Difference between revisions of "Portia/Version History"

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(Changes for 1.21a)
(Changes for 1.21b)
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* '''1.21b''' - 11 September 2009
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** Basically changed bias towards the current target to bias towards the current heading and removed 'locking' the heading a few turns before firing. In my tests, it seems to miss a lot less firing oppurtunities and have a higher score&survival rate. Lets see what happens. :)
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** Did some internal tidying up and centralization of the code.
  
 
* '''1.21a''' - 6 September 2009
 
* '''1.21a''' - 6 September 2009

Revision as of 22:44, 11 September 2009

Portia Sub-pages:
PortiaVersion History

  • 1.21b - 11 September 2009
    • Basically changed bias towards the current target to bias towards the current heading and removed 'locking' the heading a few turns before firing. In my tests, it seems to miss a lot less firing oppurtunities and have a higher score&survival rate. Lets see what happens. :)
    • Did some internal tidying up and centralization of the code.
  • 1.21a - 6 September 2009
    • Changed bullet power selection in the melee dynamic clustering gun.
    • Because Portia's circular targeting gun can react faster to changes in enemy state, I changed the gun selection to use that gun instead of the dynamic clustering gun when opponents come very close.
    • When an opponent comes close to the same corner as Portia, it now totally locks on to that opponent until either leaves the corner. I did this so that there is a higher chance of that opponent dying, and therefore a lower change of Portia receiving damage from it. :)
  • 1.20 - 5 September 2009
    • Totally rewrote the 1v1 gun:
      • What I'd like to achieve with this particular gun is to have data and make reasonably decent predictions very early in the fight.
      • Tries to predict the path the opponent will take, and shows it using debugging graphics.
      • Does quite well against pattern robots and generally predictable bots. Scores about 40-45% against wavesurfers, which I think is quite fair considering it doesn't save any data between rounds.
    • Fixed bug in handling of disabled bots, and made it more aggressive (for solo and meleemode). :P
    • Tweaked 1v1 movement a tiny bit
  • 1.19 - 30 August 2009
    • Tried to preempt and fix possible sources of Exceptions.
    • Tweaked gun and added special handlers for disabled bots.
  • 1.18 - 30 August 2009
    • Restructured internally to allow for an implementation of Shadow/Melee Gun, and this is the first try at it. It seems to be working and I'm just too damn curious to wait.
  • 1.17 - 29 August 2009
    • Keeps statistics and shows them at the start of the match. Among other things, this means it will be more easy to see if Portia is malfunctioning. :)
    • Now using Rednaxela's kD-Tree
    • Hopefully fixed the NullPointerException bug Voidious pointed out...
    • Reverted bullet power selection back to 1.13, I want my 1% APS back! :P
  • 1.16 - 23 August 2009
    • MeleeRumble ‒ APS: 67.43% (4th), PL: 274-3 (3rd), Survival: 92.61%
    • Rewrote the code I did in 1.14 and 1.15. Hopefully it won't cause exceptions anymore.
    • Removed the main exception handlers. That way exceptions won't be hidden and secretively cause problems in battles. (Fail safe)
    • As proof of concept: Now detects groups of the same robot using Head-On. Portia becomes 1st roughly 85% of the time against a group of 9 HawkOnFires now (compared to 60% before this update).
    • Slight changes to energy management (mostly rollback).
    • Slight change to DC-gun: uses squared distance instead of manhatten distance.
  • 1.15 - 19 August 2009
    • MeleeRumble ‒ APS: 67.49% (3rd), PL: 275-1 (2nd), Survival: 92.17%
    • DC-gun bug fix. This is not the bug Voidious has reported about 1.14, I haven't been able to reproduce that one.
    • More aggressive bullet power use when at high energy.
  • 1.14 - 15 August 2009
    • MeleeRumble - Back to 3rd place!
    • Several DC-gun changes for melee:
      • Use strong bullets against opponents who seem easy to hit
      • Do not use predicted positions that are outside of the battlefield
      • DC-gun speedup
  • 1.13 - 11 August 2009
    • MeleeRumble - 2nd place!
    • RoboRumble - No 1v1 changes.
    • DynamicClustering accuracy increase (Hopefully). Instead of using interpolated velocities and turn rates, it now uses relative positions.
    • Made it more selective, accurate and aggressive with "simple" robots (cyan gun).
  • 1.12 - 3 August 2009
    • MeleeRumble - 3rd place!
    • RoboRumble - No 1v1 changes.
    • It took me quite a while to understand the concept behind kd-trees, but I finally got it! Props go to ABC and Voidious for inspiring me to study the subject. I made my own implementation of the tree, and changed the gun to use it. I think there is still a lot to improve, but I was so curious to see the result so far I had to make a release.
    • Removed green exact pattern matching gun
    • Added yellow Dynamic Clustering gun. This gun is used instead of the blue circular gun when enough data is collected.
  • 1.11 - 23 July 2009
    • MeleeRumble - APS:66.67 (5th), Survival:90.86, Glicko-2:1713.1, PL:548
    • RoboRumble - No 1v1 changes.
    • Changed the gun and added specific colors for shotlines:
      • Blue - primary circular targeting
      • Green - pattern match targeting
      • Cyan - simple bot targeting
      • Red - disabled bot targeting
  • 1.10 - 23 July 2009
    • MeleeRumble - APS:66.76 (5th), Survival:90.95, Glicko-2:1718.5, PL:546
    • RoboRumble - No 1v1 changes.
    • Major bug fix: it turns out the gun was mostly firing using simple Circular Targeting. That's now changed to actually predict opponents accelerating and decelerating.
    • Cool feature: can now detect record & predict Oscillator Movement frequency.
    • Cool feature: can now detect most sample bots and bots behaving like sample bots. It uses powerful bullets against such robots, to maximize effect. :)
    • No significant changes to movement: That way it will be more obvious what the effect of the changes on the gun are. I only did some codespeed and distancing optimizations.
  • 1.0 - 12 July 2009
    • RoboRumble - APS:66.28 (124th), Survival:75.35, Glicko-2:2149, PL:1226
    • MeleeRumble - APS:66.46 (6th), Survival:90.71, Glicko-2:1716.5, PL:542
    • Initial Release