Difference between revisions of "Portia/Version History"
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(Melee DC-gun update) |
(Quick summary) |
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+ | |||
+ | * '''1.26b''' | ||
+ | ** Changed the way Portia rates different angles in the melee targeting. | ||
+ | |||
+ | * '''1.26a''' | ||
+ | ** Changed the main 1v1 gun to a GuessFactor gun, trying to harness some statistical power. :) | ||
+ | |||
+ | * '''1.25f & 1.25g''' | ||
+ | ** Testing to see what the best rolling speed is for the surfing stats. Basically, 1.25f is the most optimal fast rolling I could find, and 1.25g uses the best slow rolling. [http://darkcanuck.net/rumble/RatingsCompare?game=roborumble&name=positive.Portia%201.25g&vs=positive.Portia%201.25f The results] are pretty interesting, with as much as 25% APS difference against some bots. In general they're both worse than the 1.25e version though. | ||
+ | |||
+ | * '''1.25e''' - 4 October 2009 | ||
+ | ** Did several small 1v1-movement tweaks. Seems great in testing. :) | ||
+ | |||
+ | * '''1.25d''' - 3 October 2009 | ||
+ | ** In the previous version, the rambot detection misdetected too much, hopefully fixed. Although the actual response is not as good as I'd like. | ||
+ | ** Did lots of tests and wavesuffering against kawigi's Barracuda 1.0. It should get around 99% against it now (thanks to Voidious for telling me about Barracuda) | ||
+ | |||
+ | * '''1.25c''' - 1 October 2009 | ||
+ | ** Added an anti-rammer movement (thanks to GrubbmGait for pointing this out) | ||
+ | ** Improved the standard no-wave 1v1 movement considerably, I hope. :) | ||
+ | |||
+ | * '''1.25b''' - 30 September 2009 | ||
+ | ** Added an anti-mirror mode (with extra debug graphics :)) | ||
+ | ** Largely rewrote the 1v1-surfing code. The effect should be about the same, just costing less CPU and not crashing into walls. | ||
+ | ** Made a few small bullet power changes for 1v1 | ||
+ | ** Nicer graphics :) | ||
+ | |||
+ | * '''1.25a''' - 26 September 2009 | ||
+ | ** ''' {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=positive.Portia+1.25a|rumble=RoboRumble|scorelabel=APS|score=79.75|rank=37th|win=721|loss=23|plrank=17th|glicko2=2030.1|score2label=Survival|score2=89.16}} ''' | ||
+ | ** ''' {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=positive.Portia+1.25a|rumble=MeleeRumble|scorelabel=APS|score=70.16|rank=2nd|win=280|loss=2|plrank=3rd|glicko2=1652.6|score2label=Survival|score2=95.11}} ''' | ||
+ | ** Added a wavesurfing mode to the movement. I integrated the mode with my earlier movement scheme, it's used when stop 'n go fails. | ||
+ | ** Credits go to Voidious for giving me nice segments for it and allowing me to use his debug color scheme. :) | ||
+ | |||
+ | * '''1.24a''' - 24 September 2009 | ||
+ | ** ''' {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=positive.Portia+1.24a|rumble=MeleeRumble|scorelabel=APS|score=70.02|rank=2nd*|win=281|loss=2|plrank=3rd|glicko2=1657.6|score2label=Survival|score2=94.54}} '''' | ||
+ | ** Fixed bug in the KdTree usage; some of the targeting code would prefer worse matches over better matches | ||
+ | ** The sologun can now use new data much faster | ||
+ | |||
+ | * '''1.23''' - 23 September 2009 | ||
+ | ** ''' {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=positive.Portia+1.23|rumble=MeleeRumble|scorelabel=APS|score=69.86|rank=3rd|win=280|loss=2|plrank=3rd|glicko2=1661.1|score2label=Survival|score2=94.34}} ''' | ||
+ | ** Did and properly tested several small changes in the gun, both solo and melee. I hoped to push past [[Shadow|Shadow 3.84g]] with this update, but unfortunately had no such luck. | ||
+ | |||
+ | * '''1.22''' - 22 September 2009 | ||
+ | ** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=positive.Portia+1.22|rumble=MeleeRumble|scorelabel=APS|score=70.03|rank=3rd|win=280|loss=1|plrank=2nd|glicko2=1664.6|score2label=Survival|score2=94.6}}''' | ||
+ | ** In movement, the corners are now much more repulsing. This seems to work very well for Portia, because it has a tendency to stick there too much trying not to be the closest enemy to any opponent. | ||
+ | ** Tweaked several (formerly) arbitrarily chosen values and methods for the meleegun (based on Voidious' successes and advice to benchmark). :) | ||
+ | |||
+ | * '''1.21d''' - 21 September 2009 | ||
+ | ** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=positive.Portia+1.21d|rumble=MeleeRumble|scorelabel=APS|score=69.55|rank=3rd|win=280|loss=3|plrank=3rd|glicko2=1666.3|score2label=Survival|score2=93.76}}''' | ||
+ | ** Partially rewrote/reweighted the code used in the first few turns of matches. | ||
+ | |||
+ | * '''1.21c''' - 19 September 2009 | ||
+ | ** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=positive.Portia+1.21c|rumble=MeleeRumble|scorelabel=APS|score=69.47|rank=3rd|win=281|loss=3|plrank=3rd|glicko2=1666.8|score2label=Survival|score2=93.46}}''' | ||
+ | ** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=positive.Portia+1.21c|rumble=RoboRumble|scorelabel=APS|score=70.54|rank=87th|win=661|loss=80|plrank=71st|glicko2=1878.5|score2label=Survival|score2=80.39}}''' | ||
+ | ** Fixed a bug in 1.21b: When the battle started with only 1 opponent Portia would get disabled. | ||
+ | ** Based on the discussion on Portia, the 1v1 gun now uses a DC-PIF algorithm when enough data has been collected. This PIF data is saved between rounds. I'm hoping/expecting a better score against all but the top bots (because they adjust their movement over time, old data isn't as relevant to shoot them with). | ||
+ | |||
+ | * '''1.21b''' - 11 September 2009 | ||
+ | ** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=positive.Portia+1.21b|rumble=MeleeRumble|scorelabel=APS|score=69.72|rank=2nd|win=279|loss=2|plrank=3rd|glicko2=1679.8|score2label=Survival|score2=93.87}}''' | ||
+ | ** 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 [[User:Rednaxela/kD-Tree|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 | ||
+ | ** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=positive.Portia+1.16|rumble=MeleeRumble|scorelabel=APS|score=67.43|rank=4th|win=274|loss=3|plrank=3rd|glicko2=1670|score2label=Survival|score2=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 [[HawkOnFire]]s 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 | ||
+ | ** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=positive.Portia+1.15|rumble=MeleeRumble|scorelabel=APS|score=67.49|rank=3rd|win=275|loss=1|plrank=2nd|glicko2=1682.3|score2label=Survival|score2=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 | * '''1.14''' - 15 August 2009 | ||
+ | ** '''[http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=positive.Portia%201.14 MeleeRumble] - Back to 3rd place!''' | ||
** Several DC-gun changes for melee: | ** Several DC-gun changes for melee: | ||
*** Use strong bullets against opponents who seem easy to hit | *** Use strong bullets against opponents who seem easy to hit |
Latest revision as of 22:02, 1 November 2009
- Portia Sub-pages:
- Portia - Version History
- 1.26b
- Changed the way Portia rates different angles in the melee targeting.
- 1.26a
- Changed the main 1v1 gun to a GuessFactor gun, trying to harness some statistical power. :)
- 1.25f & 1.25g
- Testing to see what the best rolling speed is for the surfing stats. Basically, 1.25f is the most optimal fast rolling I could find, and 1.25g uses the best slow rolling. The results are pretty interesting, with as much as 25% APS difference against some bots. In general they're both worse than the 1.25e version though.
- 1.25e - 4 October 2009
- Did several small 1v1-movement tweaks. Seems great in testing. :)
- 1.25d - 3 October 2009
- In the previous version, the rambot detection misdetected too much, hopefully fixed. Although the actual response is not as good as I'd like.
- Did lots of tests and wavesuffering against kawigi's Barracuda 1.0. It should get around 99% against it now (thanks to Voidious for telling me about Barracuda)
- 1.25c - 1 October 2009
- Added an anti-rammer movement (thanks to GrubbmGait for pointing this out)
- Improved the standard no-wave 1v1 movement considerably, I hope. :)
- 1.25b - 30 September 2009
- Added an anti-mirror mode (with extra debug graphics :))
- Largely rewrote the 1v1-surfing code. The effect should be about the same, just costing less CPU and not crashing into walls.
- Made a few small bullet power changes for 1v1
- Nicer graphics :)
- 1.25a - 26 September 2009
- RoboRumble ‒ APS: 79.75% (37th), PL: 721-23 (17th), Survival: 89.16%
- MeleeRumble ‒ APS: 70.16% (2nd), PL: 280-2 (3rd), Survival: 95.11%
- Added a wavesurfing mode to the movement. I integrated the mode with my earlier movement scheme, it's used when stop 'n go fails.
- Credits go to Voidious for giving me nice segments for it and allowing me to use his debug color scheme. :)
- 1.24a - 24 September 2009
- MeleeRumble ‒ APS: 70.02% (2nd*), PL: 281-2 (3rd), Survival: 94.54% '
- Fixed bug in the KdTree usage; some of the targeting code would prefer worse matches over better matches
- The sologun can now use new data much faster
- 1.23 - 23 September 2009
- MeleeRumble ‒ APS: 69.86% (3rd), PL: 280-2 (3rd), Survival: 94.34%
- Did and properly tested several small changes in the gun, both solo and melee. I hoped to push past Shadow 3.84g with this update, but unfortunately had no such luck.
- 1.22 - 22 September 2009
- MeleeRumble ‒ APS: 70.03% (3rd), PL: 280-1 (2nd), Survival: 94.6%
- In movement, the corners are now much more repulsing. This seems to work very well for Portia, because it has a tendency to stick there too much trying not to be the closest enemy to any opponent.
- Tweaked several (formerly) arbitrarily chosen values and methods for the meleegun (based on Voidious' successes and advice to benchmark). :)
- 1.21d - 21 September 2009
- MeleeRumble ‒ APS: 69.55% (3rd), PL: 280-3 (3rd), Survival: 93.76%
- Partially rewrote/reweighted the code used in the first few turns of matches.
- 1.21c - 19 September 2009
- MeleeRumble ‒ APS: 69.47% (3rd), PL: 281-3 (3rd), Survival: 93.46%
- RoboRumble ‒ APS: 70.54% (87th), PL: 661-80 (71st), Survival: 80.39%
- Fixed a bug in 1.21b: When the battle started with only 1 opponent Portia would get disabled.
- Based on the discussion on Portia, the 1v1 gun now uses a DC-PIF algorithm when enough data has been collected. This PIF data is saved between rounds. I'm hoping/expecting a better score against all but the top bots (because they adjust their movement over time, old data isn't as relevant to shoot them with).
- 1.21b - 11 September 2009
- MeleeRumble ‒ APS: 69.72% (2nd), PL: 279-2 (3rd), Survival: 93.87%
- 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
- Totally rewrote the 1v1 gun:
- 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