Rally off the route, the way home by known enemies, two escorts, side intercepts, air fightingkeep
- Hypothesis
- EXP-9's carriers died in the enemy wave staged on their own approach; move the rallies off the routes, let carriers pick the way home by what the team knows, give them two escorts and side-intercepting chasers, and bots cap. Then (owner feedback from a live match) bots must fight and chase in the air and while gliding. Implementation (
bot_brain.gd,bot_team.gd; main's EXP-11 / EXP-11b lateral jet control merged in before measuring): - Rally 90 m off the attack route, on the side with terrain cover from the enemy stand (LOS test from 2 m above it), off the stand-to-stand line, on flat ground (both rallies come out "covered" on both maps); the rally route is its own A*. - Two ways home per team (front: entry side; back door: exit side, where 75 m out is not a flank); the carrier picks at the grab and again inside 300 m of home by the known enemies (marked for us or within 150 m of a live teammate) within 80 m of the last 250 m of each way. Carriers burn the descents to 40 m/s. - Waves of four (breaker, runner, two escorts); an escort with a known enemy inside 120 m of the carrier stands 20 m out between them (one each flank of that line), shooting. - Chasers and (now) both defenders intercept 35 m off the carrier's route on their own side, ahead of it, never inside 60 m of their own rally; pursuit, interception and escort burn below 24 m/s. - Fighting: with an enemy inside 60 m a bot never holds: it strafes across the enemy's line (side swapped every 0.7 s, downhill side preferred), keeps the objective's pull, closes outside 35 m and opens inside, and jets the strafe (lateral jet control). Design-review rules: (1) lead is the intercept from target velocity and flight time (as before), aimed a touch high-side when both are airborne, and a burn for a small altitude edge over an airborne enemy; (2) energy as a state machine: engage above 40 % of the tank in 0.3 s bursts, panic below 15 % (jets off, glide for speed, no fire) until back above 40 %; (3) disengage on geometry: panic energy, the enemy 6 m+ higher and closing at 5 m/s while we are under 40 %, or a second enemy inside 60 m; exit downhill on a glide out of their cone, no fire. - Tick cost: the terrain LOS test per target is cached 5 ticks, and a bot thinks every other tick (repeating its input on the off tick) except in the precision moments (run-in, inside a ring, the Matches (16 bots, 240 s, four in parallel). EXP-9 final = the "before" row. the ring) and 2/2 on Tallow. Time to the rally 45-73 s. are in range (28 / 27; 12.3 / 11.2 m/s against the 12 m/s target, one seed short); the cap targets still fails: pursuing by air (10-35 m away): the air pursuit works, on both sides, and a Strider that has just burned out of the ring (energy 9-12) has nothing left for the duel. The carrier that got clear capped after a 94 s trip. - Tallow: all waves grab and clear (4/4 per match) but only one carrier per match gets up its home ramp; the others still meet the enemy wave at 60-80 m (the 90 m rally offset sits inside the 100 m fire range) or run out of energy on the pad blend. Kills stay under 12 because the teams meet only there and at the stands; combat speed is dragged down by the defenders holding on the stand (25-31 % of the combat samples are under 4 m/s, almost all of them stand and shelf defenders with an attacker at 40-60 m). - Decision
- keep (caps from 0 to 1 per match everywhere, tick cost under target, no regressions). Next: the carrier's energy budget through the gate (arrive with 40+ and take the exit on a glide, not a burn) so it can duel the pursuit; a defender who moves on the stand instead of holding a point; the rally 120+ m off the route on Tallow.
16 lines of internal measurement detail omitted from this entry.