Difference between revisions of "Toorkild/VersionHistory"
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+ | 0.4.5: codesize 718 | ||
+ | * Shrinking, make sure nothing's broken | ||
+ | |||
+ | 0.4.4: codesize 724, APS 84.30 | ||
+ | * Back to 50 matches | ||
+ | * Use MEA to help inform decision on weight of flattener hits | ||
+ | |||
+ | 0.4.3: codesize 728, APS 84.01 (Common APS tied with 0.4.1) | ||
+ | * Remove distance segment | ||
+ | * Remove extra term from StopAndGo | ||
+ | * Make the number of desired matches dependant on the amount of data collected | ||
+ | |||
+ | 0.4.2: codesize 744, APS 83.79 | ||
+ | * Add distance segmentation | ||
+ | |||
+ | 0.4.1: codesize 733, APS 83.93 | ||
+ | * Caught a bug with energy tracking with onHitByBullet (subtract difference instead of add) | ||
+ | * Make flattener more likely to enable (tuned against UnfoolableNano, Quarrelet etc) | ||
+ | |||
+ | 0.4.0: codesize 733, APS 83.60 | ||
+ | * Remove bullet power rolloff | ||
+ | * Add my extra term to Stop And Go distance | ||
+ | * Add back energy tracking to onHitByBullet (my thoughts were that if I was getting hit anyways, clearly the StopAndGo wasn't working, oh well) | ||
+ | * Keep track of number of bullet hits and use this to inform the flattener switch decision. | ||
+ | |||
+ | 0.3.9: codesize 705, APS 83.67 | ||
+ | * Add back bullet power rolloff as my energy gets low. | ||
+ | |||
+ | 0.3.8: codesize 694, APS 83.69 | ||
+ | * Shrink a little more | ||
+ | * Revert the aiming change | ||
+ | |||
+ | 0.3.7: codesize 698, APS approx 83.5 | ||
+ | * Shrink and see what little, possibly useless features I can remove. This release is to make sure they weren't actually important. | ||
+ | * I was aiming 1 bin off to the side. Whoops. | ||
+ | |||
+ | 0.3.6: codesize 741, APS 83.86 | ||
+ | * Give forward-wall another shot | ||
+ | |||
+ | 0.3.5: codesize 710, APS 83.48 | ||
+ | * Remove binsmoothing and interpolation | ||
+ | * Better bullet fire detection | ||
+ | * Correctly round bin locations | ||
+ | |||
+ | 0.3.4: codesize 745, APS 82.47 | ||
+ | * Add back binsmoothing | ||
+ | * Shoehorn in sub-bin-accuracy interpolation | ||
+ | |||
+ | 0.3.3: codesize 712, APS 83.52 | ||
+ | * Back to 0.2.4b | ||
+ | * Remove binsmoothing | ||
+ | * Add the structured break to reduce my codesize a little | ||
+ | |||
+ | 0.3.2: codesize 715, APS 83.29 | ||
+ | * Fix the wall-segment-using-my-latVel bug | ||
+ | |||
+ | 0.3.1: codesize 726, APS 82.xx projected(pairings incomplete) | ||
+ | * Add a forward wall segment to the pattern matching symbol | ||
+ | ** Aaargh! Using my latVel for the wall direction instead of theirs... | ||
+ | |||
+ | 0.3.0: codesize 726, APS 83.38 | ||
+ | * Shrink right down to 689 bytes by: | ||
+ | ** Remove binsmoothing | ||
+ | ** Change booleans to ints for mode variables | ||
+ | ** Add structured break | ||
+ | ** Delete some extras | ||
+ | * Reverse on enemy death if I have my flattener enabled | ||
+ | * More matches | ||
+ | * More bins | ||
+ | * Aim from next location | ||
+ | |||
+ | 0.2.4b: codesize 749, APS 83.61 | ||
+ | |||
+ | 0.2.5: codesize 744 | ||
+ | * Built off of 0.2.4 | ||
+ | * Match off of regular adv-vel instead of halved value | ||
+ | |||
+ | 0.2.4 - accidental re-release of 0.2.2 - Score: 81.84 | ||
+ | |||
+ | 0.2.3: codesize 749 | ||
+ | * Remove the bin-smoothing of 0.2.0 | ||
+ | |||
+ | 0.2.2: codesize: 749 Score: 81.70 | ||
+ | * Reduce number of matches from 150 to 50 | ||
+ | |||
+ | 0.2.1: codesize: 749 Score: awaiting re-release results | ||
+ | * Only match with half advancing velocity granularity | ||
+ | |||
+ | 0.2.0: codesize: 744 Score: 81.53 | ||
+ | * Change number of bins from 230 to 255 (saves 2 bytes) | ||
+ | * Added binsmoothing | ||
+ | |||
+ | 0.1.10: codesize: 724 Score: 81.67 | ||
+ | * Slowly adding back features from 0.1.6: this release add back decreasing bullet power when enemy energy is low. | ||
+ | |||
+ | 0.1.9: codesize: 715 Score: 81.25 | ||
+ | * Back to the old flattener enabler, but make it more likely to enable | ||
+ | * Steal and improve [[Thorn]]'s variable distance stop-and-go code - it is now 100% optimum, ie. impossible to make improvements | ||
+ | ** This is actually being harsh on myself, I derived a functional equivalent, but did *8 instead of <<3. | ||
+ | |||
+ | 0.1.8: codesize: 723 Score: bad | ||
+ | * A variation on the flattener enabler | ||
+ | |||
+ | 0.1.7: codesize: 723 Score: 80.71 | ||
+ | * Implement a more reliable flattener-enabler - might still need some tuning though | ||
+ | * Shoot with bullet power 1.99 | ||
+ | * Shoot against rambots with 2.99 | ||
+ | * Increase number of matches from 50 to 150 | ||
+ | |||
+ | 0.1.6: codesize: '''698''' Score: 80.955 | ||
+ | * Removed lots of little things that I believe don't add much to the score. | ||
+ | |||
+ | 0.1.5: codesize: 748 Score: 81.08 | ||
+ | * Always shoots 1/16th of a pixel just to one side (no more random) | ||
+ | * No longer matches across rounds (required black magic and bad practices to get the shrinking to work!) | ||
+ | * Reduced the granularity on the lateral-velocity to 2 pixels-per-tick instead of 1 to follow what has been most successful with GF/VCS guns | ||
+ | |||
+ | 0.1.4: codesize: 740 Score: 81.19 (drift downwards, scored approx. same as 0.1.3 at release) | ||
+ | * Random factor is now +- 1/16th of a pixel | ||
+ | |||
+ | 0.1.3: codesize: 733 Score: 81.33 APS (took common pairings APS with [[Thorn]]) | ||
+ | *Made the random factor exactly +-1 pixel instead of a random value somewhere between -4 and +4 pixels | ||
+ | |||
+ | 0.1.1CT: codesize: 733 score: 80.9 APS | ||
+ | * Matches across rounds again for more codesize | ||
+ | * CT: Catch This! Introduces a random factor in aim to prevent enemy from shooting down bullets | ||
+ | |||
0.1.2: codesize: 749 score: pulled | 0.1.2: codesize: 749 score: pulled | ||
* Somehow managed to squeeze the codesize down even further | * Somehow managed to squeeze the codesize down even further |
Latest revision as of 19:39, 22 January 2013
0.4.5: codesize 718
- Shrinking, make sure nothing's broken
0.4.4: codesize 724, APS 84.30
- Back to 50 matches
- Use MEA to help inform decision on weight of flattener hits
0.4.3: codesize 728, APS 84.01 (Common APS tied with 0.4.1)
- Remove distance segment
- Remove extra term from StopAndGo
- Make the number of desired matches dependant on the amount of data collected
0.4.2: codesize 744, APS 83.79
- Add distance segmentation
0.4.1: codesize 733, APS 83.93
- Caught a bug with energy tracking with onHitByBullet (subtract difference instead of add)
- Make flattener more likely to enable (tuned against UnfoolableNano, Quarrelet etc)
0.4.0: codesize 733, APS 83.60
- Remove bullet power rolloff
- Add my extra term to Stop And Go distance
- Add back energy tracking to onHitByBullet (my thoughts were that if I was getting hit anyways, clearly the StopAndGo wasn't working, oh well)
- Keep track of number of bullet hits and use this to inform the flattener switch decision.
0.3.9: codesize 705, APS 83.67
- Add back bullet power rolloff as my energy gets low.
0.3.8: codesize 694, APS 83.69
- Shrink a little more
- Revert the aiming change
0.3.7: codesize 698, APS approx 83.5
- Shrink and see what little, possibly useless features I can remove. This release is to make sure they weren't actually important.
- I was aiming 1 bin off to the side. Whoops.
0.3.6: codesize 741, APS 83.86
- Give forward-wall another shot
0.3.5: codesize 710, APS 83.48
- Remove binsmoothing and interpolation
- Better bullet fire detection
- Correctly round bin locations
0.3.4: codesize 745, APS 82.47
- Add back binsmoothing
- Shoehorn in sub-bin-accuracy interpolation
0.3.3: codesize 712, APS 83.52
- Back to 0.2.4b
- Remove binsmoothing
- Add the structured break to reduce my codesize a little
0.3.2: codesize 715, APS 83.29
- Fix the wall-segment-using-my-latVel bug
0.3.1: codesize 726, APS 82.xx projected(pairings incomplete)
- Add a forward wall segment to the pattern matching symbol
- Aaargh! Using my latVel for the wall direction instead of theirs...
0.3.0: codesize 726, APS 83.38
- Shrink right down to 689 bytes by:
- Remove binsmoothing
- Change booleans to ints for mode variables
- Add structured break
- Delete some extras
- Reverse on enemy death if I have my flattener enabled
- More matches
- More bins
- Aim from next location
0.2.4b: codesize 749, APS 83.61
0.2.5: codesize 744
- Built off of 0.2.4
- Match off of regular adv-vel instead of halved value
0.2.4 - accidental re-release of 0.2.2 - Score: 81.84
0.2.3: codesize 749
- Remove the bin-smoothing of 0.2.0
0.2.2: codesize: 749 Score: 81.70
- Reduce number of matches from 150 to 50
0.2.1: codesize: 749 Score: awaiting re-release results
- Only match with half advancing velocity granularity
0.2.0: codesize: 744 Score: 81.53
- Change number of bins from 230 to 255 (saves 2 bytes)
- Added binsmoothing
0.1.10: codesize: 724 Score: 81.67
- Slowly adding back features from 0.1.6: this release add back decreasing bullet power when enemy energy is low.
0.1.9: codesize: 715 Score: 81.25
- Back to the old flattener enabler, but make it more likely to enable
- Steal and improve Thorn's variable distance stop-and-go code - it is now 100% optimum, ie. impossible to make improvements
- This is actually being harsh on myself, I derived a functional equivalent, but did *8 instead of <<3.
0.1.8: codesize: 723 Score: bad
- A variation on the flattener enabler
0.1.7: codesize: 723 Score: 80.71
- Implement a more reliable flattener-enabler - might still need some tuning though
- Shoot with bullet power 1.99
- Shoot against rambots with 2.99
- Increase number of matches from 50 to 150
0.1.6: codesize: 698 Score: 80.955
- Removed lots of little things that I believe don't add much to the score.
0.1.5: codesize: 748 Score: 81.08
- Always shoots 1/16th of a pixel just to one side (no more random)
- No longer matches across rounds (required black magic and bad practices to get the shrinking to work!)
- Reduced the granularity on the lateral-velocity to 2 pixels-per-tick instead of 1 to follow what has been most successful with GF/VCS guns
0.1.4: codesize: 740 Score: 81.19 (drift downwards, scored approx. same as 0.1.3 at release)
- Random factor is now +- 1/16th of a pixel
0.1.3: codesize: 733 Score: 81.33 APS (took common pairings APS with Thorn)
- Made the random factor exactly +-1 pixel instead of a random value somewhere between -4 and +4 pixels
0.1.1CT: codesize: 733 score: 80.9 APS
- Matches across rounds again for more codesize
- CT: Catch This! Introduces a random factor in aim to prevent enemy from shooting down bullets
0.1.2: codesize: 749 score: pulled
- Somehow managed to squeeze the codesize down even further
- Shoots 3 power bullets if the last tick revealed a match over 30 ticks long
- There was a bad bug somewhere...
0.1.1: codesize: 749 score: 2008
- Switched to bit-shifting to store both adv-vel and lat-vel in one char, instead of a different char for each. Prevents 'half-off' matches that don't get rebuilt properly.
- Doesn't match or rebuild across rounds
- Utilized the Arrays.sort and Arrays.binarySearch to reduce my codesize - so now depends on Java 1.5+ (as does Robocode, so it shouldn't be a problem)
0.1: codesize: 742 score: 2006 after 1576 First release!