In this chapter we will discuss a few algorithms or implementations of movement
automation in a typical TAS tool.
10.1. Vectorial compensation
In Strafing, we discussed various ways to “strafe” with differing
objectives, most commonly maximum-acceleration strafing and speed-preserving
strafing. In each of these methods, we must derive a formula or, at least, an
implicit equation for the angle 𝜃 between 𝐯 and
ˆ𝐚 to realise the desired strafing objective.
Unfortunately, Half-Life does not allow us to realise the angles to a very high
precision. This is because Half-life uses the DELTA mechanism (see DELTA rounding)
to transmit information across the network from client to server and vice versa.
Looking at the default delta.lst included in vanilla Half-Life, we see the
following line defined under usercmd_t:
DEFINE_DELTA( viewangles[1], DT_ANGLE, 16, 1.0 ),
This shows that the yaw angle is somehow lossily compressed to 16 bits. This
means that, to transmit some angle 𝑎 in degrees, it is first converted
at the client side to the 16-bit integer representing
int(65536360𝑎)=int(𝑎𝑢𝑑)
where int(𝑥) is the integer part of some real number
𝑥. When the server receives this integer, it is then converted back to
the floating point number
36065536(int(65536360𝑎)𝙰𝙽𝙳65535)
This expression looks familiar! Indeed, this entire operation is equivalent to
the anglemod function, first described in Anglemod. Given our
understanding of anglemod, we know that there are only exactly 65536 possible
angles. Although this is already very precise, in the sense that any angle can
be realised with only about 0.0015% absolute error, it is possible to do better
by controlling the yaw angle 𝜗 in combination with 𝐹
and 𝑆.
By controlling 𝐹 and 𝑆, we can change the direction of the unit
acceleration vector ˆ𝐚 (see Air and ground movements)
without changing the yaw angle. To see why, recall that 𝐚 =𝐹ˆ𝐟 +𝑆ˆ𝐬, and even keeping
ˆ𝐟 and ˆ𝐬 constant, we can change
the “weights” 𝐹 and 𝑆 to make the vector sum point to any
desired direction, and therefore realise any angle 𝜃 between
𝐯 and ˆ𝐚. Unfortunately, again, looking
at the file delta.lst, we see the following lines:
DEFINE_DELTA( forwardmove, DT_SIGNED | DT_FLOAT, 12, 1.0 ),
...
DEFINE_DELTA( sidemove, DT_SIGNED | DT_FLOAT, 12, 1.0 ),
DEFINE_DELTA( upmove, DT_SIGNED | DT_FLOAT, 12, 1.0 ),
Here, the 12 indicates that the client side ˜𝐹,
˜𝑆, and ˜𝑈 (see Forwardmove, sidemove, and upmove for their definitions)
will be truncated to 12 bits and integer precision. Since 212 =4096,
and a signed integer transmitted across the network is not represented in
two’s complement, each of these values will be clamped to [ −2047,2047].
Nevertheless, despite each of 𝜗, 𝐹, and 𝑆 being
truncated, we can still combine them to obtain a more accurate angle realisation
method than possible using only the yaw or the FSU.
10.1.1. Unconstrained compensation
Suppose we have computed the desired angle 𝜃 between the velocity
𝐯 and the ideal unit acceleration vector
ˆ𝐚. To “realise” this angle is to strafe such that the
ideal unit acceleration ˆ𝐚 is attained by changing the
𝜗, 𝐹, and 𝑆. However, due to the slight
imprecision in each of these values, the ideal ˆ𝐚 can
never be attained exactly. Instead, we compute the “best” approximation to it,
which may be written as
where ˆ𝐟 is the two dimensional unit forward vector (see
View vectors), and 𝑅(𝜃) is the rotation matrix. We may then
define the “best” approximation such that the angle between
ˆ𝐚 and ˜ˆ𝐚 is minimised. In
the ideal case, the angle between the two vectors is zero, meaning the desired
unit acceleration vector is attained exactly. However, in practice, there will
be a small difference in angle 𝜖 such that
Writing out the dot product and simplifying, we obtain
Π=𝑎𝑥cos(𝜗+𝜉)+𝑎𝑦sin(𝜗+𝜉)
where
Now, to minimise the angle 𝜖 is to maximise cos𝜖,
and therefore maximising Π. We may compute the maximum point of
Π by solving
𝑑Π𝑑(𝜗+𝜉)=−𝑎𝑥sin(𝜗+𝜉)+𝑎𝑦cos(𝜗+𝜉)=0
yielding
Note that 𝜗 =𝑢𝑌 for some integer 𝑌 ∈[0,65535].
Inverting the tangent function and computing the remainder when divided by
𝑢 (i.e. modulo 𝑢),
𝜉−⌊𝜉𝑢⌋𝑢=atan2(𝑎𝑦,𝑎𝑥)−⌊1𝑢atan2(𝑎𝑦,𝑎𝑥)⌋𝑢
Notice that the yaw 𝜗 is gone, and so is the integer yaw
𝑌. This is because the yaw is always divisible by 𝑢, and
therefore its remainder is always zero. To slightly simplify implementation,
write
𝜉𝑢−⌊𝜉𝑢⌋=1𝑢atan2(𝑎𝑦,𝑎𝑥)−⌊1𝑢atan2(𝑎𝑦,𝑎𝑥)⌋
That is, if this equality is satisfied, then the 𝜉 (and an appropriate
𝜗) will maximise Π, achieving the best approximation.
In practice, however, this equality is rarely satisfied, due to the
imprecision in 𝑆 and 𝐹 mentioned previously. Denote
(10.1)˜Φ=𝜉𝑢−⌊𝜉𝑢⌋Φ=1𝑢atan2(𝑎𝑦,𝑎𝑥)−⌊1𝑢atan2(𝑎𝑦,𝑎𝑥)⌋
Then, we want to find a ˜Φ that is the closest to
Φ, subject to the constraints that 𝑆 and 𝐹 have. One
way to do this is to brute force every possible combinations of 𝑆 and
𝐹 and computing the corresponding ˜Φ values. However,
this is very inefficient and can take millions of iterations. Doing it once on a
fast computer may not consume a noticeable amount of time, but when implemented
in game, these computations need to be done every frame, and there could be
thousands of frames per second.
A better approach is to build the vectorial compensation table (VCT). The
details in how to compute such a table will be described in VCT generation. But here, we will assume that it contains 3-tuples
(˜Φ,𝐹,𝑆), sorted by ˜Φ, where
˜Φ is computed using (10.1) using the
corresponding 𝑆 and 𝐹. To find the closest ˜Φ
to Φ, we may use binary search to find entries corresponding to
˜Φ1 and ˜Φ2 such that
Then, the value that is closest to Φ would simply be one of
˜Φ1 and ˜Φ2. This algorithm is very fast
because even if the VCT contains millions of entries, it takes at most about 20
iterations to find the two ˜Φ entries. The downside is that
there will be a small but noticeable delay in generating the VCT.
As a side note, an alternative way to compute Φ exists. In practice,
computing atan2(𝑎𝑦,𝑎𝑥) may be slightly less efficient,
because obtaining ˆ𝐚 requires computing the rotation
matrix 𝑅(𝜃), which in turn requires computing sin and
cos along with multiple addition and multiplication operations. An
alternative method involves observing that 𝑎𝑥 =cos(𝛽 +𝜃)
and 𝑎𝑦 =sin(𝛽 +𝜃), where
Therefore,
for some integer 𝑘. This implies that
Φ=𝛽+𝜃+𝑘𝜋𝑢−⌊𝛽+𝜃+𝑘𝜋𝑢⌋=𝛽+𝜃𝑢−⌊𝛽+𝜃𝑢⌋
as 𝑢 divides 𝑘𝜋, and so the integer disappears, simplifying
the expression. This method of computing Φ requires only one
trigonometric computation, namely in obtaining 𝛽.
Footnotes
10.1.2. VCT generation
The algorithm described in previous sections rely on a lookup table called the
vectorial compensation table (VCT). As a reminder, this is a table containing
entries of 3-tuple (˜Φ,𝐹,𝑆) sorted by ˜Φ,
and that each entry must have a unique 𝑌 and must satisfy 𝐹2 +𝑆2 ≥𝑀2𝑚.
If we simply enumerate 𝐹 and 𝑆 by drawing each element from
[ −2047,2047], then the resulting ˜Φ will not be
unique. So see why, suppose 𝑀𝑚 =320, (𝐹1,𝑆1) =(400,800),
and (𝐹2,𝑆2) =(800,1600). Then, obviously 𝐹21 +𝑆21 >𝑀2𝑚 and 𝐹22 +𝑆22 >𝑀2𝑚, but 𝜉1 =𝜉2 and
therefore ˜Φ1 =˜Φ2.
To obtain a set of unique ˜Φ, we must therefore enumerate all
unique coprime pairs (𝐹,𝑆), but satisfying the constraint that
−2047 ≤𝐹,𝑆 ≤2047 and 𝐹2 +𝑆2 ≥𝑀2𝑚. The most
efficient way to enumerate this is by generating a Farey sequence. To reduce the
generation time, we can exploit symmetries in (𝐹,𝑆).
Firstly, we can restrict generation in just one quadrant, namely by considering
only positive 𝐹 and 𝑆. This is because for all 𝐹 and
𝑆, we know that
𝜉=atan2(𝑆,𝐹)=atan2(|𝑆|,|𝐹|)+𝜋2𝑘
for some integer 𝑘. Computing the ˜Φ,
˜Φ=𝜉𝑢−⌊𝜉𝑢⌋=atan2(|𝑆|,|𝐹|)𝑢+16384𝑘−⌊atan2(|𝑆|,|𝐹|)𝑢+16384𝑘⌋
Obviously 16384𝑘 ∈ℤ, therefore this simplifies to
atan2(|𝑆|,|𝐹|)𝑢−⌊atan2(|𝑆|,|𝐹|)𝑢⌋=atan2(𝑆,𝐹)𝑢−⌊atan2(𝑆,𝐹)𝑢⌋
This implies that the ˜Φs computed from (𝐹,𝑆) and
(|𝐹|,|𝑆|) are the same.
Within a quadrant, we only need to consider 𝜉 in [0,𝜋/4).
In other words, we only need to generate values within an octant. To see this,
define sets
𝑈={˜Φ(𝜉)∣0≤𝜉<𝜋4}𝑉={˜Φ(𝜉)∣𝜋4≤𝜉<𝜋2}
Then we claim that 𝑈 =𝑉, and therefore only one of them needs to be
computed. Consider 𝜉 ∈[0,𝜋/4) in the domain of 𝑈. Then
clearly 𝜉 +𝜋/4 ∈[𝜋/4,𝜋/2), which is the domain of
𝑉. Compute the corresponding ˜Φ, we have
𝜉𝑢+8192−⌊𝜉𝑢+8192⌋=𝜉𝑢−⌊𝜉𝑢⌋
This implies that 𝑈 ⊆𝑉. Similarly, consider 𝜉′ ∈[𝜋/4,𝜋/2) in the domain of 𝑉, then 𝜉′ −𝜋/4 ∈[0,𝜋/4) is in the domain of 𝑈. It can be similarly shown that the
˜Φs computed using 𝜉′ and 𝜉′ −𝜋/4 are
the same. This shows 𝑉 ⊆𝑈, and we conclude that 𝑈 =𝑉.
One observation may be made regarding the relationship between different
elements in the 𝜉-table. Define sets
𝑃={˜Φ(𝜉)∣0≤𝜉<𝜋8}𝑄={˜Φ(𝜉)∣𝜋8≤𝜉<𝜋4}
Consider some 0 ≤𝜉 <𝜋/8. Then, we have
tan(𝜋4−arctan𝑆𝐹)=1−𝑆/𝐹1+𝑆/𝐹=𝐹−𝑆𝐹+𝑆
Computing arctan,
𝜋4−𝜉=𝜋4−arctan𝑆𝐹=arctan𝐹−𝑆𝐹+𝑆=arctan𝑆′𝐹′=𝜉′
Let 𝜉 such that ˜Φ(𝜉) ∈𝑃. Let integers
𝑘𝑝 =𝑘𝑆′ and 𝑘𝑞 =𝐹′ for some 𝑘, where gcd(𝑝,𝑞) =1. Namely, 𝑝/𝑞 is the completely reduced fraction of 𝑆′/𝐹′.
Then if 𝑞 ≤2047 is satisfied, we have ˜Φ(𝜉′) ∈𝑄. In addition, we also have
Namely, ˜Φ(𝜉) +˜Φ(𝜉′) =1 if 𝜉/𝑢 is
not an integer.