Difference between revisions of "B26354/VersionHistory"

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(1.04 notes)
(1.06 notes)
 
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;1.06 - Keeping tabs on everyone
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* The aim-at-everyone gun is finally working as it should, although I don't think my NN implementation benefits as much as DC or PM would.
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* Major update of enemy tracking code, with interpolation of missed scans and skipped turns.
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* Improved melee radar -- was losing track of enemies too often.
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* Fixed a movement bug where dangers were being scaled by distance instead of ''inverse'' distance.
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;1.04 - A bit more uptempo
 
;1.04 - A bit more uptempo
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* {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=darkcanuck.B26354+1.04|rumble=MeleeRumble|scorelabel=APS|score=64.39|rank=13th|win=273|loss=14|plrank=12th|glicko2=1498.2|score2label=Survival|score2=86.62}}
 
* No longer uses non-firing aiming waves for any bot except the current target.  This was a major source of skipped turns.
 
* No longer uses non-firing aiming waves for any bot except the current target.  This was a major source of skipped turns.
 
* Using faster approximations of Java's Math functions (2-5x faster, no lookup tables) and sped up a few other routines.
 
* Using faster approximations of Java's Math functions (2-5x faster, no lookup tables) and sped up a few other routines.

Latest revision as of 17:31, 22 January 2010

1.06 - Keeping tabs on everyone
  • The aim-at-everyone gun is finally working as it should, although I don't think my NN implementation benefits as much as DC or PM would.
  • Major update of enemy tracking code, with interpolation of missed scans and skipped turns.
  • Improved melee radar -- was losing track of enemies too often.
  • Fixed a movement bug where dangers were being scaled by distance instead of inverse distance.


1.04 - A bit more uptempo
  • MeleeRumble ‒ APS: 64.39% (13th), PL: 273-14 (12th), Survival: 86.62%
  • No longer uses non-firing aiming waves for any bot except the current target. This was a major source of skipped turns.
  • Using faster approximations of Java's Math functions (2-5x faster, no lookup tables) and sped up a few other routines.
  • Updated aiming to use one of Gaff's older guns.
  • Discards out-of-bounds minimum risk points rather than forcing them onto the battlefield.
  • Uses bullet power 2 in most situations rather than the previous distance-based function.


1.02 - For real this time
  • MeleeRumble ‒ APS: 64.69% (13th), PL: 235-15 (45th), Survival: 87.37%
  • Fixed a bug in the 1v1 danger calculation that mis-weighted the second wave.
  • Improved corner surfing trajectories to hug walls instead of looping into center of field.
  • Minor adjustments to how aims are calculated.


1.00 - A test?
  • MeleeRumble ‒ APS: 64.16% (16th), PL: 266-18 (14th), Survival: 88.02%
  • Initial release