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I have a goal to make pattern matching a viable alternative to the top GF guns. Grab some base code from [here] and help me out!

My current test platform is the TargetingChallenge2K7. I think it's going to make the most sense to tune one PM gun to hit adaptive movers, tune another to hit random movers / oscilators / etc., and put them into a VirtualGuns array. Here's some scores as I make progress:

Surfers
CC RMX SHA WS WOE Total Gun
73.85 83.56 67.76 86.03 83.73 78.99 Dookious 1.543
73.47 79.86 72.30 79.61 74.15 75.89 SeaSerpent 0.2
71.74 74.21 68.75 75.07 79.47 73.85 Shadow 3.66
68.95 78.28 69.85 76.19 75.60 73.77 2 round history, 1 match tolerance, PerformanceEnhancingBug
68.24 79.80 68.91 75.81 75.55 73.66 2 round history, 1 match tolerance, 1/2 bullet velocity past target, PerformanceEnhancingBug
70.11 75.21 67.97 76.96 74.23 72.90 2 round history, 1 match tolerance, 1/2 bullet velocity past target
66.82 77.63 68.66 74.87 75.88 72.77 2 round history, 1 match tolerance, 1/2 bullet velocity past target, 1 max match length
69.86 74.43 67.75 75.46 72.91 72.08 25 round history, 5 match distance, a second stab at wall-distance segmenting
69.16 73.83 70.62 73.65 72.71 71.99 35 round history, .5 match tolerance
69.67 75.92 67.94 76.15 70.29 71.99 35 round history, 5 match distance, a second stab at wall-distance segmenting
68.90 76.08 68.03 76.08 70.72 71.96 35 round history, a second stab at wall-distance segmenting
70.71 75.29 72.40 73.25 67.70 71.87 35 round history, 15 match distance
72.05 72.56 70.93 74.17 69.19 71.78 35 round history, 18 match distance
70.71 73.56 68.25 75.87 70.32 71.74 35 round history, 15 match distance, a second stab at wall-distance segmenting
68.97 73.59 70.60 72.38 71.28 71.36 35 round history, 1 match tolerance
69.29 74.62 69.07 72.80 70.87 71.33 35 round history, 100 distance tolerance
69.17 76.03 70.69 70.64 69.75 71.26 35 round history, 10 match distance
67.81 74.75 72.10 69.87 68.13 70.53 35 round history, 18 match distance, 1/2 retreating velocity for matching
68.11 73.16 68.43 73.59 68.78 70.41 35 round history, pickier matching, 18 match distance
67.53 69.68 70.59 71.55 68.85 69.64 35 round history
61.93 74.72 65.24 70.68 72.24 68.96 2 round history, 1 match tolerance, 1/2 bullet velocity past target, 2 max match length
67.98 70.19 68.86 69.35 67.75 68.82 35 round history, max 30 match length
68.73 70.59 69.51 65.92 66.35 68.22 35 round history, match only lateral velocity
65.81 68.38 71.24 35 round history, pickier matching
58.84 60.31 66.84 63.14 62.15 62.26 35 angle multiple choice, 35 round history

Non-Surfers
DM FT GG RMC WLO Total BFly Cig DM FM Grb RMB Total Grand Total Comment
91.13 83.03 90.56 83.86 89.17 87.55 Dookious 1.543
99.89 90.10 96.58 93.42 93.93 94.73 94.78 Dookious 1.471
89.01 78.17 88.34 78.98 82.75 83.45 99.54 85.28 96.73 88.25 90.16 87.94 91.32 87.75 45 angle multiple choice, 35 round history, 1/2 retreating velocity for matching
88.41 78.90 87.10 78.23 82.53 83.03 45 angle multiple choice, 35 round history, 1/2 retreating velocity for matching, 100 distance tolerance
85.90 79.77 87.23 79.44 82.22 82.91 45 angle multiple choice, 35 round history, 2 match distance, 1/2 retreating velocity for matching
87.87 79.69 85.22 79.79 81.69 82.85 45 angle multiple choice, 35 round history, second stab at wall distance segmenting
87.64 80.57 85.78 78.24 81.36 82.71 45 angle multiple choice, 35 round history
86.71 80.17 85.59 79.87 80.81 82.63 35 angle multiple choice, 35 round history
87.86 78.45 86.22 77.92 82.39 82.56 55 angle multiple choice, 35 round history
87.84 79.36 86.34 77.40 81.79 82.54 35 angle multiple choice, 35 round history, match only lateral velocity
86.59 80.11 84.28 78.72 82.18 82.38 99.00 85.08 95.86 90.66 89.26 87.90 91.29 87.24 45 angle multiple choice, 35 round history, 1/2 retreating velocity for matching, 200 distance tolerance
86.30 79.87 88.12 77.46 79.30 82.21 45 angle multiple choice, 35 round history, 18 match distance
86.86 77.50 87.73 77.65 80.58 82.06 99.18 87.43 93.91 90.50 88.52 85.42 90.83 86.84 45 angle multiple choice, 35 round history, 1/2 retreating velocity for matching, second stab at wall distance segmenting
88.22 77.64 86.22 76.94 80.80 81.96 45 angle multiple choice, 35 round history, 10 match distance
88.31 77.67 86.54 76.39 80.24 81.83 98.93 82.69 94.29 90.08 90.27 88.04 90.72 86.68 45 angle multiple choice, 35 round history, 1/3 retreating velocity for matching
86.18 78.47 85.54 78.44 79.89 81.70 35 angle multiple choice, 35 round history, pickier matching
87.83 78.38 85.02 77.62 79.32 81.63 25 angle multiple choice, 35 round history
86.43 78.07 84.56 79.15 70.17 79.68 99.85 85.04 95.50 90.77 90.56 89.67 91.90 85.79 Shadow 3.66
86.74 76.94 82.65 78.50 79.54 80.87 99.93 85.05 92.94 88.08 82.96 89.79 85.33 SeaSerpent 0.2
80.88 76.52 78.62 73.60 75.71 76.47 No multiple choice, 35 round history

Comments, questions, feedback:

Might be useful to have Che, PatternMatcherBot (if someone ran it...), and maybe a top-tier GF and top-tier DC gun listed here for comparison, too. -- Voidious

It seems that the multiple choice does very poorly against AM, this makes sense because they constantly change their movement, and the older matches don't really have any bearing on what is happening now. If you take away the requirement for the angular velocity to also match, I wonder what kind of scores you will get. -- Skilgannon

First stab at wallsegmentting gets an amazing 75.63% overall, above Ali and just below shadow! If this keeps going up, I might start poking more into PatternMatching. --Chase-san

Just wondering, how are you doing the wall segmentation? Do you check if the predicted position is near the wall, or do you just match on different patterns if the current position is projected to be outside the wall, or what? -- Skilgannon

This match tolerance looks promising. I'm guessing it is similar to what is posted on the DynamicClustering page? Sort of a combination of everything? If so, the weightings can probably still be tuned. 2.5% below Shadow's gun, not bad, not bad. ;-)-- Skilgannon

Huh - combining match tolerance and wall segmentation seemed to give the worst of both worlds, instead of the best. -- Simonton

Oh, I get it now. I suppose the only real way to get a PM as good as a GF is to definitely have a multiple chioce PM.. or rather a Virtual gun for one good vs normal bots, and one good vs surfers. --Chase-san

You are running loads of tests here - if it were me, I'd just ignore the surfers and move onto them later. They are much slower and also less important in developing a good gun, IMO. You could probably benchmark against 10 more non-surfers in the same time it's taking you to do those 5 surfers and it might really help give you a better picture of your stats. Just a thought though, keep up the good work. -- Voidious

Oh, I forgot to say, thanks for running those battles against Shadow, Chase. I wish the results were a little different! -- Simonton

Impressive scores so far, put the top guns togeather and might have a top 10 bot, atleast if the movement is as good. --Chase-san

Now I just have to figure out exactly what that PerformanceEnhancingBug did .... -- Simonton

Look at the huge difference between 2 rounds with max match length of 1 and 2. Why would max match length of 1 do so well? And given that it does, why wouldn't 2 work better? At least then it would know if the enemy was accelerating/decelerating. --Simonton

Note sure, this has happened to me before when making one of my first DC guns. Also, why not put some of that processing power to work on the rumble. :P --Chase-san

I noticed that WeeklongObsession dropped a bit when you switched to matching on lateralVelocity/advancingVelocity, have you considered changing your bots here to using acceleration/angularVelocity? -- Skilgannon


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Last edited August 21, 2007 22:13 EST by Simonton (diff)
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