The Bullfighters

mutation 98

// ----------------------------------------------------------------------------- // ~ 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: FIXE QUEEN ENDGAME BEHAVIOR -- IMPLEMENT SPEED ADJUSTMENT FOR DEAD SHARDS, BECAUSE THEY KILL THE QUEEN OCCASIONALLY -- NOT MUCH ELSE... //TODO: SYSTEMATIC ANALYSIS OF EVERY BULLFIGHTERS DEATH. DETERMINE MOST FREQUENT CAUSE OF DEATH. 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; //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 = 20; 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;} 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) { 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 = -20/olv.len(o.me.vel); if (o.me.queen) { speed *= 0; //10/Math.pow(closest,1); } 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 (endgame) {danger *= 0.5;} 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) {target = og.center;} //SPLINTERING if (og.time < SPLINTERTIME & o.me.area_frac > 0.5) { 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; } } 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 98

Result Against When Recording
The Booty Slapper mutation 123 1545 days ago 52.015 sec
The Circle Zone mutation 147 1545 days ago 8.105 sec
The Bullfighters mutation 110 1545 days ago 11.05 sec
The Enemy Gate is Down mutation 25 1545 days ago 37.14 sec
The Circle Zone mutation 163 1545 days ago 6.76 sec
The Booty Slapper mutation 123 1545 days ago 20.46 sec
The Enemy Gate is Down mutation 38 1545 days ago 21.275 sec
The Circle Zone mutation 133 1545 days ago 5.48 sec
The Calvin and Hobbes mutation 18 1545 days ago 21.305 sec
The Bullfighters mutation 169 1545 days ago 18.035 sec

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