Difference between revisions of "EnergyDome/Version History"

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m (fix stats)
(1.6 - source included!)
 
(4 intermediate revisions by the same user not shown)
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1.1
+
1.6
 +
* ''' Source included '''
 +
* Move to a CassiusClay style calling code to allow easy integration and testing - see DrussGT 1.9.0 for example usage
 +
 
 +
1.5 APS: 58.72 Survival: 65.69 PL: 378 losses
 +
* Move if the enemy has a latVel magnitude less than 0.1
 +
* Disable endgame ramming, use a 0.1 power fire instead
 +
 
 +
1.4 APS: 57.64 Survival: 64.69 PL: 393 losses
 +
* Back to 1.1
 +
* More conservative on bullet power, aim for an energy difference of 10 instead of 5.
 +
* Don't move (bump for fire) unless absolutely necessary
 +
 
 +
1.3 APS: 35.97 Survival: 45.64 PL: 635 losses
 +
* Shoot as soon as possible, but keep the tracking structure so that if necessary I can shoot at the last moment.
 +
* Only ignore the shot if their bullet will intersect my bot by the time my bullet intersects theirs.
 +
* Don't move at all unless it will at least double my shield width
 +
 
 +
1.2 APS: 41.25 Survival: 53.85 PL: 566 losses
 +
* Shoot as late as possible to expand the shield width. Keep track of those waves so that the same wave doesn't get targeted twice, unless it was missed the first time. Don't move unless the enemy gunheat is high.
 +
* Only shoot 0.1 power bullets - using temporal adjustment to maximise shield width instead.
 +
 
 +
1.1 APS: 56.24 Survival: 63.2 PL: 407 losses
 
* Possibly fix a bug against bots that don't have <code>setAdjustGunForRobotTurn(true);</code>
 
* Possibly fix a bug against bots that don't have <code>setAdjustGunForRobotTurn(true);</code>
  
1.0 {{GTStats|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=jk.precise.EnergyDome+1.0|rumble=RoboRumble|scorelabel=APS|score=52.42|rank=450th|win=525|loss=455|plrank=433rd|glicko2=1496.2|score2label=Survival|score2=59.18}}
+
1.0 APS: 52.42 Survival: 59.18 PL: 455 losses
 
 
 
* First release!
 
* First release!
 
* Using a VG of several popular GF0 calculations and selecting the most popular one to shield against
 
* Using a VG of several popular GF0 calculations and selecting the most popular one to shield against

Latest revision as of 17:49, 21 February 2013

1.6

  • Source included
  • Move to a CassiusClay style calling code to allow easy integration and testing - see DrussGT 1.9.0 for example usage

1.5 APS: 58.72 Survival: 65.69 PL: 378 losses

  • Move if the enemy has a latVel magnitude less than 0.1
  • Disable endgame ramming, use a 0.1 power fire instead

1.4 APS: 57.64 Survival: 64.69 PL: 393 losses

  • Back to 1.1
  • More conservative on bullet power, aim for an energy difference of 10 instead of 5.
  • Don't move (bump for fire) unless absolutely necessary

1.3 APS: 35.97 Survival: 45.64 PL: 635 losses

  • Shoot as soon as possible, but keep the tracking structure so that if necessary I can shoot at the last moment.
  • Only ignore the shot if their bullet will intersect my bot by the time my bullet intersects theirs.
  • Don't move at all unless it will at least double my shield width

1.2 APS: 41.25 Survival: 53.85 PL: 566 losses

  • Shoot as late as possible to expand the shield width. Keep track of those waves so that the same wave doesn't get targeted twice, unless it was missed the first time. Don't move unless the enemy gunheat is high.
  • Only shoot 0.1 power bullets - using temporal adjustment to maximise shield width instead.

1.1 APS: 56.24 Survival: 63.2 PL: 407 losses

  • Possibly fix a bug against bots that don't have setAdjustGunForRobotTurn(true);

1.0 APS: 52.42 Survival: 59.18 PL: 455 losses

  • First release!
  • Using a VG of several popular GF0 calculations and selecting the most popular one to shield against