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Revision 54 . . February 9, 2006 17:21 EST by Voidious [erratic anti-surfer guns]
Revision 53 . . (edit) February 9, 2006 16:09 EST by PEZ
  

Difference (from prior major revision) (no other diffs)

Changed: 251c251,253
I started out that way and it seemed to make the array more volatile. I think it might be because a gun could be on a lucky streak and if you continously reward it then it is hard for the other gun to catch up when things normalize unless it too finds a lucky streak. Only checking stats now and then gives these streaks less room I think. I have to admit this all confuses me quite much, but my tests seem to support it. Please share the results from your tests too, once you find your way back to gunning. -- PEZ
I started out that way and it seemed to make the array more volatile. I think it might be because a gun could be on a lucky streak and if you continously reward it then it is hard for the other gun to catch up when things normalize unless it too finds a lucky streak. Only checking stats now and then gives these streaks less room I think. I have to admit this all confuses me quite much, but my tests seem to support it. Please share the results from your tests too, once you find your way back to gunning. -- PEZ

I also think it makes sense to consider different rating methods for each gun. (Although not the way I currently do it, which is just a hack.) I get the feeling that a gun with very low rolling depth is just inherently erratic - a few unique waves go by that aren't segmented perfectly, and you might be thrown off for a while. Or if you just aren't segmenting in an optimal way for your opponent, you never get enough data to smooth out the inconsistencies. A gun with high rolling depth adjusts for these situations on its own by producing averages over so many waves. Just my 2 cents, you guys are still a few notches above me in gunnery, of course. -- Voidious

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