I might have said that yes, =) Interestingly enough Mako has 16 virtual guns in each of it's 9 segments. These guns are of three types, with different rolling average depth. Mako tells me that it's almost alwyas the shallow history guns that are the best. -- PEZ |
I might have said that yes, =) Interestingly enough Mako has 16 virtual guns in each of it's 9 segments. These guns are of three types, with different rolling average depth. Mako tells me that it's almost alwyas the shallow history guns that are the best. -- PEZ Barracuda's guns are a semi-deep history genre that starts out shallow (really shallow even) in the early rounds. But I got a similar result when doing some experiments on an old dev version of FloodHT. -- Kawigi |
I think the best way to handle double spikes is to just use a stat gun (only slightly slower, anyways). Another thing I experimented with is just doing a "rolling average of 1" - always just firing at the last angle that was entered for that segment. The funny thing is that it works about as well as what it has now in general, at least against my test bed of about 60-80 bots. Then, of course, saving data is much less useful. It just worked well against a different combination of opponents. I expect that various tweakings of this gun would do well in a VG array, even if they are a little weaker in general (of course, that's what you've been saying about angular guns the whole time).-- Kawigi
I might have said that yes, =) Interestingly enough Mako has 16 virtual guns in each of it's 9 segments. These guns are of three types, with different rolling average depth. Mako tells me that it's almost alwyas the shallow history guns that are the best. -- PEZ
Barracuda's guns are a semi-deep history genre that starts out shallow (really shallow even) in the early rounds. But I got a similar result when doing some experiments on an old dev version of FloodHT. -- Kawigi