[Home]History of SelectingFirePower

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Revision 65 . . November 27, 2008 7:12 EST by Rednaxela [Actually...]
Revision 64 . . November 26, 2008 23:42 EST by Skilgannon [gotcha]
Revision 63 . . November 26, 2008 9:25 EST by Rednaxela [Results so far and normalized hitrate]
Revision 62 . . November 26, 2008 8:14 EST by Skilgannon [hang on...]
Revision 61 . . November 26, 2008 7:41 EST by Skilgannon [PL vs score]
Revision 60 . . November 23, 2008 23:40 EST by Rednaxela [Bulletpower selections it chooses]
Revision 59 . . November 23, 2008 21:08 EST by Skilgannon [go for it!]
Revision 58 . . November 23, 2008 19:29 EST by Rednaxela [EnergyGain/BulletDamage balancing]
Revision 57 . . November 23, 2008 9:40 EST by Rednaxela [My adaptive firepower -> Execelent survivalist]
Revision 56 . . November 23, 2008 6:24 EST by Rednaxela [1.9 bulletpower gives impressive results!]
Revision 55 . . November 22, 2008 23:36 EST by pc109.oia.ucalgary.ca [Not quite as novel as it seemed in my mind]
Revision 54 . . (edit) November 22, 2008 0:15 EST by h128-108.reznet.ucalgary.ca [Flaws]
Revision 53 . . November 21, 2008 20:34 EST by Rednaxela [why not all the way? :)]
Revision 52 . . November 21, 2008 17:59 EST by Skilgannon [base power 2]
Revision 51 . . November 21, 2008 10:09 EST by h128-108.reznet.ucalgary.ca [gun spikes, time for robocoding, and other considerations]
Revision 50 . . November 21, 2008 9:20 EST by Skilgannon [spike in gun stats]
Revision 49 . . November 20, 2008 19:53 EST by h128-108.reznet.ucalgary.ca [selecting firepower]
Revision 48 . . January 15, 2007 0:36 EST by Starrynte
  

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

Changed: 209c209,211
Hey, leave Toorkild alone and pick on bots your own size! :-p Yip, I understand what you're doing with the a,b thing now, you get the radian-chance-product of hitting as a/b. Smart thinking. The way I do it in DrussGT (in the movement, to keep track of hitrate for the flattener) is to increment both 'a' and 'b' by the botwidth/MEA. So there 1.0 is the maximum, and I know to enable my flattener above 0.095. Here you're looking for something different, the highest chance of hitting. Very cool idea, and easy to implement. Perhaps you could even couple this with enemy hitrates to calculate the best distance to fight at? =) -- Skilgannon
Hey, leave Toorkild alone and pick on bots your own size! :-p Yip, I understand what you're doing with the a,b thing now, you get the radian-chance-product of hitting as a/b. Smart thinking. The way I do it in DrussGT (in the movement, to keep track of hitrate for the flattener) is to increment both 'a' and 'b' by the botwidth/MEA. So there 1.0 is the maximum, and I know to enable my flattener above 0.095. Here you're looking for something different, the highest chance of hitting. Very cool idea, and easy to implement. Perhaps you could even couple this with enemy hitrates to calculate the best distance to fight at? =) -- Skilgannon

Haha, actually, I've been thinking of doing distancing like that for a bit. The only thing is, I'm not sure if I should FIRST get a better more 'scientific' score-optimized system, as that would benifit both that and the bulletpower stuff. It would take a bit to formulate though. -- Rednaxela

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