Difference between revisions of "B26354/VersionHistory"
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+ | ;1.06 - Keeping tabs on everyone | ||
+ | * The aim-at-everyone gun is finally working as it should, although I don't think my NN implementation benefits as much as DC or PM would. | ||
+ | * Major update of enemy tracking code, with interpolation of missed scans and skipped turns. | ||
+ | * Improved melee radar -- was losing track of enemies too often. | ||
+ | * Fixed a movement bug where dangers were being scaled by distance instead of ''inverse'' distance. | ||
+ | |||
+ | |||
+ | ;1.04 - A bit more uptempo | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=darkcanuck.B26354+1.04|rumble=MeleeRumble|scorelabel=APS|score=64.39|rank=13th|win=273|loss=14|plrank=12th|glicko2=1498.2|score2label=Survival|score2=86.62}} | ||
+ | * No longer uses non-firing aiming waves for any bot except the current target. This was a major source of skipped turns. | ||
+ | * Using faster approximations of Java's Math functions (2-5x faster, no lookup tables) and sped up a few other routines. | ||
+ | * Updated aiming to use one of [[Gaff]]'s older guns. | ||
+ | * Discards out-of-bounds minimum risk points rather than forcing them onto the battlefield. | ||
+ | * Uses bullet power 2 in most situations rather than the previous distance-based function. | ||
+ | |||
+ | |||
;1.02 - For real this time | ;1.02 - For real this time | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=darkcanuck.B26354+1.04|rumble=MeleeRumble|scorelabel=APS|score=64.69|rank=13th|win=235|loss=15|plrank=45th|glicko2=1579.3|score2label=Survival|score2=87.37}} | ||
* Fixed a bug in the 1v1 danger calculation that mis-weighted the second wave. | * Fixed a bug in the 1v1 danger calculation that mis-weighted the second wave. | ||
* Improved corner surfing trajectories to hug walls instead of looping into center of field. | * Improved corner surfing trajectories to hug walls instead of looping into center of field. | ||
* Minor adjustments to how aims are calculated. | * Minor adjustments to how aims are calculated. | ||
+ | |||
;1.00 - A test? | ;1.00 - A test? | ||
* {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=darkcanuck.B26354+1.00|rumble=MeleeRumble|scorelabel=APS|score=64.16|rank=16th|win=266|loss=18|plrank=14th|glicko2=1613.6|score2label=Survival|score2=88.02}} | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=darkcanuck.B26354+1.00|rumble=MeleeRumble|scorelabel=APS|score=64.16|rank=16th|win=266|loss=18|plrank=14th|glicko2=1613.6|score2label=Survival|score2=88.02}} | ||
* Initial release | * Initial release |
Latest revision as of 16:31, 22 January 2010
- 1.06 - Keeping tabs on everyone
- The aim-at-everyone gun is finally working as it should, although I don't think my NN implementation benefits as much as DC or PM would.
- Major update of enemy tracking code, with interpolation of missed scans and skipped turns.
- Improved melee radar -- was losing track of enemies too often.
- Fixed a movement bug where dangers were being scaled by distance instead of inverse distance.
- 1.04 - A bit more uptempo
- MeleeRumble ‒ APS: 64.39% (13th), PL: 273-14 (12th), Survival: 86.62%
- No longer uses non-firing aiming waves for any bot except the current target. This was a major source of skipped turns.
- Using faster approximations of Java's Math functions (2-5x faster, no lookup tables) and sped up a few other routines.
- Updated aiming to use one of Gaff's older guns.
- Discards out-of-bounds minimum risk points rather than forcing them onto the battlefield.
- Uses bullet power 2 in most situations rather than the previous distance-based function.
- 1.02 - For real this time
- MeleeRumble ‒ APS: 64.69% (13th), PL: 235-15 (45th), Survival: 87.37%
- Fixed a bug in the 1v1 danger calculation that mis-weighted the second wave.
- Improved corner surfing trajectories to hug walls instead of looping into center of field.
- Minor adjustments to how aims are calculated.
- 1.00 - A test?
- MeleeRumble ‒ APS: 64.16% (16th), PL: 266-18 (14th), Survival: 88.02%
- Initial release