|Version||RR Rating||PL Rating||Date||Comments|
|0.2.0||1829 (59)||420-58||20061118||still 40 points behind topguns|
|0.1.0||1791 (66)||357-67||20060630||still very much to do|
|0.0.3||1758 (87)||348-74||20060621||Just for reference (close to GrubbmGrbRRGC?)|
As PEZ already stated with his GFTargetingBot, WaveSurfers are designed to evade (basic) GF-guns. Therefor the 'old' TargetingChallenge might be better to measure the performance in the early stages of development.
Hey Grubbm - I took a glance through your gun's source, just because I was curious. I didn't find anything like a bug in it, and I'll hold off on any tuning-type suggestions for now, because I see you are taking development one step at a time.
However, one thing stood out as somewhat "mathematically incorrect" in my mind: you use Math.asin(9 / bulletvelocity) instead of Math.asin(8 / bulletvelocity). If this is to give a buffer above the 1.0 mark for some reason, I would suggest instead using something like Math.asin(8 / bulletvelocity) * 1.2. The reason being that using 9 instead of 8 (their max speed) will not be as consistent with different bullet powers. For instance, using 9 instead of 8 results in about an extra 15% when bulletvelocity = 11, but an extra 17.6% at bulletvelocity = 14. A very small point, and it will only make a difference with varying bullet powers, but every bit of precision counts =) Best of luck with this 2K-destined bot. -- Voidious
Nice hint, i am doing this asin(9/velocity) in all my bots :) Thanks! --Krabb
Indeed I am using 9 instead of 8 for GF>1.0 reasons. I figured that 90% of the bullets would be of power 1.9, and I just needed something to fight an occasional index-exception. You are right though and I will change it. With my gun I still have lots of ground to cover, like taking into account the botwidth with hit-detection, firing a wave each tick, and ofcourse segmentation issues. I haven't even checked if my waves are aligned yet. I think I am just too old to comprehend everything at once, so I absorb this stuff with little bites because I want to know what I am doing and why. ;-) -- GrubbmGait
Yeah, if you're using the same bullet power mostly, the effect will be negligible. It's more like the kind of thing that would bother me on a philosophical level ;) Also, I noticed that your gun code seemed like it might be choosing different bullet powers (like maybe in melee?). I think that the way you are developing it is quite wise, and that you will probably save yourself a lot of headaches in the long run. -- Voidious
If I had known that a GF-gun was this simple, I had never wasted my time with a PM-gun. Now that my rudimentary GF-gun outperforms GrubbmGrb (at least in the TargetingChallenge2K6), I must put some time in a WaveSurfing movement that can evade the simplest targetters. -- GrubbmGait
Hmm, your original gun is doing far better then mine is so far, i'm trying to make it so that I can get a high rate against TheArtOfWar, however it seems that no matter how hard I try (though different bin sizes do show different preformace levels), I can't seem to get a relatively high hit rate dispite how high other guns can get. -- Chase-san
Your version 0.1.57 looks quite similar to my v0.0.2 (except for Fhqw). Don't forget that I (think I) have the gamephysics things right(like radar, events before run, fire before turngun) because I have two years experience with robocode. On the other hand, this is my first GF-gun so there still might be some buggy things in there. -- GrubbmGait
I thought that using non-bullet waves would increase the score, apparantly I thought wrong. -- GrubbmGait