Difference between pages "GresSuffurd/Version History" and "Talk:Jarvis"

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(0.4.4 stats, 0.4.5 info)
 
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== Version history of GresSuffurd ==
 
  
<!--'''{{subst:rumblestats:roborumble|gh.GresSuffurd 0.3.15|RumbleStatsDefault}}'''-->
 
 
*'''0.4.5''' (20210114) gun: '''GV 0.4.4''' move: '''WS 0.4.1'''
 
** '''APS etc t.b.d
 
** rudimentary passive bulletshadows
 
*'''0.4.4''' (20201203) gun: '''GV 0.4.4''' move: '''WS 0.4.0'''
 
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.4 |rumble=RoboRumble|scorelabel=APS|score=85.98|rank=18th|win=1146|loss=34|plrank=29th|glicko2=N/A|pwin=97.12|vote=0.7|anpp=90.04|score2label=Survival|score2=92.47}}'''
 
** some guntweaks . . . should improve somewhat somewhere somehow
 
*'''0.4.3''' (20201201) gun: '''GV 0.4.3''' move: '''WS 0.4.0'''
 
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.3 |rumble=RoboRumble|scorelabel=APS|score=86.05|rank=18th|win=1146|loss=33|plrank=29th|glicko2=N/A|pwin=97.2|vote=0.68|anpp=90.12|score2label=Survival|score2=92.36}}'''
 
** Hit easy targets harder, add kinda anti-surfer gun, small tweak second gun
 
*'''0.4.2''' (20201125) gun: '''GV 0.4.2''' move: '''WS 0.4.0'''
 
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.2 |rumble=RoboRumble|scorelabel=APS|score=86.11|rank=18th|win=1144|loss=35|plrank=30th|glicko2=N/A|pwin=97.03|vote=0.98|anpp=90.17|score2label=Survival|score2=92.46}}'''
 
** Adding missing 4th dimension in gun (when was it shut off ?). Arrgh, no improvement ???
 
*'''0.4.1''' (20201124) gun: '''GV 0.4.1''' move: '''WS 0.4.0'''
 
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.1 |rumble=RoboRumble|scorelabel=APS|score=86.16|rank=17th|win=1142|loss=37|plrank=33rd|glicko2=N/A|pwin=96.86|vote=1.21|anpp=90.22|score2label=Survival|score2=92.51}}'''
 
** Fix small bug visible against stop-and-go.
 
*'''0.4.0''' (20201123) gun: '''GV 0.4.0''' move: '''WS 0.4.0'''
 
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.0 |rumble=RoboRumble|scorelabel=APS|score=85.36|rank=20th|win=1132|loss=47|plrank=45th|glicko2=N/A|pwin=96.01|vote=1.56|anpp=89.34|score2label=Survival|score2=91.67}}'''
 
** Code restructured to be able to expand with new features.
 
*'''0.3.26''' (20171211) gun: '''GV 0.3.3''' move: '''WS 0.3.18'''
 
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.3.26|rumble=RoboRumble|scorelabel=APS|score=86.3|rank=13th|win=1128|loss=29|plrank=24th|glicko2=N/A|pwin=97.49|vote=1.73|anpp=90.65|score2label=Survival|score2=92.69}}'''
 
** Multidimensional dangerarray instead of accumulated single arrays, only against good bots
 
*'''0.3.25''' (20171123) gun: '''GV 0.3.3''' move: '''WS 0.3.17'''
 
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.3.25|rumble=RoboRumble|scorelabel=APS|score=86.35|rank=12th|win=1126|loss=28|plrank=23rd|glicko2=N/A|pwin=97.57|vote=1.99|anpp=90.81|score2label=Survival|score2=92.78}}'''
 
** Take surfingdanger on t+1, to avoid edgeshots
 
** Only better in PL it seems
 
*'''0.3.24''' (20171118) gun: '''GV 0.3.3''' move: '''WS 0.3.16'''
 
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.3.24|rumble=RoboRumble|scorelabel=APS|score=86.26|rank=13th|win=1120|loss=32|plrank=28th|glicko2=N/A|pwin=97.22|vote=2.75|anpp=90.65|score2label=Survival|score2=92.68}}'''
 
** back to 0.3.20. Replace virtual 'real danger' waves with virtual HOT waves.
 
** The '70% against every rammer' release. +21% total against all 20 rammers => 0.02% APS gain
 
*'''0.3.23''' (20171027) gun: '''GV 0.3.3''' move: '''WS 0.3.15'''
 
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.3.23|rumble=RoboRumble|scorelabel=APS|score=86|rank=16th|win=1114|loss=34|plrank=33rd|glicko2=N/A|pwin=97.04|vote=1.41|anpp=90.42|score2label=Survival|score2=92.45}}'''
 
** Increase number of surfing bins from 37 to 137 (part 3). Now it should be better than 0.3.20.
 
** Not . . . so back to the drawing board
 
*'''0.3.22''' (20171027) gun: '''GV 0.3.3''' move: '''WS 0.3.14'''
 
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.3.22|rumble=RoboRumble|scorelabel=APS|score=86.1|rank=14th|win=1116|loss=35|plrank=31st|glicko2=N/A|pwin=96.96|vote=1.22|anpp=90.44|score2label=Survival|score2=92.6}}'''
 
** Count every would-be hitted bin instead of fixed 5 bins piramidshaped (part 2)
 
*'''0.3.21''' (20171026) gun: '''GV 0.3.3''' move: '''WS 0.3.13'''
 
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.3.21|rumble=RoboRumble|scorelabel=APS|score=86.29|rank=12th|win=1117|loss=34|plrank=31st|glicko2=N/A|pwin=97.05|vote=2.77|anpp=90.68|score2label=Survival|score2=92.7}}'''
 
** Calculate surfingdanger over botwidth bins instead of fixed 5 bins piramidshaped (part 1)
 
*'''0.3.20''' (20171021) gun: '''GV 0.3.3''' move: '''WS 0.3.12'''
 
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.3.20|rumble=RoboRumble|scorelabel=APS|score=86.32|rank=13th|win=1120|loss=32|plrank=29th|glicko2=N/A|pwin=97.22|vote=4.34|anpp=90.7|score2label=Survival|score2=92.79}}'''
 
** Improve against non-firing bots, pea-shooting bots and extends Robot, also in endgame.
 
** On par with 0.3.19. Crushing dragonbyte.Neutrino and better against cx.mini.Cigaret, but also some lesser side-effects.
 
*'''0.3.19''' (20171015) gun: '''GV 0.3.3''' move: '''WS 0.3.11'''
 
** '''APS: 86.27% (11th), PL: 1130-29 (25th), Survival: 92.69%'''
 
** Preferred distance 495, even better, good point to go on with real changes.
 
*'''0.3.18''' (20171014) gun: '''GV 0.3.3''' move: '''WS 0.3.11'''
 
** '''APS: 79.41% (68th), PL: 1066-94 (81st), Survival: 86.89%'''
 
** Preferred distance 180, but indeed diving in way to steep.
 
*'''0.3.17''' (20171015) gun: '''GV 0.3.3''' move: '''WS 0.3.11'''
 
** '''APS: 86.1% (14th), PL: 1123-37 (32nd), Survival: 92.62%'''
 
** Preferred distance 450, better than expected.
 
*'''0.3.16''' (20171014) gun: '''GV 0.3.3''' move: '''WS 0.3.11'''
 
** '''APS: 85.8% (16th), PL: 1100-41 (53rd), Survival: 92.44%'''
 
** Preferred distance 360, quite some interesing results . . .
 
*'''0.3.15''' (20171014) gun: '''GV 0.3.3''' move: '''WS 0.3.11'''
 
** '''APS: 84.71% (23rd), PL: 1104-56 (49th), Survival: 91.66%'''
 
** Half the preferred distance (so 270), see what an eventual dynamic distancing can do.
 
** Too close, 1.2 APS loss. But maybe something changed since 2009 with 740 bots.
 
*'''0.3.14''' (20171004) stats after 5 years . . .
 
**'''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.3.14|rumble=RoboRumble|scorelabel=APS|score=85.9|rank=15th|win=1127|loss=32|plrank=28th|glicko2=N/A|pwin=97.24|vote=1.11|anpp=90.25|score2label=Survival|score2=92.53}}'''
 
 
== Old rankings ==
 
 
*'''0.3.14''' (20121224) gun: GV 0.3.3 move: '''WS 0.3.10'''
 
** '''APS: 85.57% (8th), PL: 945-21 (19th), Survival: 92.59%'''
 
** calc acceleration on right tick, append with constant for xx ticks.
 
** Nice Christmas present: 0.6 APS just for adding acceleration to my movementprofile.
 
*'''0.3.13''' (20121221) gun: GV 0.3.3 move: '''WS 0.3.9'''
 
** '''APS: 85.22% (8th), PL: 940-26 (22nd), Survival: 92.25%'''
 
** add extra uni-dimensional array about acceleration to movement
 
*'''0.3.12''' (20121007) gun: '''GV 0.3.3''' move: WS 0.3.8
 
** '''APS: 84.82% (11th), PL: 920-27 (23rd), Survival: 91.8%''' (0.15 APS higher than 0.3.11)
 
** use bulletlist to choose bulletpower (due to remark from Skilgannon)
 
** NO adaption of bulletpower when enemy has more energy left.
 
*'''0.3.11''' (20111029) gun: GV 0.3.2 move: '''WS 0.3.8'''
 
** '''APS: 84.06% (10th), PL: 814-24 (21st), Survival: 91.24%''' = on par with 0.3.8
 
** back to 0.3.9, bugfixing danger calculation (was 0.5*(bin-1), 1.5*(bin), duh)
 
** dangercalculation now 0.2*(bin-2), 0.6*(bin-1), 1.0*(bin) etc. iso 0.5*(bin-1), 1.0*(bin), 0.5*(bin+1)
 
*'''0.3.10''' (20111018) gun: GV 0.3.2 move: '''WS 0.3.7'''
 
** '''APS: 83.83% (14th), PL: 812-22 (19th), Survival: 91.27%'''
 
** use BulletHitBullet info to go to the created 'safe spot' (although whole wave is safe). Small step before implementing [[Bullet Shadow]]s
 
*'''0.3.9''' (20111015) gun: GV 0.3.2 move: '''WS 0.3.6'''
 
** '''APS: 83.92% (11th), PL: 805-28 (27th), Survival: 91.27%'''
 
** normalise surfingdanger with average danger for that wave (necessary for 0.3.10)
 
** surfingdanger dependent on bulletpower (just because I think it is logical)
 
*'''0.3.8''' (20110922) gun: '''GV 0.3.2''' move: '''WS 0.3.3'''
 
** '''APS: 83.95% (9th), PL: 805-24 (20th), Survival: 91.24%'''
 
** back to 0.3.5, for normal gun, increase influence of non-bullet waves
 
** for decaying gun, decrease influence of non-bullet waves
 
*'''0.3.7''' (20110813) gun: GV 0.3.1 move: '''WS 0.3.5'''
 
** '''APS: 83.25% (12th), PL: 780-36 (35th), Survival: 90.34%'''
 
** use 'classic' binsmoothing (1/sqr(bindiff)) iso fixed small pyramid (0.2, 0.6, 1.0, 0.6, 0.2)
 
*'''0.3.6''' (20110813) gun: GV 0.3.1 move: '''WS 0.3.4'''
 
** withdrawn
 
** use 'classic' binsmoothing, but due to auto-cast to int, it recorded only the single hitted bin
 
*'''0.3.5''' (20110710) gun: GV 0.3.1 move: '''WS 0.3.3'''
 
** '''APS: 84.1% (8th), PL: 789-25 (23rd), Survival: 91.48%'''
 
** back to 0.3.2
 
** widen surfingdanger from 1 bin to (bin + (((bin-1)+(bin+1))/2)) (small pyramid)
 
*'''0.3.2b''' (20110708) gun: GV 0.3.1 move: '''WS 0.3.0'''
 
** '''APS: 83.82% (11th), PL: 791-24 (20th), Survival: 91.28%'''
 
** re-introduce due to switch to Robocode 1.7.3.0
 
*'''0.3.4''' (20110612) gun: GV 0.3.1 move: '''WS 0.3.2'''
 
** '''APS: 83.63% (11th), PL: 773-31 (30th), Survival: 90.83%'''
 
** re-introduce binfactor to counter possible problems at extreme MEA (MEA * 1.07)
 
*'''0.3.3''' (20110610) gun: GV 0.3.1 move: '''WS 0.3.1'''
 
** '''APS: 83.55% (11th), PL: 770-36 (34th), Survival: 90.73%'''
 
** increase bins from 37 to 73
 
** when hit, count every position (bin) that would have been hit fully (iso 0.2, 0.6, 1.0, 0.6, 0.2)
 
** when calculating risks, take the accumulated risks of ''botwidth'' iso just 1 bin
 
*** ouch, did it became to predictable or are there any bugs??
 
*'''0.3.2''' (20110522) gun: GV 0.3.1 move: '''WS 0.3.0'''
 
** '''APS: 83.99% (9th), PL: 783-21 (16th), Survival: 91.57%'''
 
** when enemy is killed, assume it fired if it was able to
 
** more consistent behaviour if no real enemywave is present
 
*'''0.3.1''' (20110504) gun: '''GV 0.3.1''' move: '''WS 0.2.10'''
 
** '''APS: 83.95% (9th), PL: 782-21 (18th), Survival: 91.56%'''
 
** revert ignore of bullet-hit-bullet in gun (what was I thinking . . .)
 
** movement graphics inspired by (and peeked at) voidious.Diamond
 
** move at minimum angle (11.6 degrees) at very close ranges
 
*'''0.3.0''' (20110426) gun: '''GV 0.3.0''' move: WS 0.2.9
 
** '''APS: 83.75% (11th), PL: 776-30 (28th), Survival: 91.15%'''
 
** general cleanup
 
** add cornersegment to wallattribute
 
** some bulletpower/energymanagement issues
 
** bugfix/improve precise MEA in close range/nearwall situations
 
** mark bullet-hit-bullet waves as non-bullet waves
 
*** Comment: to much changes in one time, now I have to check which change(s) caused the loss in APS
 
*'''0.2.29''' (20110412) gun: '''GV 0.2.20''' move: WS 0.2.9
 
** '''APS: 83.84% (10th), PL: 778-21 (16th), Survival: 91.38%'''
 
** Replace 'distance' attribute with 'absolute lateral velocity' attribute in gun
 
*'''0.2.28''' (20110315) gun: '''GV 0.2.19''' move: WS 0.2.9
 
** '''APS: 83.64% (11th), PL: 770-26 (25th), Survival: 91.3%'''
 
** Use estimated bearing next tick i.s.o bearing this tick when aiming gun (lining up bullets with virtual guns)
 
** I feared for a 'performance enhancing bug', but it turned out better than expected
 
*'''0.2.27''' (20110228) gun: '''GV 0.2.18''' move: WS 0.2.9
 
** '''APS: 83.42% (11th), PL: 760-34 (33rd), Survival: 90.92%'''
 
** Simulate [[Maximum Escape Angle/Precise|precise MEA]] in gun
 
** re-enabled the [[BulletCatcher]] tweak'
 
*'''0.2.26''' (20110131) gun: '''GV 0.2.17''' move: WS 0.2.9
 
** '''APS: 83.15% (11th), PL: 754-30 (29th), Survival: 90.6%'''
 
** Use [[Waves/Precise Intersection|Precise Intersection]] in the gun
 
** small tweaks f.e. against stop-and-go
 
** accidentally disabled the 'BulletCatcher tweak'
 
*'''0.2.25''' (20110126) gun: '''GV 0.2.16''' move: WS 0.2.9
 
** '''APS: 83.05% (14th), PL: 749-35 (33rd), Survival: 90.56%'''
 
** Updated ancient gungraphics, found and fixed missing 'killing bullet' processing
 
*'''0.2.24''' (20110125) gun: '''GV 0.2.15''' move: WS 0.2.9
 
** '''APS: 82.92% (14th), PL: 754-32 (31st), Survival: 90.47%'''
 
** Adding second gun, just the same gun but with some decay. Good enough for 11th place ??
 
*** Comment: less improvement than I hoped and expected, maybe some 'bad luck' battles?
 
*'''0.2.23''' (20110115) gun: '''GV 0.2.14''' move: WS 0.2.9
 
** '''APS: 82.84% (15th), PL: 751-33 (33rd), Survival: 90.44%'''
 
** further BasicSurfer bug exploitation, energy management improvements
 
*'''0.2.22''' (20100414) gun: '''GV 0.2.13''' move: '''WS 0.2.9'''
 
** '''APS: 82.8% (15th), PL: 729-32 (33rd), Survival: 89.69%'''
 
** version 0.2.20 firing 1.95 power bullets (BasicSurfer bug exploitation)
 
*'''0.2.21''' (20100112) gun: GV 0.2.12 move: '''WS 0.2.10'''
 
** '''APS: 81.86% (22nd), PL: 714-46 (42nd), Survival: 88.72%'''
 
** remove wallsegment in surfing once again, only abs velocity is left.
 
*'''0.2.20''' (20091026) gun: '''GV 0.2.12''' move: WS 0.2.9
 
** '''APS: 82.09% (18th), PL: 707-34 (34th), Survival: 89.27%'''
 
** increase bins in gun from 37 to 73 for accuracy, check at least [botwidth] bins.
 
** Comment: accuracy means better against weak, worse against topbots
 
*'''0.2.19''' (20091017) gun: '''GV 0.2.10''' move: '''WS 0.2.9'''
 
**'''APS: 82.01% (18th), PL: 707-33 (33rd), Survival: 89.14%'''
 
** back to 0.2.17
 
** increase surfingdistance from 480 to 540
 
** Comment: only marginal better, but I'll keep it
 
*'''0.2.18''' (20091005) gun: '''GV 0.2.11''' move: WS 0.2.8
 
**'''APS: 81.44% (23rd), PL: 709-38 (28th), Survival: 88.71%'''
 
** half the influence for non-firing waves
 
** Comment: wrong bet
 
*'''0.2.17''' (20090925) gun: '''GV 0.2.10''' move: '''WS 0.2.8'''
 
**'''APS: 81.88% (20th), PL: 707-34 (33rd), Survival: 89.3%'''
 
** no energysaving against rammers
 
** use multiple unidimensional surfbuffers instead of one multidimensional.
 
** Comment: first release to enter the top-20 !
 
*'''0.2.16''' (20090919) gun: GV 0.2.9 move: '''WS 0.2.7'''
 
**'''APS: 79.61 (37th) Surv: 87.99 PL: 708-32'''
 
** tweaking wallsegment: set treshold a lot higher, but try keep PL score.
 
*'''0.2.15''' (20090917) gun: GV 0.2.9 move: '''WS 0.2.6'''
 
**'''APS: 79.58 (38th) Surv: 87.88 PL: 707-34'''
 
** tweaking wallsegment: only use it when treshold per round is met. Should help against simpler targetters.
 
*'''0.2.14''' (20090916) gun: GV 0.2.9 move: '''WS 0.2.5'''
 
**'''APS: 81.52 (27th) Surv: 89.30 PL: 703-37'''
 
** adding wallsegment to surfing (third time), now with same calc as in gun
 
*'''0.2.13''' (20090914) gun: '''GV 0.2.9''' move: WS 0.2.4
 
**'''APS: 81.84 (21st) Surv: 89.04 PL: 701-39'''
 
** reduce the inprecision of the fireangle to +/- 0.6 pixel
 
** change the wallsegment calc from 'linear extends current direction' to 'orbital from ''my'' position'.
 
*'''0.2.12''' (20090905) gun: '''GV 0.2.8''' move: '''WS 0.2.4'''
 
**'''APS: 80.73 (32th) Surv: 87.58 PL: 686-53'''
 
** bugfix in bulletdetection. Also sees bullets from accelerating bots that suddenly brake (thx BulletCatcher)
 
** add a small random inprecision to my fireangle
 
*'''0.2.11''' (20090426) gun: '''GV 0.2.7''' move: '''WS 0.2.3'''
 
**'''APS: 80.75 (29th) ELO: 2053 PL: 648-51'''
 
*'''0.2.4''' (20090426) gun: '''GV 0.2.5''' move: '''WS 0.1.7'''
 
**'''APS: 80.28 (33rd) ELO: 2043 PL: 638-60'''
 
 
== Ancient rankings ==
 
 
*'''0.2.11''' (20080830) gun: GV 0.2.7 move: WS 0.2.3
 
**Rating: 2050 (8th) (due to messed up ranking), PL: 596-44 (40th)
 
**keep a 'firing-window' to (further) eliminate enemy ghost-bullets
 
**anti-ram: when calculating the GF -1/1 bins, assume enemy is chasing me at constant distance
 
*'''0.2.10''' (20080216) gun: GV 0.2.7 move: WS 0.2.2
 
**Rating: 2041 (25th), PL: 581-41 (39th)
 
**add 'distance last 14 ticks' segment in gun
 
**more conservative energy-management in endgame
 
*'''DookiSuffurd 0.2.9''' (20071009) gun: DookiLightning 1.554 move: WS 0.2.2
 
**Rating: 2078 (5th), PL: 561-15 (12th)
 
**what to improve in the [gun]
 
**what to improve in [surfing]
 
*'''0.2.9''' (20070612) gun: GV 0.2.6 move: WS 0.2.2
 
**Rating: 2015 (21st), PL: 509-35 (33rd)
 
**remove wall segmentation of movement
 
**what is left is 0.2.4 with some minor changes
 
*'''0.2.8''' (20070608) gun: GV 0.2.6 move: WS 0.2.1
 
**Rating: 2013 (22nd), PL: 487-36 (35th)
 
**remove distance segmentation of movement
 
**re-introduce wall segmentation of movement (other implementation)
 
*'''0.2.7''' (20070523) gun: GV 0.2.6 move: WS 0.2.0
 
**Rating: 2014 (22th), PL: 487-36 (34th)
 
**segment movement also on distance
 
**slight preference for current direction
 
**get rid of 'GF1-protection' multiplyfactor (gun)
 
**no decay on gunstats
 
*'''0.2.6''' (20070317) gun: GV 0.2.5 move: WS 0.1.9
 
**Rating: 2017 (20th), PL: 479-29 (29th)
 
**rollback rolling the surfingstats
 
**get rid of 'GF1-protection' multiplyfactor (movement)
 
*'''0.2.5''' (20070311) gun: GV 0.2.5 move: WS 0.1.8
 
**Rating: 2010 (21th), PL: 481-27 (28th)
 
**rolling the surfingstats (0.7*old + 0.3*new)
 
**lower rating but better in PL
 
*'''0.2.4''' (20070222) gun: GV 0.2.5 move: WS 0.1.7
 
**Rating: 2019 (20th), PL: 474-34 (34th)
 
**change wall-segmentation (gun) from 3 to 5 bins
 
*'''0.2.3''' (20070208) gun: GV 0.2.4 move: WS 0.1.7
 
**Rating: 2009 (22nd), PL: 468-38 (36th)
 
**do not fire virtual waves if opponent did not move yet
 
**use information from onBulletHitBullet
 
*'''0.2.2''' (20070125) gun: GV 0.2.3 move: WS 0.1.6
 
**Rating: 2001 (21st), PL: 456-39 (36th)
 
**small decay in gunstats
 
**always have a surfable (real or simulated) wave
 
*'''0.2.1''' (20070117) gun: GV 0.2.2 move: WS 0.1.5
 
**Rating: 2000 (21nd), PL: 448-40 (37th) member of The2000Club
 
**bugfix weighting of waves
 
*'''0.2.0''' (20070114) gun: GV 0.2.2 move: WS 0.1.4
 
**Rating: 1992 (22nd), PL: 444-43 (38th)
 
**removed nearwall segmentation
 
**also evaluate second wave
 
*'''0.1.9''' (20070102) gun: GV 0.2.2 move: WS 0.1.3
 
**Rating: 1980 (23nd), PL: 439-43 (40th)
 
**segment movement also on nearwall (3 segments)
 
*'''0.1.8''' (20061212) gun: GV 0.2.2 move: WS 0.1.2
 
**Rating: 1982 (22nd), PL: 436-44 (41st)
 
**reverted anti-ram energymanagement, segment movement on absolute currentvelocity (3 segments)
 
*'''0.1.7''' (20061127) gun: GV 0.2.1 move: WS 0.1.1
 
**Rating: 1946 (30th), PL: 428-50 (46th)
 
**no stop-position evaluation and adapted energymanagement when enemy is close (anti-ram)
 
*'''0.1.6''' (20061117) gun: GV 0.2.0 move: WS 0.1.0
 
**Rating: 1946 (30th), PL: 429-48 (43rd)
 
**also use non-bullet waves with 0.1 weighting
 
*'''0.1.5''' (20061028) gun: GV 0.1.5 move: WS 0.1.0
 
**Rating: 1938 (33rd), PL: 414-57 (50th)
 
**proper onDeath handling (David Alves) and 'onWin handling'
 
**slowdown when wallhit is eminent
 
*'''0.1.4''' (20061024) gun: GV 0.1.4 move: WS 0.0.8
 
**Rating: 1931 (33th), PL: 418-49 (45th)
 
**bugfixing stop-position
 
*'''0.1.3''' (20061023) gun: GV 0.1.4 move: WS 0.0.7
 
**Rating: 1925 (33th), PL: 415-51 (47th)
 
**continue direction when evaluations are equal
 
**evaluate stop-position
 
**use 5-bin wide hitmark instead of 3-bin (no 'classical' binsmoothing)
 
*'''0.1.2''' (20061014) gun: GV 0.1.4 move: WS 0.0.5
 
**Rating: 1900 (40th), PL: 413-52 (49th)
 
**keep preferred distance, this automatically includes simple dive-in protection
 
**circle enemy when no wave is airborne
 
*'''0.1.1''' (20061007) gun: GV 0.1.4 move: WS 0.0.4
 
**Rating: 1854 (49th), PL: 395-61 (56th)
 
**record all hitted bins and fire on highest concentration
 
**fire HOT and no waves on disabled enemies
 
*'''0.1.0''' (20060926) gun: GV 0.1.1 move: WS 0.0.4
 
**Rating: 1828 (54th), PL: 384-73 (65th)
 
**basic wavesurfing and basic segmented guessfactor gun
 
 
[[Category:Bot Version Histories]]
 

Latest revision as of 08:25, 18 January 2021