[Home]History of Segmentation/Implemenation

Robo Home | Changes | Preferences | AllPages


Revision 5 . . June 28, 2005 2:35 EST by PEZ
Revision 4 . . June 27, 2005 22:51 EST by Jokester
  

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

Changed: 24c24,26
Now that is very interesting. I am currently doing my tests using a small variation of the GuessFactorTargeting/Tutorial gun, to which I have created a pluggable segmentation scheme. I havent done many tests yet, but I will like to see how results differ between unsegmented, stationarily segmented, and high level dynamic segmentation. As it appears from your description, it seems that hand crafting is very effective. But then I have a bit of a theory that the best guns vs the best movements boil down to just the best RandomTargeting and flattening there is. What makes movements and targeting stand out, are how they deal with the lesser bots, not the top ones. That is where WaveSurfing made its "splash" (pardon the pun), in that it allowed for the best scores possible against the basic bots. This is also where I feel good targeting is going, not so much to beat the best movements, but to be perfect against those not so great. I remember the first time I put my perfected circular targeting against spin bot, and watched me get 100% accuracy (when it wasnt hitting a wall). I feel that that is the goal of modern targeting, to make a method that will hit walls, spinbot, and all the lesser pattern bots and spiky movers with as great of accuracy as possible. I believe that that is where a good part of your success is coming from, in that you have a very perfectly tuned system. I just wonder how much it could be improved upon. I assume that after 200 rounds or so your gun is far more accurate than it was in the first 10, but how does the accuracy of those early rounds compare to the accuracy of a less or differently segmented gun... Who knows, this is probably all for naught, but I am not quite sure why. -- Jokester
Now that is very interesting. I am currently doing my tests using a small variation of the GuessFactorTargeting/Tutorial gun, to which I have created a pluggable segmentation scheme. I havent done many tests yet, but I will like to see how results differ between unsegmented, stationarily segmented, and high level dynamic segmentation. As it appears from your description, it seems that hand crafting is very effective. But then I have a bit of a theory that the best guns vs the best movements boil down to just the best RandomTargeting and flattening there is. What makes movements and targeting stand out, are how they deal with the lesser bots, not the top ones. That is where WaveSurfing made its "splash" (pardon the pun), in that it allowed for the best scores possible against the basic bots. This is also where I feel good targeting is going, not so much to beat the best movements, but to be perfect against those not so great. I remember the first time I put my perfected circular targeting against spin bot, and watched me get 100% accuracy (when it wasnt hitting a wall). I feel that that is the goal of modern targeting, to make a method that will hit walls, spinbot, and all the lesser pattern bots and spiky movers with as great of accuracy as possible. I believe that that is where a good part of your success is coming from, in that you have a very perfectly tuned system. I just wonder how much it could be improved upon. I assume that after 200 rounds or so your gun is far more accurate than it was in the first 10, but how does the accuracy of those early rounds compare to the accuracy of a less or differently segmented gun... Who knows, this is probably all for naught, but I am not quite sure why. -- Jokester

Any general enough and learning gun should be far more accurate after 200 rounds than it is in the first 10 rounds. My guns are tuned for the RoboRumble@Home mostly and that means I want it to be better than other guns in 35 round battles. TargetingChallenge/ResultsFastLearning measures that somewhat better than the 500 rounds version. I call this TC35 and my guns are maybe even stronger there, relatively speaking. Where my gun fails is against WaveSurfers really. Because my gun is the strongest against weak movement. Think about it, even with quite high segmentation weak movements reveal themselves quite fast. If your segemenation is high enough you only need one sample in the most visited segments against really weak movements. High segmentation also helps the most against strong movement. Anyway, Bee actually has a lesser segmented visit counts array which is trying to catch up a bit faster. What I do is I simply overlay the high and low segmented arrays when choosing where to fire. Careful tuning on the segmentation levels here makes quite a big difference. I can also confess I do some BinSmoothing. But it doesn't really make a difference in performance, and I have tested it. Extensively. It just "feels" better to do it than to skip it. (Since it doesn't degrade performance either.) -- PEZ

Robo Home | Changes | Preferences | AllPages
Search: