DarkHallow/Bulletin Board

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DarkHallowBulletin Board - Archived Talk

September 10, 2005: -- Small segment change. Bug fix in the gun. Still can not stand in with a surfer.
Score:

March 18, 2005: Ver 0.90.7.3 -- Small segment change.
Score: 1989.88 details graph 2184

March 14, 2005: Ver 0.90.7.2 -- Small segment change.
Score: 1993 after 899

March 13, 2005: Ver 0.90.7.1 -- Changed from 41 visit bins to 29.
Score: 2005.96 after 728

March 13, 2005: Ver 0.90.7 -- Added the segments back. Quick stats segment is still unsegmented.
Score: 2000 after 850+

March 10, 2005: Ver 0.90.5 -- Totally un-segmented visit buffer.
Score:1986.98 after 1027

March 1, 2005: Ver 0.90.4 -- More untested changes.
Score: 1997.25 after 1163

February 27, 2005: Ver 0.90.4 -- More untested changes.
Score:1996.53

February 24, 2005: Ver 0.90.3 -- More untested changes.
Score:1982.68

February 24, 2005: Ver 0.90.1 -- I have the day off, I am bored so I looked into the code. Found a couple of bugs so I fixed them. Not tested too extensively so who knows how it will do.
Score:1985.48

November 18, 2004: Ver 0.86.2 -- Reduced suffering segments.
Score:#12 overall. Not sure of the score.

November 17, 2004: Ver 0.86.1 -- Changing the surfing again. After chatting with PEZ I have some ideas on whats wrong with my sufring. Unfortunately those changes are not in this release. Just need a baseline.
Score: 1987.97 after 947

November 15, 2004: Ver 0.86.1 -- Same as .86 with bot width calculations removed. Added a better power management section which I hope earns more survival points.
Score: 1979.24 after 900. Another dissappointing release.

November 14, 2004: Ver 0.86 -- Orbit closest Wave origin, or target if no waves. Small change to danger calculations. Added stop evaluation although I do not think it is working all that well.
Score: 1989.16 after 1056. This was very disappointing as I thought this version was better than previous versions. It seemed to test better. Ah well.

November 12, 2004: Ver 0.85.3 -- Weighting waves according to bullet power.
Score: 2010.25 after 909

November 11, 2004: Ver 0.85.2 -- Roll back parts of movement to an earlier version.
Score: 2004.56 after 959

November 11, 2004: Ver 0.85.3 -- Removed setMax's to see if it makes a difference.
Score: 2001.72 after 810

November 10, 2004: Ver 0.85.3 -- Gun tweak, Rolling averages.
Score: 1999.65 after 955

November 7, 2004: Ver 0.85.2 -- Gun tweak, power management tweak, restored movement.
Score: 1991.93 after 1139

November 3, 2004: Ver 0.85.1 -- Weighting waves by shot power, segment tweaks.
Score: 2002.67 after 1291

October 16, 2004: Ver 0.85 -- Roll back and a bug fix. Damn you David_Alves =^>.
Score: 2010.09 after 829.

October 16, 2004: Ver 0.84.3 -- Movement tweak.
Score: 1980.38 after 1463

October 11, 2004: Ver 0.84.2 -- Movement tweak.
Score: 2019.34 after 1385

October 11, 2004: Ver 0.84.1 -- Added an even more (hopefully) precise movement prediction engine.
Score: 2015.77 after 695.

October 11, 2004: Ver 0.84 -- Added (hopefully) a more precise movement prediction engine.
Score: 2021.08 after 1159

October 10, 2004: Ver 0.83.1 -- Movement tweak.
Score: 2020.02 after 576.

October 10, 2004: Ver 0.83 -- Significant bug fix. I had an error in my directional calculation that resulted in movement waves that were backwards (-1 was in the direction of movement). Rolled back to 0.82.2.2 and am now testing the fix.
Score: 2022.71 after 901

October 9, 2004: Ver 0.82.4 -- Bug Fix. Still with PEZ's suggested change.
Score: 1998.05 after 1111.

October 9, 2004: Ver 0.82.3 -- Bug Fix. Still with PEZ's suggested change.
Score: 2011.2 after 1162

October 9, 2004: Ver 0.82.3 -- Roll back .0.82.2.2. Adding a suggestion by PEZ.
Score: 2008.83 after 535.

October 9, 2004: Ver 0.82.2.3 -- Experimental release. Added more GF's for hopefully better performance at longer ranges. Probably the last of the experimental releases before a rewrite of my surfing with some suggestions by PEZ thrown in.
Score: 2020.64 after 756

October 8, 2004: Ver 0.82.2.2 -- Experimental release. Adding more effective (I hope) protection from diving in.
Score: 2024.94 after 1367

October 8, 2004: Ver 0.82.2.1 -- Experimemtal release. Removed distance segment to see what effect it has.
Score: 2021.39 after 1130

October 8, 2004: Ver 0.82.2 -- Bug fix. Now distance segment works. I may disable it again later.
Score: 2026.15 after 584. Best score yet. Temporarily over 2040.

September 27, 2004: Ber 0.82.1 -- refinement of the bugfix in the previous version and a gun tweak.
Score: 2020.3 after 631. Great crash affected scoring.

September 26, 2004: Ver 0.82 -- Now bug fixing the .59.3 line. First bug fix: (int)Math.round(latVShotTime/3) can be rounded to 3. This muddied my movement related latvel stats.
Score: 2018.75 after 854

September 26, 2004: Ver 0.81.5 -- Now to make sure everything is back to normal.
Score: 2019.86 after 341

September 26, 2004: Ver 0.81.4 -- Testing the last of the .7x line of "improvements". This is the one I really hope works. It replaced AndrewsCoolWay with Paul Evans' classic RollingAverages.
Score: 2001.57 after 697

September 25, 2004: Ver 0.81.3 -- Testing some other options from the failed .7x line.
Score: 1999.38 after 603

September 25, 2004: Ver 0.81.2 -- Bug fix
Score: 1989.46 after 144.

September 25, 2004: Ver 0.81.1 -- Bug fix. Not sure what it was though.
RECALLED I had to download the bot and run it locally to find the error. Sorry to flail like that.

September 25, 2004: Ver 0.81 -- Adding back in functionality removed when I rolled back. Looking to see if it makes a difference or not.
RECALLED! Something is not right here. When you see this:

Fighting battle 10 ... jekl.DarkHallow 0.81,nic.Nicator 2.4
RESULT = nic.Nicator 2.4 wins 6063 to 488

you know something is not right.

September 24, 2004: Ver 0.80 -- Rollback to .59.3 to prove that it will not be as good. PEZ was right again.
Score: 2022.34 after 707.

September 23, 2004: Ver 0.74 -- WaveSuffering. I think it is better. It is in the challenges anyways.

September 21, 2004: Ver 0.73.2 -- Still searching.
Score: 1980.11 after 697.

September 10, 2004: Ver 0.73.1 -- Memories.
Score: 2005.22 after 863

September 9. 2004: Ver 0.73 -- Try again.
Score: 2004 after 640.

September 7, 2004: Ver 0.72. -- Bug fix. This version better be a monster.
Score: 1996.63 after 971

September 6, 2004: Ver .71 -- EUREKA!!!! I have found, and more importantly understand my movement bug. Gross implementation here just to verify. I would say that beating Aristocles 58% before the bugfix and 73% after (over 500 rounds) should point to doing something right but I hate to take it for granted.
Score: 1982 after 837.

September 6, 2004: Ver .70 -- Roll back movement to an earlier version. Updated the gun to be quicker and better. Now using traditional rolling averages in the movement system. Using a more accurate positional predition system (that may not work, they never seem to). Sort of an experimental release.
Score: 1962 after 180.

August 28, 2004: Ver .63.1 -- Experimental movement tweak. Lots of testing and verifying things work as I originally thought.
Score: 1976 after 1019.

August 13, 2004: Perhaps I should go on vacation more often. Movement tweak. I really think this will be the last edition before I go to CA.

August 13, 2004: Ver .62 -- Fixed a gun bug.
Score: 1984.32 after 198.

August 13, 2004: Ver .61 -- Movement tweek. Eliminated one segment. I hate this game.
Score: 1992.21 after 319. Gun bug.

August 12, 2004: Ver .6 -- Movement fix. Will beat RMX, CC, SilverSurfer, and Shadow over 500 rounds. Not so good in the short run though. Test release.
Score: 1991.69 after 660+.

August 9, 2004: Ver 0.59.5 -- Movement fix.
Score: 1987.85 after 793

August 8, 2004: Ver 0.59.4 -- Gun mod. Also trying to baseline the movement. I have a known error in my movement projection algorithm. Want to see where I am before monkeying with it.
Score: 1994.49 after 644

August 4, 2004: Ver 0.59.3 -- Gun fix.

PEZ: "Perhaps your gun is not working right?" 
jim: "I worked so hard on it how can anything be wrong?"
PEZ: "I still think you should look at it"
jim: "Thats crazy talk."

I should have listened sooner.
Score: 2021.45 after 814

August 1, 2004: Ver 0.59.2 -- Experimental release.
Score: 2007.33 after 736

July 31, 2004 Ver 0.59.1 -- Small change to movement segments.
Score: 2008.63 after 682

July 30, 2004: Ver 0.59 -- Back to old school AndrewsCoolWay stats buffering.
Score: 2018.74 after 634

July 25, 2004: Ver 0.58 -- Straight visit counts in the movement stats. No other changes that I can recall. Just a little test to see where it places.
Score: 2005.8 after 760

July 24, 2004: Ver 0.57.1 -- Not a very inspiring effort. Score was 2001+. I did not even commit the version to CVS.

July 24, 2004: Ver 0.57 -- Rolling averages are back. I have gone 47 GuessFactors at a suggestion from Kuuran. Not much else has changed. Still need to tweak the surfing some but maybe next time.

July 22, 2004: Ver 0.56.1 -- Complete rollback to 0.55.4.1. Added better enemy energy tracking, removed one surfing segment.
Score: 2018.76 after 722.

July 21, 2004: Ver 0.56 -- Better enemy energy tracking (thanks ABC), terminated rolling averages experiment, slight change to some near range surfing. Very limited testing so this will fail miserably.
Score: 2009.0 after 691.

July 20, 2004: Ver 0.55.5.2 -- Still monkeying with traditional rolling averages. Made a change to the danger prediction code.
Score: 2006.71 after 699.

July 19, 2004: Ver 0.55.5.1 -- Still using the newer rolling averages. Scrapped the higher shot power and precise prediction for now.
Score: 1998.57 after 660. A step backwards as I learn a different way to do the same thing.

July 19, 2004: Ver 0.55.5 -- Changed future impact prediction calculation to a more (I hope) accurate representation. Changed my movement hit buffers to a more classical RollingAverage calculation. Increased shot power by .1 over all ranges except point blank. Highly experimental release. Not much testing.
RECALLED Precise point prediction not working as planned.

July 18, 2004: Ver 0.55.4.1 -- Rolling averages are not working. Changed to a straight visit count gun.
Score:2019.74 after 742. Very good result.

July 18, 2004: Ver 0.55.4 -- This gun consistently scores over 91% in the TC as a pure visit count gun but still manages to score over 90% as a rolling average gun. I am testing it here as a rolling average gun to see if it works as hoped for and if I get a boost against the top dogs. Very small movement tweak (added an additional wall segment bucket).
Score: 2009+ over 200 rounds. Recalled because rolling averages were not getting it done.

July 17, 2004: Ver 0.55.3 -- Almost completely untested. I have made some small tweaks in the gun and in the movement. I am getting some outstatnding results according to FloodGrapher, results that are better or comprable to RaikoMX in every segment excpet acceleration. If I ever get the gun completely worked out, watch out 8^)
Score: 2010.42 after 663.

  • I also finally feel compelled to mark DarkHallow as level EXPERT when uploading it to the repository. Feels like I have crossed a threshold.

July 11, 2004: Ver 0.55.2 -- Small movement tweak. Hopefully it makes a slight difference against the top dogs.
Score: 1999.99 after 748. It was above 2K for a while but slowly slid down below.

July 10, 2004: Ver 0.55.1 -- Refined some gun segments. No affect on movement. Still not top dog but this gun will score close to 90.5% in the TargetingChallenge. Hoping that a small improvement can push me a little bit further up the hill.
Score: 2008.28 after 630.

July 8, 2004: Ver 0.55 -- refactored gun that is much better, although not top dog.
Score: 2005.51 after 704. 2K baby!

July 1, 2004: Ver 0.54.6 -- Restored to the .54.3 movement. Say it with me: Only test one thing at a time.
Score: 1984.63 over 775

June 30, 2004: Ver 0.54.5 -- Now this one will actually move =^>.
Score: 1983.21 after 775

June 30, 2004: Ver 0.54.4 -- Small movement tweak. If this one gets over 2K at any time someone please let me know =^>. If it happens to stay over 2K after 500 rounds please snap a picture of it for me. I am going to bed now and will not be able to watch. Thanks!!!!
RECALLED: I left the TC settings on.

June 29, 2004: Ver 0.54.3 -- Still same gun but trying to do away with the smoothing. It is better in the targeting challenge but not near the best. Just want to see where it goes.
Score: 1997.86 after 695.

UNK :( : Rolled back to .54 movement.
Score: 1986.03 after 745

June 27, 2004: Ver 0.54.1 -- Still the same crappy gun. I have fixed two non-functioning firing segment so it is a bit better but not much. I fixed a logic error in the quick learning buffer. Lets see where this one ends up.

June 24, 2004: Ver 0.54 -- Refactored everything into their own classes. Small movement tweak at close ranges. Removed preference for 'wider' movement GFs. Setting up to re-do the gun completely. Hopefully the score does not fall :).

  • DH was temporarily ahead of DT after 190 battle with a rating of 1991 and change. Getting closer =^>

Score: 1979.39 after 714

June 20, 2004: Ver 0.53.2 -- Added a quick learning buffer, gun is *now* using rolling averages, added power management, should not hit the walls so often. Tested almost exclusively vs. cx.*. Looking for a fall.
Score: 1953.8 after 658 rounds.

June 17, 2004: Ver 0.53.1 -- Guns and movement buffers now have rolling averages. Should help me a lot vs. the other surfers in the crowd. Added a slight modification to the movement to favor "wider" guess factors. Should not be that big of a deal but it does make my movement profile look very RaikoMX'ish as reported by FloodMini.
Score: 1889.91 after 769 rounds. Realized that my gun was not using rolling averages so now improvement vs. the Surfing crowd.

June 16, 2004: Ver 0.53 -- Fixed reverse calculation bugs. That will teach me for limiting my tests to one bot.
Score:1889.3 after 749. Pretty good for a bot with seemingly no wall avoidance and no protection vs. diving in.

June 15, 2004: Ver 0.52 -- Refactored code to be "OO'ish".
Score: 1813.58 after 694 rounds. Had an error in the reverse calculations so it did not always surf if you used decimal firepowers. See note below on cause and effect.

June 13, 2004: Version 0.51: Features some tweaks against close range opponents. Steeper evasion angle.
Score: 1855.

June 11, 2004: Initial release. Just a test to see where it is.
Score: 1818.33 after 723 rounds.


Currently on my todo list:

  • I need to solve the "diving in" problem at some point. I am not sure what the correct solution is but I know there is one.
  • Wall avoidance. Can you believe I still hit the walls? I can not either.
  • Data saving at some point.