This profile graph is drawn from data collected by StatistRobot. Never mind the blue curve. The red curve shows the "guess factors" visited by Mako as measured after StatistRobot has fired a virtual bullet, or 6792 virtual bullets to be more exact. Like so:
For a comparison check this profile which is from Mako 1.5 (not released as of June 8 2003). It is from a longer run against StatistRobot so it looks smoother. But it's also much flatter. I think it's the flattest I've managed to create so far.
The curve showing SandboxDT 1.81 at this distance (and near and far distances) for a comparison can be found on the SandboxDT page.
You will note that acording to statistRobot, Mako's movement at this range is better than DT's - (acording to DT's internal stats Mako has better movement than DT between the range of 360 and 440) alot of battle takes place in this range. Why does Mako lose?
Is it:
Even so Mako has reasonably sound movement and is not very susceptable to the highly segemented guns of DT well done PEZ. However the bad news is that Mako has also shown that there is room for DT movement to improve (especially against 3.0 Bullets) so watch out for the next version of DT if you fire 3.0 bullets. -- Paul Evans
Thanks! I don't mind making you feel you must improve DT. =) After all DT has been forcing me to keep improving my bots all the time. Also thanks for feeding the wiki with all this valuable knowledge of yours. I have suspected Mako is weaker against bullets fired with other power than 3. I will work on that. Though I think most of the difference between Mako and DT performance is due to the guns. Especially the later versions of Mako have crippled guns and they can never even start to compare with the best guns in the population. It's amazing Mako gives DT the fight it does. -- PEZ
Did I say that - I think I was refering to DT1.81 --Paul Evans
Sorry jim, but right now I'll keep it a secret. It has been hard work for my PowerBook and straining on my sanity to tune this movement and I think it right now gives Marshmallow an edge that it needs to kling on to a top-5 ranking. I can say this much:
Further, if you run Marshmallow against StatistRobot you will notice that it is not a very flat profile at all. I've seen other bots have flatter profile, including some of my own. Flattness is only a means to an end. The end in my case being to avoid DT's bullets. -- PEZ
Paul has also tested Kawigis HT-movements and said that it is good, even better than DT 1.71 at close ranges. So it can be worth studying the movement code in MakoHT/Code. All of Kawigis' bots are OpenSource so you could also check FloodMini I guess. -- PEZ
Thanks for the pointer guys. I am interested in techniques on controlling my movement profile and these are all good suggestions. I am going to suspend development on Jekyl a bit as I work on my Poison movement system. These are all ideas that should find their way into it. Thanks again. (PS: Congrats PEZon getting M to #4) jim
I'm still confused about the blue curve. What does 'the more increasable probability' mean? - Vuen
I can't remember precisely how it's done, but i remember reading somewhere that the blue curve shows the data when the virtual bullets are weighted according to some factor. All i know for sure is that the blue curve tends to make my movement look bad so i tend to ignore it... --Brainfade
The red curve is the entire history of dodging statistics. However, the blue curve is the curve the bot actually uses to fire. It is "weighted" in a sense in that the most recent values get the most weight. It uses what Paul Evans calls "rolling averages". -- nano
Just ignore the blue curve as long as you are using the graphs to tune your movement profile. It's impossible to keep the blue curve flat. -- PEZ