Difference between revisions of "DeBroglie/Version History"

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m (0.55)
m (0.6 and 0.65 log.)
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'''v 0.65''' -- Bug in 0.6 fixed. I'd accidentally passed the bullet velocity to my escape angle predictor as "20 - 3/firepower" instead of "20 - 3*firepower."  Oops!  The wave surfer learns a little slow, but often does nice, tight dodging, so I've got a good foundation to build on, I think.
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'''v 0.6''' -- Implemented goTo wave surfing. Nice boost against top 25ish bots, but when it went into the rumble, a particularly ugly bug reared its head. Skipped turns badly against weak bullets.
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'''v 0.55''' -- v 0.5 was using stupid amounts of memory. Hanging on RoboRumble with DrussGT and a few others. Trimmed things down.  Definitely need to implement a growable data structure of some kind for stats.
 
'''v 0.55''' -- v 0.5 was using stupid amounts of memory. Hanging on RoboRumble with DrussGT and a few others. Trimmed things down.  Definitely need to implement a growable data structure of some kind for stats.
  

Revision as of 19:20, 26 November 2010

v 0.65 -- Bug in 0.6 fixed. I'd accidentally passed the bullet velocity to my escape angle predictor as "20 - 3/firepower" instead of "20 - 3*firepower." Oops! The wave surfer learns a little slow, but often does nice, tight dodging, so I've got a good foundation to build on, I think.

v 0.6 -- Implemented goTo wave surfing. Nice boost against top 25ish bots, but when it went into the rumble, a particularly ugly bug reared its head. Skipped turns badly against weak bullets.

v 0.55 -- v 0.5 was using stupid amounts of memory. Hanging on RoboRumble with DrussGT and a few others. Trimmed things down. Definitely need to implement a growable data structure of some kind for stats.

v 0.5 -- Rewritten angleToBin and binToAngle to compensate for clockwise/CCW movement. This allowed elimination the cw/ccw stats segment. Double the data density with half the memory use. Consequently added a few bins and timing segments. Still a net memory savings. Also included last velocity in cw/ccw calculation if current v == 0. Seemed wrong for v == 0 to always be clockwise.. the enemy might have a pattern to exploit when crossing v == 0 after all.

v 0.4 -- full max escape angle calculation instead of just the polar coordinate version.

v 0.3 -- Some more segmentation. Lots of little fixes.

v 0.2 -- First version. Gutted and rebuilt my old Virtual Bullets + Anti-gravity bot Newton.