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Sorry for really bad english. What I mean by Bot width calculation is the bins that are covered by the robot. For Dive Protection you are right.

Dsekercioglu (talk)14:40, 9 September 2017

isn't bins covered by robot already done by PreciseIntersection? I think most bots will base that on BotWidth.

Xor (talk)15:58, 9 September 2017

As I know Precise Intersection is about when the wave will it since it is intersection but I may be wrong.

Dsekercioglu (talk)16:01, 9 September 2017

PreciseIntersection is basically SuperBotWidth ;) The real bot width of hit instead of imaginary ;)

Xor (talk)16:03, 9 September 2017
 

Yep, the complete width of your (moving) bot while the wave iterates over your bot. So it can be close to 60 pixels for a bot on full speed and a full power bullet. (Botwidth 36 + 3 ticks of 8 wide). How you record it is up to you, bins or angles. Next to that, getting closer to an enemy makes your botwidth relatively larger compared to the Maximum Escape Angle you have.

GrubbmGait (talk)17:02, 9 September 2017

What an interesting observation! It looks like there are benefits when wave crossed with 0 lateral velocity, even if it reduce MEA.

My bots logic completely ignored the fact that bot might hide in its own shadow. No the question how to program it efficiently, without doing a full blown game emulator.

Beaming (talk)21:50, 9 September 2017

However, I discovered that it's not worth to stop to decrease botwidth/mea rather than try my best to maximise mea.

Maybe it's simply because our enemy is not firing randomly ;)

Xor (talk)23:26, 9 September 2017

But it would explain why Diamond tends to do small shift and not big swinging motion.

Beaming (talk)00:21, 10 September 2017

Yes, small shift does help, when dangers are everywhere ;)

Xor (talk)01:20, 10 September 2017