User:Tkiesel/Dev Notebook

1. Continue tracking down why there are so many skipped turns.
• I used an approximation via $e^x = \lim_{n \to +\infty}(1+\frac{x}{n})^n$, with variable power-of-2 choice of n based on input x. Keeps error < 5%, and performance high. Skipped turn issue seems to be resolved... for now.
2. Virtual gun array
• How to choose a gun?
• Current VirtualGunManager uses Condorcet voting among several selectors (rolling normalized hit rates with different depths) to choose the best gun.
• Works quite well, changes guns appropriately when Dookious engages/disengages its flattener.
• However, no big rumble score gain over rev0073b with main gun.
• I probably just need to continue to develop/tune the guns themselves (the common code they're based upon) and choose only 2-4 of them to minimize churn.
3. Flattener
• Put it in a separate object so it's not hanging out at 12 different places in Wheels.java
• Really think through some theory on when/how to engage.
4. Bullet Power/fire choice