It has a virtual gun array containing (currently) a head-on targeting gun, a LinearTargeting gun, a CircularTargeting gun and a GuessFactorGun. (I suppose the LinearTargeting gun is probably redundant.) It fires Waves and VirtualBullets every turn and fires the real bullets with the best gun. Stats decay over time so that it will adapt more readily to changes in enemy behavior. I might add a PatternMatching gun to the array, but if I did I'd probably have to change things around a bit. Currently, all my guns pretend to fire every turn, which from what I understand would be pretty slow for a PatternMatching gun. |
It has a virtual gun array containing (currently) a head-on targeting gun, a LinearTargeting gun, a CircularTargeting gun and a GuessFactorGun. (I suppose the LinearTargeting gun is probably redundant.) It fires Waves (for GuessFactorTargeting) and VirtualBullets (for tracking the success of the various guns) every turn and fires the real bullets with the best gun. Stats decay over time so that it will adapt more readily to changes in enemy behavior. I might add a PatternMatching gun to the array, but if I did I'd probably have to change things around a bit. Currently, all my guns pretend to fire every turn, which from what I understand would be pretty slow for a PatternMatching gun. |
Currently, it saves gun accuracy, guess factor and energy stats between rounds and nothing between matches. I intend to save data between matches eventually. |
Currently, it saves gun accuracy, guess factor and energy stats between rounds and nothing between matches. I'm currently working on a testing harness that will allow me to see how tweaks affect a number of performance metrics not reported by the RobocodeResults? class. |
* Finish tweaking and testing harness |
* Save data between battles |