Robocode Robot Game

Robocode is a programming game, where the goal is to develop a robot battle tank to battle against other tanks in Java or.NET. The robot battles are running in real-time and on-screen. Robocode Links - for Robocode, which gives a good overview of Robocode - for Robocode.

README.md Robocode (CS255) Artificial Intelligence coursework, designing and developing an AI for the Robocode game. For more info, please refer to the. Dependencies Other than, which is required to run the AI simulation, the robot has no further dependencies than standard Java libraries. Compiling the Robot With Robocode running, access the Source Editor using CTRL+E From here, locate Wilde. Adobe Document Pdf Reader. java and use the Editor's built-in compiler to compile and package the robot with CTRL+B Save the file and, when prompted, click YES to save the compiled robot within Robocode's own robots directory. Program Billing Warnet Visual Basic. Running 'Wilde' Within Robocode With Robocode running, begin a new battle using CTRL+N From the available robots, add u1409675.Wilde to the list of selected robots. Little Endian To Big Endian Converter Program. Feel free to add any other robots to fight against, in melee (a multi-bot free-for-all battle) or 1-vs-1 combat.

Robocode Robot Game

Click Start Battle to then begin the simulation. About the AI Wilde is a solution to the Robocode challenge which extends the Simple Robot class - this means it can only perform actions sequentially and is unable to target, move and fire concurrently.

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The competitive programming game has also found its way to various board games such as RoboRally or Robot. Researchers presented RoboCode as a 'problem-based. Robocode/Game Physics. From RoboWiki Robocode. Robocode internals → Robot's run method → Robocode internals → First event handler → Robocode.

A detailed report is provided, covering the design and implementation of the robot's AI in detail. As an overview, the AI is comprised of three main areas: 1. Targeting The targeting is Guess Factor-based, implementing a wave-based virtual bullet system to quickly learn possible bullet hit angles based on enemy movement patterns. It prioritises the closest known enemy as its target and is versatile across both melee & 1-vs-1 battles. The AI is segmented to allow more accurate guesses in 1v1 combat, where scans are more frequent. Movement In melee battles, the movement operates a Minimum Risk algorithm, calculating which direction will be the least dangerous to move into based on the locations and states of its enemies.

In 1-vs-1 combat, a Psuedo-Random pattern is adopted, attempting to remain perpendicular where possible for maximum escape angle from incoming bullets while moving random distances to counter pattern recognition-based targeting. Radar The radar uses a Weak Target Lock, attempting to remain focused on its target but scanning the entire battlefield when said target is lost - this happens often - to either find the existing, or a better (closer) target.