Locke is a robot to test a targeting method I've been thinking about for a while. I won't be happy with it until it enters the RoboRumble top 15.
It uses Raiko's movement.
It uses a SelfOrganizingObservationLog? gun. When a wave hits, the Log records how far and in what direction the enemy has travelled since firing the wave. Along with that Observation, a number of situational parameters are stored. The Log is ordered in such a way that similar Observations will become neighbours. When aiming, the Log searches for such a neighbourhood of Observations and uses these to calculate the most likely future position of the enemy.
Well...ehm... ask Jamougha :-)
Melee? What's that?
Between matches: Nothing. Between rounds: the SOOL?.
From Orson Scott Card's book Ender's Game. Locke is the pseudonym of Ender's brother Peter.
Sure, just give the authors due credit, according to the Wiki License.
Just making the new SOOL gun work properly.
best rating: 1868
v0.7.5.5 2004-08-28 RR:1857 radical tweaking of weights, removed 'towards wall, near corner' category v0.7.5.4 2004-08-27 RR:1857 reverted to 0.7.5.2, added FrontWallRatio and RearWallRatio dimensions v0.7.5.3 2004-08-17 RR:1856 removed no walls category special weightings v0.7.5.2 2004-08-17 RR:1868 reverted to 0.7.5, increased blind man's stick accuracy by taking velocity into account v0.7.5.1 2004-08-09 RR:1860 reverted to 0.7.4, different weights only for no walls category v0.7.5 2004-08-06 RR:1863 different weights for each category v0.7.4 2004-08-03 RR:1862 added blind man's sticks and Category dimension. Decreased TimeSinceLastVelChange weight. v0.7.3.1 2004-07-22 RR:1855 reverted to 0.7.1.2, very radically changed weights of dimensions v0.7.3 2004-07-22 RR:1838 reverted to 0.7.1.2, doubled weight of TimeSinceLastVelChange dimension v0.7.2.1 2004-07-22 RR:1841 segment size 9 v0.7.2 2004-07-19 RR:1843 reverted to 0.7.1.2, number of bins increased from 75 to 97 v0.7.1.4 2004-07-19 RR:1842 segment size 17 v0.7.1.3 2004-07-19 RR:1839 segment size 25 v0.7.1.2 2004-07-18 RR:1849 segment size 19 v0.7.1.1 2004-07-17 RR:1839 back to original search loop size, segment size reduced from 49 to 11 v0.6.9 2004-06-26 RR:1843 slightly more accurate search loop, completely removed post round rebalancing of the log v0.6.8.9 2004-06-26 RR:1843 Bulletpower 2.0 v0.6.8.8 2004-06-25 RR:1842 Bulletpower 1.9 v0.6.8.7 2004-06-23 RR:1835 Bulletpower 1.8 v0.6.8.6 2004-06-22 RR:1847 stop firing when <1 energy except when distance<140 v0.6.8.5b 2004-06-21 RR:1842 undoing 0.6.1 tweak that cost me 9 points v0.6.8.4 2004-06-21 RR:1840 getting rid of slowbot predicate v0.6.8.3 2004-06-20 RR:1845 conserving firepower when me or enemy are almost out of energy v0.6.8.2 2004-06-19 RR:1838 changed power 3 distance from 180 to 140 v0.6.8.1 2004-06-19 RR:1837 reverted to 0.6.6, Bulletpower 2.0 v0.6.7 2004-06-18 RR:1832 added MyHeading segmentation v0.6.6 2004-06-18 RR:1839 reduced RelativeHeading weight from 100 to 10 ^ without MusashiTrick -------------------- MS difference: 50 points exactly v with MusashiTrickbest rating: 1890
v0.6.6 2004-06-17 RR:1889 reduced RelativeHeading weight from 100 to 10 v0.6.5 2004-06-17 RR:1889 reverted to 0.6.3, at the end of each round now re-inserts the oldest 1000 observations v0.6.4 2004-06-16 RR:1882 small tweak in log ordering: added some randomization to avoid 'bad streaks' v0.6.3 2004-06-13 RR:1890 reverted to 0.5.10.8, increased search loop size, fixed design error in log re-ordering algorithm v0.6.1 2004-06-11 RR:1879 reverted to 0.5.10.8, fixed design error in log re-ordering algorithm v0.6.0.1 2004-06-11 RR:1881 fixed two small bugs in new log searching algorithm v0.6 2004-06-11 RR:1877 new log searching algorithm v0.5.10.8 2004-06-10 RR:1888 the [[PEZ]] branch: restored the RelativeHeading segmentation axis v0.5.10.7 2004-06-10 RR:1876 the [[PEZ]] branch: fires waves every tick v0.5.10.6 2004-06-10 RR:1867 the [[PEZ]] branch: removed RelativeHeading segmentation dimension v0.5.10.5 2004-06-09 RR:1876 the [[PEZ]] branch: added lastVelocity segmentation dimension v0.5.10.4 2004-06-08 RR:1879 the [[PEZ]] branch: added Bullet Power segmentation dimension v0.5.10.3 2004-06-08 RR:1877 the [[PEZ]] branch: replaced TimeSinceLastDecelleration with TimeSinceLastVelocityChange dimension v0.5.10.2 2004-06-08 RR:1877 the [[PEZ]] branch: fixed small bug introduced in 0.5.10.1 v0.5.10.1 2004-06-07 RR:1877 the [[PEZ]] branch: reverted to 0.5.8; firepower = 1.9 except when d<180 fp=3 v0.5.9.2 2004-06-05 RR:1850 trying fixed segment size = 149 (was 49) v0.5.9.1 2004-06-05 RR:1871 trying fixed segment size = 15 (was 49) v0.5.8 2004-05-31 RR:1870 reverted to 0.5.4, fixed bug ETA differed from ATA, realigned waves (as in 0.4.1) v0.5.7 2004-05-29 RR:1863 reverted to 0.5.4, added Close Range fixedETA bulletpower calculation v0.5.6 2004-05-29 RR:1864 reverted to 0.5.4, increased firepower against weaker enemies v0.5.5 2004-05-28 RR:1864 time_since_last_decelleration segment parameter squared, decreased range to 70 v0.5.4 2004-05-28 RR:1870 reverted to 0.5, fixed a small bug, wall/corner/last_dec segment params now rooted v0.5.3 2004-05-27 RR:1866 reverted to 0.5, fixed a small bug and now fires and collects waves every tick v0.5.2 2004-05-27 RR:1859 reverted to 0.5, BulletETA and RelativeHeading dimension weights now 2 and 4 respectively v0.5.1 2004-05-27 RR:1860 increased weight of BulletETA dimension, again aligned waves v0.5 2004-05-26 RR:1868 updated to Raiko 0.43 movement, fixed the broken MusashiTrick v0.4.1 2004-05-18 RR:1813 fixed bug in wave alignment. v0.4.100 2004-05-11 RR:1820 increased weight of RelativeHeading dimension
I guess summer has struck again. Why robocoding when you can do fun stuff outside in the sun, right? Me too, but also I've been a little busy with work lately. Mind you, I have by no means retired.... I have some stuff up my sleeve yet! :-) --Vic
Version 220.127.116.11 is going good. Are you nervous? -- PEZ
No, not really. I am expecting at most a slight improvement. Like you, I also noticed it started out real good, but I saw that it caught a Scruchi-pu match and many top bot matches early on, which always boost my ratings. 58% against the current king does feel good I must admit :-) --Vic
Can you describe some how the Observations are compared? Are some situational parameters more important than others? How "deep" is a situation? And such. =) -- PEZ
Ok, I'll give you a sneak preview (I had planned to write a detailed desciption when I am happy with the gun):
The gun can basically be split in two major parts:
Filling the Log goes like this:
Aiming goes like this:
Searching the Log goes like this:
Comparing Situations goes like this:
Currently I am using 10 Dimensions, and I'm planning to add at least three more very soon. One of the advantages of this system is that there is practically no limit to the number of Dimensions you can use.
Thanks! I had a hunch about the basic scheme it seems. I think my next gun will be in this style. Resin failed, but it has some similarities and might work as a start. Now, I guess I'll have some reading up to do on the MultipleChoice issue. I take it the Situations are built on state at the time of fire? -- PEZ
Fijne vakantie! -- Jonathan