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Revision 102 . . (edit) May 23, 2008 7:14 EST by Tim Foden [Added Drifter 13]
Revision 101 . . (edit) April 29, 2008 22:10 EST by Tim Foden [Drifter 10 results]
Revision 100 . . April 6, 2008 15:00 EST by Rednaxela [reply]
Revision 99 . . April 6, 2008 10:19 EST by Skilgannon [WSC tips]
  

Difference (from prior major revision) (minor diff, author diff)

Added: 28a29
| Drifter 10 | Tim Foden | SS | 98.72 | 99.94 | 98.83 | 99.16 | 1 season

Added: 34a36
| Drifter 13 | Tim Foden | SS | 99.04 | 99.90 | 95.51 | 98.15 | 3 seasons

Added: 68a71
SS: Shrapnel Surfing

Changed: 128c131,133
Or you could just set a closer default distance. Using distance as an attribute is also useful. It helps to differentiate the data from the noise. Once you do that, if your surfing is still getting bad scores, I would check that you have all your physics right, ie. taking data from 2 ticks ago, firing from one, and all that. -- Skilgannon
Or you could just set a closer default distance. Using distance as an attribute is also useful. It helps to differentiate the data from the noise. Once you do that, if your surfing is still getting bad scores, I would check that you have all your physics right, ie. taking data from 2 ticks ago, firing from one, and all that. -- Skilgannon

Well, I'm pretty sure I have my physics right, because firstly my waves are lining up properly, and because at once point I had no "tolerance" factor accounting for enemy inaccuracy, and I had it set up to dodge with advancing/retreating movement (yes, weird, I know, and note, advancing/retreating relative to the current enemy location rather than the wave) and when watching it battle against Walls, it was able to dodge perfectly with that movement alone and it would stop exactly when it knew it was safe, the great part was that virtually every bullet of Walls was passing over the "wheels" and such at least a pixel or two inside the image, but never quite hitting the bot. In other words, it appears my dodging is completely "pixel perfect" where the opponent's aim is perfectly predictable, probably partially thanks to my exact botwidth. I could just set a close distance indeed, except that sort of thing leads to a more perpendicular model. Currently I'm more curious about the what I can manage to do with it's current "free moving" model that is only motivated to keep distance by a tendency to flee when there are no waves in the air and how likely it is to get hit with given movements (generally far away, but strays closer when it seems the best way to get to a safe guessfactor). If wall segmenting doesn't work I'll probably indeed try a closer distance, but I think wall segmenting could make it perform well at the current distance. Also, it appears my bot was freezing up on rare occasion so it looks like I have some infinite loop somewhere causing problems from time to time, though much of my loss in score is not when that was happening anyways. Thanks for the tips in any case though. -- Rednaxela

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