Difference between revisions of "Diamond/Version History"

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(Diamond 1.322 info)
(Diamond 1.323 info/ratings)
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* '''1.323''' - 8/30/2009
 +
** '''MeleeRumble - Not entered.'''
 +
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=voidious.Diamond+1.323|rumble=RoboRumble|scorelabel=APS|score=84.29|rank=5th|win=718|loss=21|plrank=17th|glicko2=2119.5|score2label=Survival|score2=92.06}}'''
 +
** Rollback to 1.32.
 +
** Fixed a bug in Wave Surfing danger calculation: when weighting scans by inverse scan distance, forgot to pass the weights, so was using unweighted distance.
 
* '''1.322''' - 8/30/2009
 
* '''1.322''' - 8/30/2009
 +
** '''MeleeRumble - Not entered.'''
 +
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=voidious.Diamond+1.322|rumble=RoboRumble|scorelabel=APS|score=84.12|rank=6th|win=720|loss=19|plrank=16th|glicko2=2115.9|score2label=Survival|score2=91.83}}'''
 
** Changes to Wave Surfing:
 
** Changes to Wave Surfing:
 
*** When enemy hit percentage is above the threshold for which we add in recent scans, ignore all scans' distances from (i.e., similarity to) the current scan when calculating danger.
 
*** When enemy hit percentage is above the threshold for which we add in recent scans, ignore all scans' distances from (i.e., similarity to) the current scan when calculating danger.

Revision as of 15:53, 31 August 2009

Diamond Sub-pages:
DiamondVersion History - Code - DiamondHawk

  • 1.323 - 8/30/2009
    • MeleeRumble - Not entered.
    • RoboRumble ‒ APS: 84.29% (5th), PL: 718-21 (17th), Survival: 92.06%
    • Rollback to 1.32.
    • Fixed a bug in Wave Surfing danger calculation: when weighting scans by inverse scan distance, forgot to pass the weights, so was using unweighted distance.
  • 1.322 - 8/30/2009
    • MeleeRumble - Not entered.
    • RoboRumble ‒ APS: 84.12% (6th), PL: 720-19 (16th), Survival: 91.83%
    • Changes to Wave Surfing:
      • When enemy hit percentage is above the threshold for which we add in recent scans, ignore all scans' distances from (i.e., similarity to) the current scan when calculating danger.
      • Remove duplicates between "all scans" and "recent scans" clusters (as in 1.274/1.275).
  • 1.321 - 8/30/2009
    • MeleeRumble - Not entered.
    • RoboRumble ‒ APS: 84.39% (4th), PL: 719-21 (17th), Survival: 92.16%
    • In Wave Surfing, lowered hit percentage threshold for adding in extra recent scans.
  • 1.32 - 8/29/2009
    • MeleeRumble - Not entered.
    • RoboRumble ‒ APS: 84.4% (4th), PL: 723-17 (13th), Survival: 92.22%
    • Tweaks to Wave Surfing attributes:
      • Against non-simple targeters, drop lateral velocity, add velocity and relative heading.
      • For relative heading, split into two values: lateral (sin) and advancing (cos) components.
      • Tweak all the weights.
    • Slightly more danger associated with moving closer to enemy.
  • 1.31 - 8/28/2009
    • MeleeRumble ‒ APS: 69.09% (2nd), PL: 275-1 (2nd), Survival: 93.84%
    • RoboRumble ‒ APS: 84.51% (4th), PL: 721-15 (12th), Survival: 92.4%
    • Slightly tweaked kernel density calculation in Melee gun. (Not much score change, but feels more right to me.)
    • Changed how Melee gun aims when it is hot (4+ ticks before firing):
      • 1.30 left the target selection code in place and aimed at that target with HOT when the gun was hot.
      • Now, completely ignore the target selection, and just aim at everyone every few ticks while the gun is hot.
  • 1.30 - 8/27/2009
    • MeleeRumble ‒ APS: 68.29% (2nd*), PL: 276-2 (2nd), Survival: 92.77%
    • RoboRumble - No 1v1 changes.
    • Attempt at a Melee gun that targets everyone at once (a la Shadow/Melee Gun).
    • Notes: This is the second time I've tried to implement this, and I think this time I have it working right. It hasn't been producing incredible scores in my test bed, though, so I'm skeptical how well it will perform before I tweak it a bit more.
  • 1.29 - 8/26/2009
    • MeleeRumble ‒ APS: 68.14% (3rd), PL: 275-2 (3rd), Survival: 92.39%
    • RoboRumble - No 1v1 changes.
    • Slightly decreased randomness of the Melee movement.
  • 1.286 - 8/25/2009
    • MeleeRumble ‒ APS: 68.03% (4th*), PL: 275-1 (2nd), Survival: 92.05%
    • RoboRumble - No 1v1 changes.
    • Removed new gun dimension.
  • 1.285 - 8/25/2009
    • MeleeRumble ‒ APS: 67.68% (4th*), PL: 274-3 (2nd), Survival: 91.47%
    • RoboRumble - No 1v1 changes.
    • In target selection, less bias towards enemies near a corner.
    • Added a heading relative to center of battlefield dimension in gun.
  • 1.284 - 8/24/2009
    • MeleeRumble ‒ APS: 68.03% (4th*), PL: 273-3 (3rd), Survival: 92.18%
    • RoboRumble - No 1v1 changes.
    • For gun waves originating from enemies:
      • Don't fire from location of the enemy being targeted by the wave.
      • Calculate real wall distance, based on (enemy) wave source location. (1.283 just copied the wall distance values from the gun wave originating from Diamond.)
  • 1.283 - 8/23/2009
    • MeleeRumble ‒ APS: 67.45% (4th*), PL: 272-4 (4th), Survival: 91.41%
    • RoboRumble - No 1v1 changes.
    • During melee, fires and collects gun waves from locations of every enemy bot, not just from Diamond's location.
    • Increase weight of "number of bots alive" dimension in gun.
    • Add toggling of Radar, Movement, and Gun debugging graphics via keyboard input.
  • 1.282 - 8/22/2009
    • MeleeRumble ‒ APS: 67.31% (4th), PL: 272-4 (4th), Survival: 91.13%
    • RoboRumble - No 1v1 changes.
    • Rollback to 1.272.
    • Changed melee gun to calculate distance and relative heading values relative to Diamond instead of relative to the closest bot to the target.
  • 1.281 - 8/21/2009
    • MeleeRumble ‒ APS: 66.64% (6th), PL: 269-7 (7th), Survival: 90.11%
    • RoboRumble - No 1v1 changes.
    • Rollback to 1.272.
    • Removed distance-last-40-ticks attribute from melee gun.
  • 1.28 - 8/20/2009
    • MeleeRumble - APS: 66.51% (6th), PL: 272-5 (5th), Glicko-2: 1673.3, Survival: 90.01%
    • RoboRumble - No 1v1 changes.
    • Rollback to 1.272.
    • Changed all the weights in the melee gun, set intuitively with minimal testing.
  • 1.272 - 8/13/2009
    • MeleeRumble ‒ APS: 66.97% (4th), PL: 272-4 (5th), Survival: 90.75%
    • RoboRumble ‒ APS: 84.58% (4th), PL: 722-16 (13th), Survival: 92.48%
    • Add damage given risk factor.
  • 1.21 - 7/19/2009
    • MeleeRumble - Not entered.
    • RoboRumble - APS: 84.4% (6th), PL: 716-12 (16th), Glicko-2: 2121.1, Survival: 92.03%
    • Movement:
      • Surf remaining waves in the air after enemy dies.
      • In calculating wave surfing dangers, change number of scans used from Math.min(scans, CLUSTER_SIZE) to Math.min(Math.ceil(scans / 5), CLUSTER_SIZE).
    • Gun:
      • Added accel dimension.
      • Gun heat dimension uses firing-tick gun heat instead of aiming-tick gun heat.
      • Always use gun heat = 0 when aiming.
      • Actually fixed the gun wave management issues found in 1.20*. (Mainly impacts melee.)
      • A few miscellaneous tweaks and bug fixes in melee gun function.
  • 1.202 - 7/18/2009
    • MeleeRumble - Not entered.
    • RoboRumble - APS: 84.09% (7th), PL: 713-16, Glicko-2: 2115.5, Survival: 91.78%
    • More changes to gun wave management related to the 1.201 changes. (But it actually was still broken.)
  • 1.201 - 7/18/2009
    • MeleeRumble - Not entered.
    • RoboRumble - Pulled
    • Reverted bullet power changes.
    • Fixed a bug with wall distance attributes in gun: was always calculating with bullet power=3.
  • 1.20 - 7/18/2009
    • MeleeRumble - Not entered.
    • RoboRumble - APS: 83.38% (10th), PL: 707-22, Glicko-2: 2100.2, Survival: 90.56%
    • In 1v1 scenarios, uses same bullet power selection as Dookious 1.573.
  • 1.198 - 7/17/2009
    • MeleeRumble - APS: 65.82% (8th), PL: 270-6, Glicko-2: 1710.2, Survival: 87.91%
    • RoboRumble - APS: 84.06% (7th), PL: 717-11, Glicko-2: 2113.8, Survival: 91.78%
    • Functionally equivalent to 1.191.
    • Some additional debugging graphics and internal code that I wanted to keep.
  • 1.19*
    • Changes to flattener and 1v1 movement.
    • Updated debug graphics.
    • Specific details later.
  • 1.18*
    • Changes to melee movement.
    • Specific details later.
  • 1.174 - 6/3/2009
    • MeleeRumble - APS: ???%, PL: ???, Glicko-2: ???, Survival: ???%
    • RoboRumble - No 1v1 changes.
    • Rollback to 1.171.
    • Restored damage taken risk factor in melee movement.
  • 1.173 - 6/3/2009
    • MeleeRumble - APS: 65.29%, PL: 262-5, Glicko-2: 1729.6, Survival: 87.40%
    • RoboRumble - No 1v1 changes.
    • Rollback to 1.171.
    • Squaring perpendicularity factor.
  • 1.172 - 6/3/2009
    • MeleeRumble - APS: 65.14% (7th), PL: 163-5, Glicko-2: 1729.3, Survival: 87.19%
    • RoboRumble - No 1v1 changes.
    • Re-enabled point generation near previous destination.
  • 1.171 - 6/2/2009
    • MeleeRumble - APS: 65.26% (7th), PL: 262-6, Glicko-2: 1731.3, Survival: 87.26%
    • RoboRumble - No 1v1 changes.
    • Reverted conditional changes from 1.17.
    • Disabled a bunch of stuff in the melee movement that I wasn't 100% sure was helping. Will try re-enabling them one by oone to know for sure.
      • Generating possible destinations near previous destination.
      • Damage given and damage taken risk factors.
  • 1.17 - 6/2/2009
    • MeleeRumble - APS: 65.40% (7th), PL: 263-4, Glicko-2: 1734.8, Survival: 87.43
    • RoboRumble - No 1v1 changes.
    • Only factor in perpendicularity and don't-be-targeted risk factors in certain situations (per-enemy).
    • Use cosine-based formula for perpendicularity. (I do it this way in BrokenSword, but thought of it as a code size trick. Recently concluded it's actually more correct anyway, as it models lateral velocity.)
  • 1.161 - 6/1/2009
    • MeleeRumble - APS: 65.79% (7th), PL: 260-7, Glicko-2: 1737.9, Survival: 88.08%
    • RoboRumble - APS: 83.97% (7th), PL: 685-20, Glicko-2: 2112.6, Survival: 91.53%
    • Disabled flattener.
  • 1.16 - 5/30/2009
    • MeleeRumble - Not entered.
    • RoboRumble - APS: 83.74% (9th), PL: 686-19, Glicko-2: 2109.5, Survival: 91.39%
    • Rollback to 1.122.
    • Myriad changes to Wave Surfing:
      • Tracking normalized enemy hit percentage as in Dookious, used for making lots of decisions.
      • For the recent scans taken into account, uses the last X hits instead of clearing the recent scans every few rounds. Also only enables this when enemy hit-% is above a certain threshold.
      • Distancing based on Dookious (instead of just using desired distance = 525 all the time).
      • Added a flattener, enabled with similar conditions to Dookious, but permanently enabled once it is enabled.
      • Against very simple targeters, only use 3 DC dimensions.
  • 1.15 - 5/30/2009
    • MeleeRumble - APS: 65.50% (7th), PL: 263-5, Glicko-2: 1737.3, Survival: 87.56%
    • RoboRumble - No 1v1 changes.
    • Rollback to 1.122.
    • Threw caution to the wind and made a bunch of gut-feeling changes to both movement and gun. Didn't do much good, but was therapeutic. =)
  • 1.14 - 5/29/2009
    • MeleeRumble - APS: 65.37% (7th), PL: 265-3, Glicko-2: 1737.7, Survival: 87.59%
    • RoboRumble - No 1v1 changes.
    • Rollback to 1.122.
    • Added corner-distance risk factor.
    • Less bias to current destination in movement.
  • 1.13 - 5/29/2009
    • MeleeRumble - APS: 65.57% (7th), PL: 263-5, Glicko-2: 1741.1, Survival: 88.19%
    • RoboRumble - No 1v1 changes.
    • Removed gun heat consideration when switching targets in gun.
  • 1.122 - 5/28/2009
    • MeleeRumble - APS: 65.72% (7th), PL: 262-4, Glicko-2: 1744.3, Survival: 88.06%
    • RoboRumble - No 1v1 changes.
    • Restored and tweaked damage given (anti-)risk factor.
    • Tweaked damage taken risk factor similarly.
  • 1.121 - 5/27/2009
    • MeleeRumble - APS: 65.56% (7th), PL: 263-5, Glicko-2: 1740.4, Survival: 87.95%
    • RoboRumble - No 1v1 changes.
    • Removed risk for recent enemy locations.
    • Removed damage given (anti-)risk factor.
  • 1.12 - 5/26/2009
    • MeleeRumble - APS: 65.47% (7th), PL: 262-5, Glicko-2: 1742.7, Survival: 87.60%
    • RoboRumble - No 1v1 changes.
    • Restored risk for recent enemy locations (from 1.072).
  • 1.115 - 5/25/2009
    • MeleeRumble - APS: 65.69% (7th), PL: 261-5, Glicko-2: 1747.0, Survival: 87.671%
    • RoboRumble - No 1v1 changes.
    • Removed random direction change timer.
    • Tweaked risk from (Diamond's) recent locations.
    • Note: Best "bug-free" version in APS comparison. Only down .1% from 1.111 (w/performance enhancing bug), up .3% from 1.11 (bug fixed version). Good enough for me, so now I can move on with my life. =)
  • 1.114 - 5/25/2009
    • MeleeRumble - APS: 65.26% (6th), PL: 256-7, Glicko-2: 1740.4, Survival: 87.10%
    • RoboRumble - No 1v1 changes.
    • Tweaked random direction change formula.
  • 1.113 - 5/25/2009
    • MeleeRumble - APS: 65.56% (6th), PL: 258-4, Glicko-2: 1747.1, Survival: 87.60%
    • RoboRumble - No 1v1 changes.
    • Tweaked random direction change formula.
  • 1.112 - 5/25/2009
    • MeleeRumble - APS: 65.40% (6th), PL: 259-3, Glicko-2: 1745.0, Survival: 87.21%
    • RoboRumble - No 1v1 changes.
    • Rollback to "bug-free" 1.11.
    • Tweaked random direction change formula.
  • 1.111 - 5/24/2009
    • MeleeRumble - APS: 65.84% (6th), PL: 259-3, Glicko-2: 1751.1, Survival: 88.50%
    • RoboRumble - No 1v1 changes.
    • Reverting the change to current heading / random direction change code.
    • Note: Trying to figure out which of the minor changes in 1.11 caused a .4% APS drop.
    • Note #2: Yep, I've officially got a Performance Enhancing Bug on my hands.
  • 1.11 - 5/23/2009
    • MeleeRumble - APS: 65.37% (6th), PL: 258-4, Glicko-2: 1746.7, Survival: 87.17%
    • RoboRumble - No 1v1 changes.
    • Fixed a bug in the Wave Surfing HoT avoidance (when there's no data to surf) - was marking negative GFs as dangerous, too.
    • Fixed a bug where Diamond might shoot himself disabled.
    • Fixed a bug in the current heading / random direction changing code.
    • Enhanced Wave Surfing debugging graphics, including drawing color-coded dangers along two closest waves.
    • Only executes graphical debugging code if painting is enabled. (This also fixed the buffer-overflow I was hitting when enabling paint mid-match.)
  • 1.09 - 5/23/2009
    • MeleeRumble - APS: 65.85% (6th), PL: 259-3, Glicko-2: 1752.5, Survival: 88.62%
    • RoboRumble - APS: 83.94% (7th), PL: 680-20, Glicko-2: 2115.5, Survival: 91.53%
    • Myriad Wave Surfing tweaks:
      • Changed several scan distancing dimensions: removed time since direction change, added time since velocity change, added distance last eight ticks, tweaked weights.
      • Fixed one more off-by-1 bug in the surfing (using my location from 3 ticks ago instead of 2).
      • Fixed the bandwidth used in kernel density calculations. (I'd set it to a static 0.1 as a placeholder, should be based on distance.)
      • Added a mechanic for factoring in similar scans from recent rounds in addition to similar scans from the whole match.
  • 1.08 - 5/22/2009
    • MeleeRumble - APS: 65.93% (6th), PL: 258-4, Glicko-2: 1754.0, Survival: 88.79%
    • RoboRumble - No 1v1 changes.
    • Removed risk for recent enemy locations.
    • Added damage given (anti-)risk factor.
  • 1.072 - 5/21/2009
    • MeleeRumble - APS: 66.03% (6th), PL: 257-5, Glicko-2: 1756.5, Survival: 88.51%
    • RoboRumble - No 1v1 changes.
    • Fixed off-by-1-bug in the movement, once and for all (I hope).
  • 1.071 - 5/20/2009
    • MeleeRumble - APS: 65.75% (6th), PL: 257-5, Glicko-2: 1753.4, Survival: 88.15%
    • RoboRumble - No 1v1 changes.
    • Fixed a big bug adding in the risk to enemies' recent locations.
  • 1.07 - 5/20/2009
    • MeleeRumble - Pulled
    • RoboRumble - No 1v1 changes.
    • Reverted tweak to perpendicularity factor.
    • Tweaked risk to enemies' recent locations.
    • Tweaked anti-being-targeted factor - count bots 10% closer instead of just bots closer.
    • Tried to fix the off-by-1 bug, introduced a different one.
  • 1.06 - 5/19/2009
    • MeleeRumble - APS: 65.70% (6th), PL: 258-4, Glicko-2: 1754.3, Survival: 88.61%
    • RoboRumble - No 1v1 changes.
    • Re-introduced some risk to enemies' recent locations.
    • Tweaked perpendicularity factor.
    • Introduced an off-by-1 bug in the Wave Surfing - locations used for Enemy Wave sources and absolute bearings.
  • 1.05 - 5/19/2009
    • MeleeRumble - APS: 65.99% (6th), PL: 260-2, Glicko-2: 1758.1, Survival: 88.71%
    • RoboRumble - No 1v1 changes.
    • Rolled back all movement changes from 1.03 and 1.04, except:
      • Greatly reduced weight of previously dominant anti-being-targeted factor.
  • 1.04 - 5/18/2009
    • MeleeRumble - APS: 65.48% (6th), PL: 258-4, Glicko-2: 1753.3, Survival: 87.91%
    • RoboRumble - No 1v1 changes.
    • Myriad melee movement tweaks:
      • Tweaked reverse direction timer.
      • Added corner distance risk factor.
      • Greatly reduced weight of previously dominant anti-being-targeted factor.
      • Tweaked risk of enemies' recent locations: fewer, more recent points, much higher weight.
    • Risk evaluation debugging graphics now based off standard deviations, capped at -1.5/+1.5. A lot more meaningful (used to get many pure blue points when a few were super duper risky).
  • 1.03 - 5/17/2009
    • MeleeRumble - APS: 65.82% (6th), PL: 258-4, Glicko-2: 1758.5, Survival: 88.25%
    • RoboRumble - No 1v1 changes.
    • Added some risk to enemies' recent locations.
  • 1.02 - 5/16/2009
    • MeleeRumble - APS: 65.70% (6th), PL: 259-3, Glicko-2: 1758.4, Survival: 88.05%
    • RoboRumble - APS: 83.05% (12th), PL: 676-25, Glicko-2: 2096.2, Survival: 90.52%
    • A bunch of gun tweaks, including a gun heat dimension (only used in 1v1), time since velocity change instead of direction change, and tweaked dimension weights.
    • Note: Didn't expect much rating change, but wanted to know that there wasn't, going forward.
  • 1.01 - 5/15/2009
    • MeleeRumble - APS: 65.76% (6th), PL: 260-3, Glicko-2: 1760.3, Survival: 88.55%
    • RoboRumble - No 1v1 changes.
    • Added factor for targeting bots near corners (to take their position).
    • Removed factor that favors spots where enemies will be non-perpendicular in risk evaluation.
    • Increased weight of damage-taken factor in risk evaluation.
    • Note: Despite lower ELO, was about .3% APS better than 1.0.
  • 1.0 - 5/14/2009