Congratulations on 100% PWin!

Fragment of a discussion from Talk:BeepBoop
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As long as both bots are using the same firepower, bullet collisions don't help you much: you don't get hit, but also you don't hit the opponent! So I thought a bit about adding active bullet shadowing to BeepBoop, but decided it wassn't worth the effort. I guess it could still help you situationally if for the moment your chance of hitting is lower than the opponent's. For example, if you are stuck near a wall, maybe you could create a shadow to cover your escape from the wall, but it would be complicated. Also for this reason, maybe hit rate should really be measured as hits / (shots - collisions), although getting this statistic for virtual guns isn't possible. If you are measuring hit rate as hits / shots, it could look like your random gun is better when really it just isn't creating as many bullet collisions.

--Kev (talk)18:50, 23 June 2021

Wow, you got the point! Random gun is better because they don’t suffer from bullet collision — but they do suffer from it when actually used. Since bullect collision can’t be simulated, the only way is by measuring hit rate without collision, which is a little biased since different gun may have different collision rate.

Xor (talk)04:25, 24 June 2021