Neuromancer/Version History

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< Neuromancer
Revision as of 20:38, 5 September 2012 by Skilgannon (talk | contribs) (add 2.3 stats)
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2.3 APS: 86.84 Survival: 93.99 PL: 3 losses

  • Weight targets by 1/startDistance instead of 1/startDistance^2

2.2 APS: 70.34 Survival: 95.24 PL: 2 losses

  • Back to 2.0
  • Negate the differences between bots caused by different inverse-dist-to-kd-tree points

2.1 APS: 70.24 Survival: 95.35 PL: 2 losses

  • Better wall segmentation, hopefully

2.0 APS: 70.35 Survival: 95.21 PL: 2 losses

  • Whoops - I was waiting for gun to align to previous tick's aim. Now fire as soon as I have no gun turn remaining from last tick.

1.9 APS: 70.35 Survival: 95.5 PL: 2 losses

  • Back to 1.5
  • Fix bug in gun - int/int rounding to zero always in my enemiesAlive attribute
  • Fix bullet power not going all the way to 0 bug (fixed in 1.7)
  • Fix bug in movement - check for 'nearest to enemy' wasn't excluding that bot, so 0 was always closest distance

1.8 APS: 70.15 Survival: 95.06 PL: 2 losses

  • In gun, weight hits by time-to-hit instead of hit-distance (this way accounts for gun turn, gun cooldown etc in weight, not just position)
  • In movement weight closer waves higher
  • Use 16 move test points instead of previous 32

1.7 APS: 70.21 Survival: 95.26 PL: 2 losses

  • Back to 1.5 (1.6 is too slow, promising but not feasible in computationally limited environment)
  • Improved wave danger function - don't take positioning into account in wave danger, and weight separate positioning danger higher
  • Let my bullet power go right down to 0.1 - it was being stopped at a min of 0.45 before...

1.6 APS: 69.06 Survival: 93.51 PL: 4 losses

  • Use a random movement path generator, rate them and follow the best
  • Weight them based on where I will be when the enemy fires and when all waves hit

1.5 APS: 70.27 Survival: 95.3 PL: 2 losses

  • 1.4 mixed up my 'last location' which is used to get the surfing details right, so fix that

1.4 APS: 70.18 Survival: 95.25 PL: 2 losses

  • Update my location/info in onScannedRobot as well so that when I project the enemy location it is accurate

1.3 APS: 70.25 Survival: 95.28 PL: 2 losses

  • Use enemy gunheat to position the firetime of enemy waves (in time, not space), before I was just using gunheat as a filter

1.2 APS: 70.19 Survival: 95.28 PL: 2 losses

  • Fix a bug in onBulletHitBullet, where it used my bullet instead of theirs (and subsequently couldn't find the wave and didn't log anything)
  • Fix a bug which manifested after the above fix, I was using my location instead of the bullet location for the GF angle

1.1 APS: 70.13 Survival: 95.04 PL: 2 losses

1.0APS: 69.88 Survival: 94.89 PL: 2 losses

  • Fix a gun bug that would make me shoot HOT if time-since-scan > BFT. Remember, if your wave radius can be negative, don't compare squared distances!!!

0.9 APS: 70 Survival: 95.11 PL: 3 losses

  • Don't log enemy waves if the bot is further than 1.5*closest at time of fire
  • Add distance-from-corner to enemy guns in movement

0.8 APS: 69.56 Survival: 94.78 PL: 4 losses

  • Use the endpoints of the precise prediction from the surfing as the minimum-risk evaluation points, instead of the target points

0.7 APS: 70.06 Survival: 95.18 PL: 2 losses

  • Add 'distance from corner' to gun attributes
  • Make base bullet power higher - hopefully trade some survival for APS

0.6 APS: 69.57 Survival: 94.99 PL: 3 losses

  • Adjust bullet power based on what bots are in GF +-1 from the current gun position - bullet power is now more aggressive.
  • Account for the extra delay from needing to let the gun cool when doing PIF

0.5 APS: 69.14 Survival: 94.74 PL: 4 losses

  • 0.4 with some exception caught. Also logging all exceptions to file now.
  • Aim at the centre of peaks - a second attempt (this time with rounding)

0.4 APS: 67.87 Survival: 93.17 PL: 13 losses

  • Revert the movement changes - back to one thing at a time it seems =\
  • Only add data to the gun Kd-Tree if it is likely that it will be useful to the targeting - ie. delay it until waves would hit, or bot dies and the bullet has travelled above some threshold distance. This is to eliminate false starts on the PIF and give me more targeting solutions sooner.

0.3 - APS: 69.07 Survival: 94.76 PL: 4 losses

  • Cut off some of the uncertainty in where/when they fired by taking into account when their gunheat would have become 0.
  • Shoot at the centre of any peaks in the VCS bins, instead of the first edge

0.2 - APS: 69.38 Survival: 95.05 PL: 4 losses

  • Better enemy energy tracking, fixed some energy bonus bugs
  • Try to take into account being hit once and firing a bullet between consecutive scans
  • Track enemy gunheat to prevent nonexistant waves being fired
  • Aim bullets at more than just the nearest target (weighted by inverse squared distance)
  • Increase gun bins from 360 to 1024


0.1 - APS: 67.71 Survival: 93.49 PL: 6 losses

  • Initial release - firepower needs a lot of work, as well as move/gun attributes and enemy energy tracking.