The Bullfighters

mutation 110

// ----------------------------------------------------------------------------- // ~ The Klutzes ~ // @sevenfive // ----------------------------------------------------------------------------- //TODO//TODO//TODO//TODO//TODO //TODO//TODO//TODO//TODO//TODO //TODO//TODO//TODO//TODO//TODO //TODO//TODO//TODO//TODO//TODO //TODO//TODO//TODO//TODO//TODO //TODO//TODO//TODO//TODO//TODO //TODO//TODO//TODO//TODO//TODO //TODO//TODO//TODO//TODO//TODO //TODO: SYSTEMATIC ANALYSIS OF EVERY BULLFIGHTERS DEATH. DETERMINE MOST FREQUENT CAUSE OF DEATH. //TODO: IMPLEMENT BORDER EXIT POINT AVOIDANCE METHOD FOR ENDGAME CODE //TODO: INVESTIGATE INCREASED PICADOR AGGRESSION FURTHER //TODO: RETRY FOCUSING PICADORS EXCLUSIVELY ON QUEEN? var pendgame = false; ai.step = function(o) { //CONSTANTS TIME = 0.25; if (o.me.queen) {TIME = 0.6;} SPLINTERTIME = 5; OY = 10; GREED = 10; ENEMYCLUSTER = 0.3; DEBUGMODE = false; //ABBREVIATIONS var ol = o.lib; var olv = o.lib.vec; var ola = o.lib.ang; var os = o.ships; var og = o.game; var here = o.me.pos; var torque = 0; var thrust = 0; var label = ""; if (o.me.queen) { label += "Matador"; } else { label += "Picador"; } var endgame = true; for (var i = 0; i < os.length; i++) { if (os[i].alive & !os[i].queen) { endgame = false; } } if (!o.me.queen) {endgame = false;} if (endgame) { label = "¡Indulto!";} if (og.moon_field < 50) {endgame = true;} if (endgame) {pendgame = true;} var force = o.game.center; //MOONS for (var i = 0; i < o.moons.length; i++) { var offset = olv.diff(here,o.moons[i].pos); var distance = olv.len(offset) - o.moons[i].radius; var speed = ol.physics.speedToward(olv.diff(o.moons[i].vel,o.me.vel),o.moons[i].pos,here); var danger = 1000/Math.pow(noneg(distance - TIME*speed),2); var away = olv.normalized(offset); force = olv.sum(force,olv.times(away,danger)); } //EDGE COLLISION BASED { var exitpoint = here; exitpoint = olv.sum(exitpoint,olv.times(o.me.vel,0.1)); while (olv.len(exitpoint) < og.moon_field | olv.len(exitpoint) < og.moon_field - 20 & o.me.queen) { exitpoint = olv.sum(exitpoint,olv.times(o.me.vel,0.1)); } var offset = olv.diff(here,exitpoint); var distance = olv.len(offset); var speed = ol.physics.speedToward(o.me.vel,exitpoint,here); //used to be 20, power 1 var edge1 = 60; var qtime = 1; if (o.me.queen) {edge1 = 160; qtime = 1;} if (o.me.queen & endgame) {qtime = 2;} var danger = edge1/Math.pow(noneg(distance-TIME*qtime*speed),1); var away = olv.normalized(offset); force = olv.sum(force,olv.times(away,danger)); } //EDGE NAIVE { var offset = olv.times(here,-1); var distance = og.moon_field - olv.len(offset); var edge2 = 5; if ((og.time > SPLINTERTIME | o.me.area_frac < 0.5 ) & o.me.queen) {edge2 = 35;} //not sure if this really does anything... var danger = edge2/distance; var away = olv.normalized(offset); force = olv.sum(force,olv.times(away,danger)); } //FRIENDLIES var friends = og.center; for (var i = 0; i < os.length; i++) { if (os[i].friendly | !os[i].alive) { var offset = olv.diff(here,os[i].pos); var distance = olv.len(offset); var frend = 10; if (og.time > SPLINTERTIME & o.me.queen) {frend = 30;} var danger = frend/Math.pow(distance,2); var away = olv.normalized(offset); friends = olv.sum(friends,olv.times(away,danger)); } } force = olv.sum(force,friends); //ENEMIES var enemies = og.center; var closest = 999; var closestship = o.me for (var i = 0; i < os.length; i++) { if (!os[i].friendly & os[i].alive) { //un-aggressive variant -- hoping my drones will take care of my queen's harassers if (os[i].dist < closest | os[i].dist/2 < closest & os[i].queen & !o.me.queen) { closest = os[i].dist; closestship = os[i]; } } } var speed = -60/olv.len(o.me.vel); if (o.me.queen) { speed *= 0; } var aim = closestship.pos; if (closestship.queen) { aim = olv.sum(aim,olv.times(closestship.vel,0)); } enemies = olv.times(olv.normalized(olv.diff(here,aim)),speed); force = olv.sum(force,enemies); //QUEEN DEFENSE if (o.me.queen) { var def = og.center; var worst = 0; var worstship = o.me; for (var i = 0; i < os.length; i++) { if (!os[i].friendly & os[i].alive & !os[i].queen) { //seems like queens these days don't attack... and frequently, the enemy queen is resposible for la reina's fatal over-fleeing var dist = os[i].dist; var speed = ol.physics.speedToward(olv.diff(os[i].vel,o.me.vel),os[i].pos,here); var danger = 25 /noneg(dist-TIME*speed+10); if (danger > worst) { worst = danger; worstship = os[i]; } } } var offset = olv.diff(here,worstship.pos); var away = olv.normalized(offset); def = olv.times(away,worst); if (worstship.dist - TIME*ol.physics.speedToward(olv.diff(worstship.vel,o.me.vel),worstship.pos,here) < 15) { label = "¡Olé!"; var def1 = rot90(o,def); var def2 = rot270(o,def); if (lugarscore(o,olv.sum(here,def1)) > lugarscore(o,olv.sum(here,def2))) { def = def1; } else { def = def2; } } force = olv.sum(force,def); } force = olv.times(force,40000); var target; target = olv.sum(here,force); //make picadores se matan -- useful for testing la reina's dodging abilities if (!o.me.queen & DEBUGMODE) {target = og.center;} //SPLINTERING if (og.time < SPLINTERTIME & o.me.area_frac > 0.5 & !(o.me.queen & label == "¡Olé!")) { //branching based on a debug label? wow, i really am lazy var ourqueen = o.me; for (var i = 0; i < os.length; i++) { if (os[i].friendly & os[i].queen) { ourqueen = os[i]; } } if (o.me.pos[0] > 0) { target = olv.fromPolar([175*0.9,0]); } else { target = olv.fromPolar([175*0.9,Math.PI]); } var dvel = olv.times(olv.diff(target,here),2); var ddvel = olv.diff(dvel,o.me.vel); target = olv.sum(here,ddvel); label = "La Paseílla"; } if (closest < OY & !o.me.queen) { target = closestship.pos; label = "¡Olé!"; //too lazy to make a function for this... } suggested = ol.targeting.simpleTarget(o.me,target); if (o.me.queen & pendgame) {return step2(o);} return { torque: suggested.torque, thrust: suggested.thrust, label: label }; }; rot90 = function(o,vector) { var angle = o.lib.vec.ang(vector); var length = o.lib.vec.len(vector); return o.lib.vec.fromPolar([length,o.lib.ang.rescale(Math.PI/2 + angle)]); } rot270 = function(o,vector) { var angle = o.lib.vec.ang(vector); var length = o.lib.vec.len(vector); return o.lib.vec.fromPolar([length,o.lib.ang.rescale(-1*Math.PI/2 + angle)]); } noneg = function(x) { if (x < 1) { return 1; } else { return x; } } //allows one of two maxed-out values (ie negative ones) to override the other noneg2 = function(x,y) { if (x < y) { return 1; } else { return x; } } mind = function(a,v,p) { return (v*v)*(1/2 - 1/a) + p; } //if near 0, panic and apply A mind2 = function(a,v,p,t) { return (v*v)*(1/2 - 1/a) + p - v*t; } lugarscore = function(o,lugar) { var closest = 999; for (var i = 0; i < o.moons.length; i++) { var dist = o.moons[i].dist - o.moons[i].radius; if (dist < closest) { closest = dist; } } var borderdist = (o.game.moon_field - o.lib.vec.len(lugar)) - 30; if (borderdist < closest) { closest = borderdist; } return closest; } //IDEA: Apply unstoppable moon-force to border, ie treat border as inside-out moon? //THE PLAN: //SALVAGE QUEEN BEHAVIOR FROM SLOWS //WHICH ACTUALLY HAD A FAIRLY DECENT ENDGAME QUEEN var ANGLETOLERANCE = 1; var LOOKAHEAD = 0.35; var MOON = 7; var BORDER = 10; var FRIEND = 1; var FOE = -1; var QUEEN = -2; var ENEMYCLUSTERFACTOR = 0; var LOVE = -5; var LOVERADIUS = 20; step2 = function(o) { var myang = o.me.rot; var mypos = o.me.pos var torque = 0; var thrust = 0; var desiredAng = 0; //if about to collide, orient correctly var closestdist = 999; var closestship; for (var j = 0; j < o.ships.length; j++) { if (o.ships[j].dist < closestdist) { closestdist = o.ships[j].dist; closestship = o.ships[j]; } } if (false) { desiredAng = closestship.dir; ANGLETOLERANCE = 0.5 } else { var maxthrust = 1; //CONSTANT MODIFIERS FOR SUPER DUPER SPESHUL SITUAZIONEN if (o.me.queen) { FOE = 2; BORDER = 120; QUEEN = -0.25; ENEMYCLUSTERFACTOR = 0.1; MOON = 50; maxthrust = o.me.area_frac; LOVERADIUS = 10; } if (o.game.moon_field < 50 & o.me.queen) { QUEEN = -50; } var dc = extrapolate(o,o.me,LOOKAHEAD); var bestscore = 999; for (var i = 0; i < 360; i++) { var angle = (i/360)*2*Math.PI - Math.PI; var thisvec = o.lib.vec.sum(dc,o.lib.vec.fromPolar([0.01,angle])); var thisscore = 0; //START SCORING BLOCK //AVOID MOONS var moonscore = 0; for (var j = 0; j < o.moons.length; j++) { moonscore += MOON / (o.lib.vec.dist(thisvec,extrapolate(o,o.moons[j],LOOKAHEAD)) - o.moons[j].radius); } thisscore += moonscore; //AVOID BORDER thisscore += BORDER / (o.game.moon_field - o.lib.vec.dist(thisvec,o.game.center)); //LOVE THYSELF thisscore += Math.max(LOVE / o.lib.vec.dist(thisvec,o.me.pos), LOVE / LOVERADIUS); //AVOID FRIENDS var enemy = 0; var friend = 0; for (var j = 0; j < o.ships.length; j++) { var distance = o.lib.vec.dist(thisvec,extrapolate(o,o.ships[j],LOOKAHEAD)) if (o.ships[j].friendly) { if (false & !o.me.queen & !o.ships[j].queen & o.ships[j].area_frac > 0.75 & o.me.area_frac > 0.75) {distance *= -1;} friend = maxmin(FRIEND / distance,friend) ; } else { if (o.ships[j].queen) { enemy = maxmin(QUEEN / distance,enemy); } else { enemy = maxmin((FOE/(2*o.me.area_frac)) / distance,enemy) + ENEMYCLUSTERFACTOR*enemy; } } } thisscore += enemy; thisscore += friend; if (thisscore < bestscore) { bestscore = thisscore; desiredAng = angle; } } } var diff = o.lib.ang.diff(desiredAng,myang); torque = Math.max(-1,Math.min(1,10*diff-o.me.a_vel)); if (Math.abs(diff) < ANGLETOLERANCE) { thrust = 1; } if (o.lib.vec.len(o.me.vel) > 75) { maxthrust *= 0.5; } return { torque: torque, thrust: thrust*maxthrust, label : "¡Indulto!" }; }; extrapolate = function(o,obj,lookahead) { return o.lib.vec.sum(obj.pos,o.lib.vec.times(obj.vel,lookahead)); } maxmin = function(a,b) { if (Math.abs(a) > Math.abs(b) ) { return a; } else { return b; } } location_score = function(o,testingloc) { var score = 0; var moons = o.moons.length; for (i = 0; i < moons ; i++) { score += 1 / o.lib.vec.len(o.lib.vec.diff(o.me.pos,o.moons[i].pos)); } return score; } normalize = function(angle) { angle = angle%(2*Math.PI); if (angle > Math.PI) { angle -= 2*Math.PI; } return angle; }

recent battles, mutation 110

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The Bullfighters mutation 98 1545 days ago 11.05 sec
The Booty Slapper mutation 114 1545 days ago 54.805 sec
The Bullfighters mutation 103 1545 days ago 28.85 sec
The Bullfighters mutation 141 1545 days ago 19.75 sec
The Bullfighters mutation 141 1545 days ago 43.925 sec
The Bullfighters mutation 141 1545 days ago 43.775 sec
The Bullfighters mutation 119 1545 days ago 47.07 sec
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