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The new buffer loading technique that will (hopefully) meet the approval of certain fellow Robocoders ;-)

     public void loadStatBuffers(){
         float[] empty = {};
       
         float[] velSlicesRough = {2f ,4f ,6f};
         float[] velSlices = {1f ,3f ,5f ,7f};
         float[] velSlicesFine = {1f ,2f ,3f ,4f ,5f ,6f ,7f ,8f};
      
         float[] bftSlicesRough = {20f ,40f ,60f};
         float[] bftSlices = {15f , 30f , 45f , 65f};
         float[] bftSlicesFine = {6f , 10f , 25f , 34f , 42f , 50f , 58f , 66f};
         
         float[] tsdcSlicesRough = {0.25f ,0.5f ,0.75f};
         float[] tsdcSlices = {0.2f ,0.4f ,0.6f ,0.8f};
         float[] tsdcSlicesFine = {0.1f ,0.2f ,0.3f ,0.4f ,0.5f ,0.6f ,0.8f};
         
         float[] accelSlices = {-0.4f ,0.4f};
         
         float[] tsvcSlicesRough = {0.15f ,0.357f ,0.75f};
         float[] tsvcSlices = {0.1f ,0.2f ,0.4f ,0.8f};
         float[] tsvcSlicesFine = {0.05f ,0.1f ,0.16f ,0.2f ,0.4f ,0.6f ,0.85f};
         
         float[] dl10SlicesRough = {7.5f ,20f ,50f};
         float[] dl10Slices = {5f ,10f ,20f ,35f ,50f ,57.5f};
         float[] dl10SlicesFine = {4f ,7.5f ,12.5f ,22.5f ,30f ,37.5f ,52.5f ,60f};
         
         float[] wallSlicesRough = {0.33f , 0.66f};
         float[] wallSlices = {0.25f , 0.5f , 0.75f};         
      
         float[][][] sets = new float[][][]	{
               {empty,empty,empty,empty,empty,empty, empty, empty},
               {velSlicesRough,empty,empty,empty,empty,empty, empty, empty},
               {velSlices,empty,empty,empty,empty,empty, empty, empty},
               {velSlices, bftSlicesRough, empty, empty, tsvcSlices, empty, empty, empty},
               {velSlicesFine, bftSlicesFine, tsdcSlicesFine, empty, empty, dl10SlicesFine, empty, empty},
               {velSlices, empty, tsdcSlicesFine, accelSlices, tsvcSlices, empty, empty, empty},
               {velSlicesFine, empty, tsdcSlicesFine, empty, tsvcSlicesRough, empty, empty, empty},
               {velSlices, bftSlicesFine, tsdcSlicesFine, empty, empty, dl10SlicesFine, empty, empty},
               {velSlicesFine, empty, tsdcSlicesFine, empty, tsvcSlicesFine, dl10SlicesRough, empty, empty},
               {velSlicesRough, empty, tsdcSlicesFine, empty, empty, empty, empty, empty},
               {empty, bftSlicesFine, tsdcSlices, accelSlices, empty, empty, empty, empty},
               {empty, bftSlicesRough, empty, empty, tsvcSlicesFine, empty, empty, wallSlicesRough},
               {empty, bftSlicesRough, empty, accelSlices, tsvcSlices, empty, empty, wallSlicesRough},
               {velSlices, bftSlicesFine, tsdcSlices, empty, tsvcSlicesFine, empty, empty, empty},
               {velSlicesFine, bftSlicesFine, empty, accelSlices, empty, empty, empty, empty},
               {velSlices, empty, tsdcSlices, empty, empty, dl10SlicesFine, wallSlices, empty},
               {velSlicesFine, empty, empty, accelSlices, tsvcSlices, empty, empty, empty},
               {empty, empty, empty, empty, tsvcSlicesFine, empty, wallSlices, empty},
               {empty, bftSlices, empty, accelSlices, empty, dl10Slices, wallSlicesRough, empty},
               {velSlices, empty, empty, empty, tsvcSlicesRough, dl10SlicesRough, wallSlices, empty},
               {velSlicesFine, empty, tsdcSlicesFine, empty, tsvcSlices, empty, wallSlicesRough, empty},
               {velSlices, bftSlicesFine, tsdcSlicesFine, empty, empty, empty, empty, empty},
               {empty, bftSlicesFine, tsdcSlices, accelSlices, empty, empty, empty, wallSlicesRough},
               {velSlices, empty, tsdcSlicesRough, empty, empty, dl10Slices, empty, empty},
               {velSlicesFine, empty, tsdcSlices, empty, tsvcSlicesRough, dl10SlicesFine, empty, empty},
               {velSlices, empty, empty, empty, empty, dl10SlicesRough, empty, empty},
               {velSlicesRough, empty, tsdcSlices, empty, empty, empty, wallSlicesRough, empty},
               {velSlicesFine, empty, empty, empty, tsvcSlices, empty, empty, wallSlicesRough},
               {velSlices, empty, tsdcSlicesRough, empty, empty, dl10SlicesFine, wallSlices, empty},
               {velSlicesFine, bftSlices, empty, empty, empty, dl10Slices, empty, empty},
               {velSlicesRough, bftSlices, empty, empty, tsvcSlicesFine, dl10Slices, empty, empty},
               {velSlicesFine, empty, empty, empty, empty, dl10Slices, empty, wallSlicesRough},
               {velSlices, bftSlicesRough, empty, empty, empty, dl10SlicesFine, empty, empty},
               {velSlicesRough, empty, empty, empty, empty, empty, wallSlicesRough, empty},
               {velSlicesRough, bftSlicesFine, empty, empty, empty, empty, empty, wallSlicesRough},
               {velSlicesRough, bftSlicesFine, empty, empty, tsvcSlices, empty, empty, empty},
               {velSlices, bftSlicesFine, empty, empty, empty, empty, empty, empty},
               {velSlicesFine, empty, empty, empty, tsvcSlices, dl10Slices, empty, empty},
               {empty, empty, tsdcSlicesFine, accelSlices, tsvcSlicesFine, empty, wallSlicesRough, empty},
               {velSlicesFine, empty, empty, accelSlices, tsvcSlicesRough, empty, empty, empty},
               {velSlicesFine, empty, tsdcSlicesFine, empty, tsvcSlicesFine, empty, empty, empty},
               {velSlicesRough, empty, empty, accelSlices, tsvcSlicesFine, dl10SlicesRough, empty, empty},
               {velSlices, bftSlices, tsdcSlicesRough, empty, empty, empty, empty, empty},
               {velSlicesRough, bftSlices, empty, accelSlices, empty, empty, empty, empty},
               {velSlicesFine, bftSlicesFine, empty, empty, empty, dl10SlicesFine, wallSlicesRough, empty},
               {velSlicesRough, bftSlicesFine, empty, accelSlices, empty, empty, wallSlices, empty},
               {empty, empty, empty, accelSlices, tsvcSlicesRough, empty, wallSlicesRough, wallSlicesRough},
               {velSlices, empty, empty, empty, tsvcSlicesRough, empty, empty, wallSlicesRough},
               {velSlicesRough, bftSlicesRough, empty, empty, tsvcSlices, empty, wallSlicesRough, empty},
               {velSlicesFine, bftSlicesFine, tsdcSlicesFine, empty, empty, empty, empty, empty},
               {empty, bftSlicesFine, empty, accelSlices, tsvcSlices, dl10Slices, empty, empty},
               {velSlicesRough, bftSlicesFine, empty, empty, tsvcSlices, empty, wallSlices, empty},
               {velSlices, bftSlicesFine, empty, empty, empty, empty, wallSlices, empty},
               {velSlices, empty, empty, empty, empty, dl10SlicesFine, empty, wallSlicesRough},
               {empty, bftSlicesRough, tsdcSlices, accelSlices, tsvcSlicesFine, empty, empty, empty},
               {velSlicesFine, bftSlicesRough, empty, accelSlices, empty, dl10Slices, empty, empty},
               {velSlicesFine, empty, tsdcSlicesRough, empty, empty, dl10Slices, empty, empty},
               {velSlicesFine, bftSlicesRough, empty, empty, empty, dl10SlicesFine, empty, empty},
               {velSlicesFine, bftSlicesFine, empty, empty, empty, empty, empty, empty},
               {velSlicesRough, bftSlicesFine, empty, empty, empty, empty, empty, wallSlicesRough},
               {velSlicesRough, bftSlices, empty, empty, tsvcSlicesRough, empty, wallSlices, empty},
               {velSlicesFine, empty, empty, accelSlices, tsvcSlices, empty, wallSlicesRough, empty},
               {empty, empty, tsdcSlicesRough, empty, empty, empty, wallSlices, empty},
               {velSlices, bftSlices, empty, empty, tsvcSlices, empty, wallSlices, empty},
               {velSlicesRough, bftSlicesRough, empty, empty, empty, dl10SlicesRough, empty, empty},
               {velSlicesRough, empty, empty, empty, tsvcSlicesRough, empty, wallSlicesRough, empty},
               {velSlicesRough, bftSlicesRough, empty, empty, tsvcSlices, empty, empty, empty},
               {empty, empty, empty, accelSlices, tsvcSlices, dl10SlicesRough, wallSlicesRough, empty},
               {velSlices, empty, tsdcSlices, accelSlices, empty, empty, wallSlicesRough, empty},
               {empty, empty, empty, accelSlices, tsvcSlicesFine, empty, wallSlicesRough, wallSlicesRough},
               {velSlicesFine, bftSlicesFine, empty, empty, empty, empty, wallSlicesRough, empty},
               {velSlicesFine, bftSlicesFine, empty, empty, empty, empty, empty, wallSlicesRough},
               {velSlicesRough, bftSlicesFine, empty, empty, tsvcSlices, empty, wallSlicesRough, empty},
               {velSlices, empty, tsdcSlicesRough, empty, tsvcSlicesFine, empty, empty, empty},
               {velSlices, empty, empty, empty, empty, empty, wallSlicesRough, wallSlicesRough},
               {empty, bftSlicesRough, empty, empty, empty, dl10SlicesFine, wallSlicesRough, empty},
               {velSlicesFine, empty, tsdcSlicesRough, accelSlices, empty, empty, wallSlicesRough, empty},
               {velSlicesRough, bftSlices, empty, empty, tsvcSlices, dl10Slices, empty, empty},
               {velSlicesFine, bftSlicesRough, empty, empty, tsvcSlicesFine, dl10SlicesRough, empty, empty},
               {velSlicesFine, empty, empty, empty, empty, dl10SlicesRough, empty, empty},
               {velSlicesRough, empty, empty, empty, tsvcSlicesRough, dl10SlicesFine, wallSlicesRough, empty},
               {velSlicesFine, bftSlicesRough, tsdcSlicesRough, empty, empty, empty, empty, wallSlicesRough},
               {velSlicesRough, empty, empty, accelSlices, empty, empty, empty, wallSlicesRough},
               {empty, bftSlicesRough, tsdcSlicesRough, empty, empty, empty, empty, wallSlicesRough},
               {velSlicesRough, bftSlices, empty, accelSlices, empty, empty, wallSlicesRough, empty},
               {velSlicesFine, empty, empty, empty, empty, dl10SlicesFine, empty, empty},
               {velSlices, empty, tsdcSlicesFine, empty, empty, empty, wallSlices, empty},
               {velSlices, empty, empty, empty, empty, empty, wallSlices, empty},
               {velSlicesRough, bftSlicesRough, tsdcSlicesRough, empty, empty, empty, wallSlicesRough, empty},
               {velSlices, bftSlicesFine, empty, empty, tsvcSlices, empty, empty, empty},
               {velSlicesRough, empty, tsdcSlicesFine, empty, empty, empty, empty, wallSlicesRough},
               {empty, bftSlicesRough, empty, accelSlices, tsvcSlicesFine, empty, empty, wallSlicesRough},
               {empty, bftSlicesRough, empty, empty, tsvcSlices, empty, wallSlices, empty},
               {velSlices, empty, tsdcSlices, empty, tsvcSlicesFine, empty, empty, empty},
               {velSlices, empty, tsdcSlices, accelSlices, empty, empty, empty, empty},
               {velSlices, empty, empty, accelSlices, empty, empty, empty, empty},
               {velSlicesFine, bftSlicesRough, empty, empty, empty, empty, empty, empty},
               {empty, bftSlicesFine, empty, empty, empty, empty, wallSlicesRough, empty},
               {velSlices, bftSlicesFine, empty, empty, empty, dl10Slices, wallSlices, empty},
               {velSlicesFine, empty, tsdcSlices, accelSlices, empty, dl10SlicesRough, empty, empty},
               {velSlicesFine, bftSlicesRough, empty, empty, empty, empty, wallSlicesRough, wallSlicesRough},
               {velSlicesFine, empty, tsdcSlicesFine, accelSlices, empty, empty, wallSlices, empty},
               {empty, bftSlices, tsdcSlicesFine, accelSlices, empty, empty, empty, empty}
               };       
                    
         float[][][] flatSets = new float[][][] {{velSlicesFine, bftSlicesRough, empty, accelSlices, empty, dl10Slices, empty, empty},
               {velSlicesFine, empty, tsdcSlicesRough, empty, empty, dl10Slices, empty, empty},
               {velSlicesFine, bftSlicesRough, empty, empty, empty, dl10SlicesFine, empty, empty},
               {velSlicesFine, bftSlicesFine, empty, empty, empty, empty, empty, empty},
               {velSlicesRough, bftSlicesFine, empty, empty, empty, empty, empty, wallSlicesRough},
               {velSlicesRough, bftSlices, empty, empty, tsvcSlicesRough, empty, wallSlices, empty},
               {velSlicesFine, empty, empty, accelSlices, tsvcSlices, empty, wallSlicesRough, empty},
               {empty, empty, tsdcSlicesRough, empty, empty, empty, wallSlices, empty},
               {velSlices, bftSlices, empty, empty, tsvcSlices, empty, wallSlices, empty},
               {velSlicesRough, bftSlicesRough, empty, empty, empty, dl10SlicesRough, empty, empty},
               {velSlicesRough, empty, empty, empty, tsvcSlicesRough, empty, wallSlicesRough, empty},
               {velSlicesRough, bftSlicesRough, empty, empty, tsvcSlices, empty, empty, empty},
               {empty, empty, empty, accelSlices, tsvcSlices, dl10SlicesRough, wallSlicesRough, empty},
               {velSlices, empty, tsdcSlices, accelSlices, empty, empty, wallSlicesRough, empty},
               {empty, empty, empty, accelSlices, tsvcSlicesFine, empty, wallSlicesRough, wallSlicesRough},
               {velSlicesFine, bftSlicesFine, empty, empty, empty, empty, wallSlicesRough, empty},
               {velSlicesFine, bftSlicesFine, empty, empty, empty, empty, empty, wallSlicesRough},
               {velSlicesRough, bftSlicesFine, empty, empty, tsvcSlices, empty, wallSlicesRough, empty},
               {velSlices, empty, tsdcSlicesRough, empty, tsvcSlicesFine, empty, empty, empty},
               {velSlices, empty, empty, empty, empty, empty, wallSlicesRough, wallSlicesRough},
               {empty, bftSlicesRough, empty, empty, empty, dl10SlicesFine, wallSlicesRough, empty},
               {velSlicesFine, empty, tsdcSlicesRough, accelSlices, empty, empty, wallSlicesRough, empty},
               {velSlicesRough, bftSlices, empty, empty, tsvcSlices, dl10Slices, empty, empty},
               {velSlicesFine, bftSlicesRough, empty, empty, tsvcSlicesFine, dl10SlicesRough, empty, empty},
               {velSlicesFine, empty, empty, empty, empty, dl10SlicesRough, empty, empty},
               {velSlicesRough, empty, empty, empty, tsvcSlicesRough, dl10SlicesFine, wallSlicesRough, empty},
               {velSlicesFine, bftSlicesRough, tsdcSlicesRough, empty, empty, empty, empty, wallSlicesRough},
               {velSlicesRough, empty, empty, accelSlices, empty, empty, empty, wallSlicesRough},
               {empty, bftSlicesRough, tsdcSlicesRough, empty, empty, empty, empty, wallSlicesRough},
               {velSlicesRough, bftSlices, empty, accelSlices, empty, empty, wallSlicesRough, empty},
               {velSlicesFine, empty, empty, empty, empty, dl10SlicesFine, empty, empty},
               {velSlices, empty, tsdcSlicesFine, empty, empty, empty, wallSlices, empty},
               {velSlices, empty, empty, empty, empty, empty, wallSlices, empty},
               {velSlicesRough, bftSlicesRough, tsdcSlicesRough, empty, empty, empty, wallSlicesRough, empty},
               {velSlices, bftSlicesFine, empty, empty, tsvcSlices, empty, empty, empty},
               {velSlicesRough, empty, tsdcSlicesFine, empty, empty, empty, empty, wallSlicesRough},
               {empty, bftSlicesRough, empty, accelSlices, tsvcSlicesFine, empty, empty, wallSlicesRough},
               {empty, bftSlicesRough, empty, empty, tsvcSlices, empty, wallSlices, empty},
               {velSlices, empty, tsdcSlices, empty, tsvcSlicesFine, empty, empty, empty},
               {velSlices, empty, tsdcSlices, accelSlices, empty, empty, empty, empty},
               {velSlices, empty, empty, accelSlices, empty, empty, empty, empty},
               {velSlicesFine, bftSlicesRough, empty, empty, empty, empty, empty, empty},
               {empty, bftSlicesFine, empty, empty, empty, empty, wallSlicesRough, empty},
               {velSlices, bftSlicesFine, empty, empty, empty, dl10Slices, wallSlices, empty},
               {velSlicesFine, empty, tsdcSlices, accelSlices, empty, dl10SlicesRough, empty, empty},
               {velSlicesFine, bftSlicesRough, empty, empty, empty, empty, wallSlicesRough, wallSlicesRough},
               {velSlicesFine, empty, tsdcSlicesFine, accelSlices, empty, empty, wallSlices, empty},
               {empty, bftSlices, tsdcSlicesFine, accelSlices, empty, empty, empty, empty}};
               
         putBuffersInto(sets,statBuffers);
         putBuffersInto(flatSets,flattenerBuffers);
         
      			
      }
      
       private static void putBuffersInto(float[][][] sets, ArrayList buffers){
         for(int i = 0; i < sets.length; i++){
            float[][] set = sets[i];
            buffers.add(new StatBuffer(set[0],set[1],set[2],set[3],set[4],set[5],set[6],set[7]));
         }
      
      }

And what's more it has less semicolons ;-) Anything else that you see which needs immediate improvement? -- Skilgannon

I think the number of hand-coded buffers is still something only a madman would make, but besides that it looks fine to me =P -- Rednaxela

Yeah yeah... but you see, I don't have a comp-sci background, so I can't implement any of your fancy linear regression neural nets (or whatever they are). I just go with brute force. I figure that if I have more buffers in my bot than you, it'll be a better bot than yours against a larger number of bots. So far this method seems to have worked =) Instead I can focus on doing what I do best, optimizing algorithms in my bot to prevent it from skipping turns when I put all these buffers in there. I took a similar line of thought with my gun with its 10 dimensions, 2 aiming techniques and 100 extracted scans. Intuitively, I don't think this method will work quite as well with an antisurfer gun, though. -- Skilgannon

Eh, well those neural nets are kind of failing to work right now. I'm not quite sure the advantages I was seeing were simply that it made the movement more confusing to learning guns, and for that I'd be better off with a flattener. I'm now switching to plain linear regression because that should give more reliable results than the silly neural mess. One note though, is that while our perferred approaches are different, they are both are ways of extracting more meaningful stats from the same raw data. Just as your numerous buffers show more information, my "guessfactor readjustment" approach also attempts to extract more meaningful stats from the raw data (by attempting to interpolate better guessfactors, instead of weighting dissimilar situations lower). In any case, your bot is on top (for now), so your approach does certainly work =) -- Rednaxela


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Last edited June 10, 2008 22:08 EST by Rednaxela (diff)
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