Fragment of a discussion from Talk:Toorkild
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About bullet power selection, several of the top 1v1 unlimited bots have been experimenting with cutting back on bulletpower severely as their energy drops (DrussGT, Diamond, Tomcat, RougeDC). The idea is that against weaker enemies your energy will stay high so you will get just as much bullet damage, but your survival will increase against those strong enough to cause your energy to drop. This exploits the tradeoff so you increase your score on both fronts.

I'm not sure if it is still as applicable when we aren't nearly as good at dodging (RaikoMicro gives ~700 bullet damage against DrussGT, Toorkild 1300), but there has to be something there. Possibly even shooting a higher power bullet if the peak in the buffer is high enough compared to the average. Or, as I've been thinking about a lot lately, doing some sort of smashing it down to bins.

Skilgannon22:12, 19 December 2012

I meant it wasn't important for micros/nanos. In the early versions of ÉpéeistMicro, I had the 10 byte if (getEnergy() > 2), but I later removed it because it made almost no impact on its scores. Also, firing a constant bullet power 92% of the time saves about 20-30 bytes because it allows you hard-code bullet velocity and bullet damage.

I can definitely see the advantages of conserving energy in megas. Plus, doesn't firing low power bullets increase the chance of creating a full bullet shadow?

Sheldor23:37, 19 December 2012