|Thread title||Replies||Last modified|
|Doing better against simple targeters||16||03:30, 7 October 2017|
|Gradient Descent||2||10:12, 8 August 2017|
I'm trying to make my bot better against Wave Surfing Challenge bots and I tuned the movement for a very long time but I can't get more than %90 C against C and %93 against B. Does everybody have this problem when making a new bot or It's me the problem?
My avg against C is like 85% or so. I have never extensively tuned against 2K6, so I didn't expected it to be good, but I always had bad results against GrubbmGrb VG in 2K7, so I suspected it would do bad.
At the same time it shows it is perfectly possible to get a reasonable movement even without doing well against those bots (you can certainly hit top 30 at least with that), but I would recommend not doing so. Now I'm trying hard to do better against those bots without losing all the points my movement earned me and the experience is justing frustrating.
AFAIK, you can crush LT/CT guns by moving closer that there’s only one wave in the air. Then some form of fire situation design will also give you some chance to generate Stop&Go movement and the alike, that works even against top guns.
Can you run your bot against those three when you have time? Just for the sake of my curiosity :P
ScalarBot is doing very bad against wsc LT/CT, but my score against those bots in real world seems to be even higher than some top bots. Seems that my gun is destroying them before they even had a chance to shot. ;)
I tried some dedicated buffer for the simple targeters, but it just don’t work (not giving me more score).
I think that’s because I’m too far away, visiting every fire situation, and making simple guns fire at every possible gf.
But since simple guns are pretry predictable, you can always crush them by preloading gfs.
Wow, it seem that SimpleBot is performing way better —
Where the biggest difference is the lack of precise intersection, and the use of 1 / (1 + abs(x)) as danger function.
Also, SimpleBot is examing stationary danger in both waves.
Can't we use gradient descent for movement in melee? Every bot would have a function(Gaussian), bullets would have a 1d gaussian function. Then we would get the 2D derivative and move that way.