Midboss/Version History
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- Midboss - Version History
- 1q - 19/01/2010
- Increase depth of 'precise prediction' (very different meaning than surfing) in the score prediction code, to be somewhat greater than version 1k (versions after 1k had it reduced a fair bit). Some tests indicate that this should fix the score loss since version 1k finally.
- Sparsely allocate gun buffers as needed, instead of allocating all 164250 VCS buffers (each having 45 bins of
double
type) at once...- Let's see... 164250*45*8 = 59130000 bytes = 56MB + Java's overhead per array... Ouch :P
- This greatly reduces memory usage, to 1/10th of prior usage, since in a typical battle only about 10% of those VCS buffers actually get written to anyway ;)
- 1p - 19/01/2010
- RoboRumble ‒ APS: 83.06% (11th), PL: 728-23 (18th), Survival: 90.85%
- Fix some bugs in the 'firepower selection'/'score estimation' code.
- 1o - 18/01/2010
- RoboRumble ‒ APS: 82.86% (13th), PL: 731-20 (16th), Survival: 91.97%
- Improve the hitrate estimator algorithm notably
- Make some weird rare NaN bug in the surfing not cause infinite loop
- 1n - 18/01/2010
- RoboRumble ‒ APS: 82.83% (13th), PL: 721-31 (31st), Survival: 92.15%
- Anti-bullet-shielding tweak
- Other minor tweaks... Seeing how much of score loss was random chance
- 1m - 16/01/2010
- RoboRumble ‒ APS: 82.89% (13th), PL: 725-25 (20th), Survival: 92.07%
- Fix various major bugs in 1l, should be good now...
- 1l - 16/01/2010
- Pulled
- Improve accuracy of score prediction by using real statistical approximation with normal distributions for the approximation that's used when unable to simulate deeply.
- 1k - 13/01/2010
- RoboRumble ‒ APS: 83.37% (11th), PL: 733-19 (16th), Survival: 91.54%
- Noticed issues against rambots happening again, and rethought some overcomplicated parts of the firepower calculation. Should work better now.
- 1j - 13/01/2010
- Pulled
- Fix some minor little bugs/inaccuracies in the score estimation code, particularly for the endgame and infrequently firing bots
- Add a new "Low segmentation slow rolling" gun buffer
- Old gun buffers were:
- "High segmentation no rolling"
- "High segmentation fast rolling"
- "Surfing buffer simulator" (ends up getting negative weight against surfers)
- Old gun buffers were:
- 1i - 12/01/2010
- RoboRumble ‒ APS: 82.98% (12th), PL: 732-19 (16th), Survival: 90.95%
- Fix yet another minor bug in firepower selection
- Improve enemy wave detection to have a check for gunheat like RougeDC does, this seems to fix Rambot performance
- 1h - 11/01/2010
- RoboRumble ‒ APS: 82.78% (15th), PL: 731-20 (16th), Survival: 91.19%
- Add fancy code to ensure that static data is garbage collected at end of battle, because apparently Robocode doesn't do this right
- Fix some bugs/inaccuracies in the score estimation code.
- 1g - 10/01/2010
- Bad results
- Fixing various flaws that remained in version 1f.
- 1f - 09/01/2010
- Bad results
- Fixing a terrible bug in version 1d's new code.
- 1e - 09/01/2010
- Bad results
- Adding some new bullet power selection.
- 1d - 09/01/2010
- RoboRumble ‒ APS: 82.73% (15th), PL: 732-20 (16th), Survival: 91.55%
- Added a couple more segments.
- 1c - 08/01/2010
- RoboRumble ‒ APS: 82.38% (16th), PL: 730-22 (17th), Survival: 91.13%
- Basically RougeDC's movement with SaphireEdge, and RougeDC's firepower selection.