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ShlomiSteinberg

Devious

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Whoever made the Devious (1.8) bot, how have you made it so accurate? It manages to hit my bot (appro. 3 hits every 4 bullets) even from a long range. "C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"

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Awww, shucks. Devious ain''t THAT good. My bot has managed to beat him about 50-50. And my bot''s a pretty stupid one 2.



(Stolen from Programmer One)
UNIX is an operating system, OS/2 is half an operating system, Windows is a shell, and DOS is a boot partition virus

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My bot is actually more accurate than devious, it''s just when we get up close and mine loses sight of him that things get rough...



(Stolen from Programmer One)
UNIX is an operating system, OS/2 is half an operating system, Windows is a shell, and DOS is a boot partition virus

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quote:
Original post by Dragon88
My bot is actually more accurate than devious, it''s just when we get up close and mine loses sight of him that things get rough...



(Stolen from Programmer One)
UNIX is an operating system, OS/2 is half an operating system, Windows is a shell, and DOS is a boot partition virus




How did you do it more accurate? Can you post just the code where you rotate to the enemy bot? Please!

"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"

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quote:
Original post by Neosmyle
Tsk...it IS a competition...
Interesting point. I wonder how much this will turn into a secretive competition, or whether peoples'' natural desire to brag will come through...? I guess the best brag is with your bot but showing of some quality code would be close! At this early point before the thing even has a start date, I reckon sharing is more beneficial. There''s so many basics to figure out, if most had these then the fights would be more interesting IMO. Although we might then end up with myriad identical bots comprising just basic functionality. Maybe a bigger range would be nice - from those which get stuck in trees to genetic bots!

btw what is everyone''s general system? State machine, map storing, neural net, random guesswork etc?

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I''m currently re-writing my bot (third time today!), still trying to figure out the best method of implementing. Once I figure out what works, it''ll be onto the tweaking and stuff. Currently, my first 2 attempts where kinda state machines I guess, mixed with guess work. My current re-write is starting out by using a map based system, hopefully it will avoid getting stuck, and tracking down the enemy (and guessing where he''s going to pop up) will become easier this way. I''m kicking myself for not keeping the old code, I was beating everyones bot that I downloaded, then I "tweaked" it a bit more, and I am now losing again and can''t figure out what I did .

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Well I haven''t got very far with mine, but it will be state based, with a dynamic map and instead of making straight decisions, it will assign a probability to a task, then decide at the end.

It will use a dynamic map of the arena, with each tile given a probability of the enemy bot being there. If the bot is seen then the map is reset with a probability of it being in one place, if sight is lost, then the area spreads out. The view triangle constantly resets the cells it is looking at to 0.

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quote:
Original post by higherspeed
Well I haven''t got very far with mine, but it will be state based, with a dynamic map and instead of making straight decisions, it will assign a probability to a task, then decide at the end.

It will use a dynamic map of the arena, with each tile given a probability of the enemy bot being there. If the bot is seen then the map is reset with a probability of it being in one place, if sight is lost, then the area spreads out. The view triangle constantly resets the cells it is looking at to 0.



Sounds like a plan

"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"

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A tile-based map sounds like an ok idea for simplicity of reading it, maybe.
I think I''m more likely to approach a state machine than fuzzy logic etc, maybe implementing a ''task queue'' with simple tasks like ''turn 180 degrees'' to make the main function clearer and easier to code. I might take a leaf out of my AI modules at uni and do a level-based architecture - level 1 is obstacle avoidance with one or more layers above it for general strategies.

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I gave up on the mapping stuff, I had it working alright, until I hit a wall and slid across it... detection walls isn''t working properly (i can be standing in a corner and it will tell me there is nothing in front of me), so it makes it VERY hard to make a good map of the area, and once it does, any hickups like sliding along a wall will break it.

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quote:
Original post by ShlomiSteinberg
quote:
Original post by Dragon88
My bot is actually more accurate than devious, it''s just when we get up close and mine loses sight of him that things get rough...



(Stolen from Programmer One)
UNIX is an operating system, OS/2 is half an operating system, Windows is a shell, and DOS is a boot partition virus




How did you do it more accurate? Can you post just the code where you rotate to the enemy bot? Please!

"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"


I don''t know if it is truely more accurate or not, it is at least as accurate, and it seems to be more accurate, but perhaps not. How bout instead i post a little dumber version of my bot?





(Stolen from Programmer One)
UNIX is an operating system, OS/2 is half an operating system, Windows is a shell, and DOS is a boot partition virus

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