Difference between revisions of "GrubbmGrb"

From Robowiki
Jump to navigation Jump to search
(Old but still eager for a fight)
m (minor edit)
(One intermediate revision by the same user not shown)
Line 5: Line 5:
| author          = [[GrubbmGait]]
| author          = [[GrubbmGait]]
| extends        = [[AdvancedRobot]]
| extends        = [[AdvancedRobot]]
| targeting      = [[VirtualGuns]] array of [[Simple Targeting$nbsp;Strategies]]
| targeting      = [[VirtualGuns]] array of [[Simple Targeting Strategies]]
| movement        = [[Stop And Go]] and [[Oscillator Movement]]
| movement        = [[Stop & Go]] and [[Oscillator Movement]]
| best_rating          = [[RoboRumble]]: 1835 (75th)
| best_rating          = [[RoboRumble]]: 1835 (75th)
| current_version = 1.2.4
| current_version = 1.2.4

Latest revision as of 01:44, 25 February 2008

/Version History - /RRGC
/Archived Talk 20080224
Author(s) GrubbmGait
Extends AdvancedRobot
Targeting VirtualGuns array of Simple Targeting Strategies
Movement Stop & Go and Oscillator Movement
Best Rating RoboRumble: 1835 (75th)
Current Version 1.2.4
Code License RWPCL

Background Information

What's special about it?
    It is one of the better bots without use of 'fancy' stuff like GuessFactor Targeting, PatternMatching or Wave Surfing
Great, I want to try it. Where can I download it?
How competitive is it?
It's fairly competitive. It's in the subtop with a rating around 1835. It looses against a lot of bots, but if your movement or targeting is too simple, it will tear you apart.


How does it move?
Movement array with Stop And Go and Oscillator Movement, depending on targeting skill of opponent. The original spinning movement has been abandoned from v1.0.7.

It starts as a fullspeed orbital movement until hit by one non-HOT bullet (checked by virtual enemybullet). After that it reacts on enemyfire by alternately going fullspeed and fullstop. The oscillator movement uses a double oscillator (sin(x)*cos(y)) as described on Oscillator Movement/Period. Both (actually three) movements use a distance dependent dive-in protection with different maximum angles for each movement. The movements are rated as (bulletpower hit) / (bulletpower fired and reached distance).

How does it fire?
Using 5 VirtualGuns: Circular Targeting, Head-On Targeting, OrbitalTargeting, averaged velocity Circular Targeting and Random Targeting.

As both CT-guns adapt the bulletpower if a bullet would end up in the wall, the VG-array uses VirtualBullets and not Waves. The vgun statistics (not the guns) are segmented on distance(4) and nearwall(2), but I don't think that really boosts my rating.

How does the melee strategy differ from one-on-one strategy?
There is no melee strategy - it's only designed for 1v1.
What does it save between rounds and matches?
Between rounds vgun-statistics (hitrate), and movement-performance (hitrate of enemy).
Between matches nothing will ever be saved.

Additional Information

Where did you get the name?
Taken from my nickname, and it turns out that nearly no-one can pronounce it properly ;-p
Can I use your code?
It's included in the jar, under the RWPCL
What's next for your robot?
Someday I want to pass vic.Locke and maybe even RaikoMicro
Does it have any WhiteWhales?
For a long time nanoAndrew was unbeatable.


GrubbmGrb is not unique in any way, as it is nearly completely based on ideas and/or info found on this wiki. Some explicit thanks must go to:

  • PEZ for the inspiration of Waves, although I use it as VirtualBullets.
  • Vuen for showing the importance of statistics with his CalculatingScore.
  • Iiley for the two codelines of Smog 2.5, which is the base of the Orbital gun.
  • Loki for the permission to copy the ini-file handling from his bot Freya
  • Krabb for providing the drive to change instead of tweak, by racing for the top-100