Knight/VersionHistory

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< Knight
Revision as of 20:17, 29 September 2017 by Rsalesc (talk | contribs)
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0.4.1b - 09.29.2017
  • Try to decay the queried entries on the movement.
0.4.1 - 09.29.2017

RoboRumble ‒ APS: 85.23% (17th), PL: 1147-12 (12th), Survival: 94.77%

  • Enable bullet shadowing.
  • Add virtuality in random gun.
  • Fix flattening condition.
  • Increase surfing deviation.
0.4 - 09.29.2017

RoboRumble ‒ APS: 84.53% (24th), PL: 1144-15 (14th), Survival: 93.88%

  • Major fixes both in gun and movement (now I can beat Ascendant, cool).
0.3

RoboRumble ‒ APS: 82.01% (51st), PL: 1129-30 (25th), Survival: 92.54%

  • Changes in the gun.
0.2.1

RoboRumble ‒ APS: 81.64% (53rd), PL: 1091-69 (60th), Survival: 87.12%

  • Uses Raiko Gun.
0.2 - 09.20.2017

RoboRumble ‒ APS: 80.14% (64th), PL: 1058-102 (88th), Survival: 89.56%

  • Fix an old bug which would affect Roborio too.
  • Fix my Kd-Tree.
  • Tweak movement.
0.1.3 - 09.16.2017
  • Fix precise intersection issues.
  • Add general purpose DC-GF gun from Roborio without tick wave logging, though.
0.1.2 - 09.15.2017

RoboRumble ‒ APS: 80.53% (59th), PL: 1079-79 (70th), Survival: 90.3%

  • Fix stat tracking.
  • Fix movement tree weights.
  • Add my precise intersection when logging a wave break.
0.1.1 - 09.13.2017

RoboRumble ‒ APS: 81.91% (52nd), PL: 1098-61 (54th), Survival: 91.48%

  • Incorporate Roborio's movement trees with different use conditions. No flattener, though.
  • Revert order my afterRun() function is executed.
  • Log when wave passes me. Still have to log when my wave passes an enemy, though.
  • Make a class dedicated to hold stats from the battle, which is used, for example, to decide which tree to use in the movement. It can be used just for

logging purposes as well.

0.1 - 09.13.2017 - first release

RoboRumble ‒ APS: 75.55% (101st), PL: 916-178 (211th), Survival: 84.32%

  • Incorporate Monk 0.2.2 1v1 gun and movement. The wave surfing attributes are very simple and the gun is not well suited for 1v1.