance traveled last 15, 60 and
    3 KB (417 words) - 11:00, 14 September 2017
  • ...omly around the enemy, avoiding walls with a variant of [[Skilgannon]]'s [[Wall Smoothing/Implementations/Fancy Stick|fancy stick]]. ...ately I'm more inclined to try a [[Dynamic Clustering|k-nearest-neighbor]] approach instead. It certainly seems to work for some of the other juggernauts!
    2 KB (296 words) - 17:53, 5 September 2013
  • ...other wall smoothing method, all using some kind of imaginary stick — this approach simulates exact robocode physics without using iterations. (as the term ''P Most of the time, it don't use trigs at all. When near wall, it uses one atan2 call. When near corner, it uses two atan2 calls. No othe
    8 KB (934 words) - 05:47, 5 October 2017
  • ...push enemies into the corners to narrow their escape angle and expose near-wall profile flaws. But since version 1.10, Gaff uses a multi-mode movement, co ...new data also uses a modified version of [[Simonton]]'s radial-distance-to-wall algorithm.
    4 KB (520 words) - 01:24, 13 August 2017
  • ...ecks of velocity and gun cool time to try to avoid registering an opponent wall hit as firing a bullet. ...same as the previous shot. The following possible errors remain from this approach:
    7 KB (1,019 words) - 07:56, 15 March 2013
  • ** Failed experiments with [[Wall Smoothing/Implementations/Fancy Stick]] ** Even more changes to approach / retreat angles.
    8 KB (997 words) - 04:38, 11 August 2017
  • ...ns of Gaff with good results, but versions 1.42 and later take a different approach. | Approach velocity || -8 - +8 || 9
    8 KB (1,249 words) - 16:41, 1 October 2009
  • ...ncapsulated into drivers, so that I can directly control full details near wall, avoid losing score occasionally. Instead of inventing and experimenting some novel approach like in targeting, the best way that worked is to test against real opponen
    7 KB (1,171 words) - 03:15, 29 June 2021
  • // Check for likely contact with a wall and adjust the prediction //now if I went off a side wall, this part is easy...
    10 KB (1,425 words) - 05:46, 17 April 2011
  • ...being imprecise may decrease performance, but it's simple ;)). I use these approach as it's faster than iterating through every pair of two GuessFactors. And i ...enemy gun heat to prevent false positive waves from firing when enemy hits wall or energy drain happens.
    6 KB (1,035 words) - 04:46, 30 August 2017
  • removed no-wall-smoothing for WeakGuns (2.64).<br> ...nSample rating: time-since-deccelerating , distance , heading, distance-to-wall & <b>distance-to-corner weightened</b>.<br>
    29 KB (3,966 words) - 10:31, 1 July 2010
  • * Try to tune the random gun parameters with a SGD approach. * Try to tune the movement parameters with a SGD approach.
    23 KB (3,257 words) - 19:54, 12 November 2017
  • ...B]]. The algorithm assumes that bots will come to a stop when they reach a wall. ...d predict the x- and y- co-ordinates of the enemy at the target time. This approach has the side-effect of allowing us to handle walls as well.
    10 KB (1,316 words) - 01:44, 20 May 2012
  • ** Different approach to fixing dive protection issues. ...ght changes to fast learning buffers' segmentations, including addition of wall distance segment.
    41 KB (6,118 words) - 20:53, 20 May 2009
  • ** Revert to 0.2.2, and then make PIF wall boundary checking more lenient like 0.2.3 *** ''Pure BFT approach appears to be notably faster in my tests, but my implementation is locking
    10 KB (1,341 words) - 13:12, 25 June 2021
  • ...es head-on targeting and since it is a move-to-point mover u can test your wall-segments with it. And of cause it is often very helpful to test your bot ag * That might be a better approach as any wall smoothing point would in theory be closer to me. It would have the hopeful
    37 KB (6,790 words) - 00:33, 29 September 2017

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)