Difference between revisions of "AgentSmith/Version History"

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| page3 = Wolfmans Todo List
 
| page3 = Wolfmans Todo List
 
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== V 0.5 ==
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'''RoboRumble: - 56th'''
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* Major refactor of the movement system to enable more flexibility
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* As a result of this, added some anti-ram movement tweaks, which should also provide some dive prevention.
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* Shoot firepower 3 at rammers when close
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* Fixed infinite value return in MEA calculation at times.
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== V 0.3 ==
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'''RoboRumble: - 87th'''
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* Two DC guns used both for movement & targeting.
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* Misc bug fixes.
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== V 0.25 ==
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'''RoboRumble: - 87th'''
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* Bug fix for radar losing lock for a tick which randomly caused either missed bullet detection or double fire detections sometimes.
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* Gun heat tracking to eliminate even more erroneous enemy waves.
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* Major optimisations to movement and DC gun. Bot runs 1/3 faster than previously. Shouldn't decrease score as a result though!
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* Setup now driven by data file ready for GA running.
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== V 0.2 ==
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'''RoboRumble: - 102nd'''
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* First pass DC gun. Used for both offensive and defensive movement with different segmentations for both.
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* Bugfixes for a couple of crashes that might have affected scores.
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== V 0.15 ==
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'''RoboRumble: - 160th'''
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Virtual Gun Refactor
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* Refactored wave and virtual gun firing.
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* Properly weight virtual and actual bullets for virtual gun stats so the correct gun should be chosen more often!
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== V 0.12 ==
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'''RoboRumble: - 216th'''
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Added Virtual Guns
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* Added Random and Averaged Circular guns to virtual gun array for targeting.
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* Minor bug fix to virtual gun hit rate calculation.
  
 
== V 0.11 ==
 
== V 0.11 ==

Latest revision as of 13:02, 10 August 2015

Agent Smith Sub-pages:
AgentSmithVersion History - Challenge Results - Wolfmans Todo List

V 0.5

RoboRumble: - 56th

  • Major refactor of the movement system to enable more flexibility
  • As a result of this, added some anti-ram movement tweaks, which should also provide some dive prevention.
  • Shoot firepower 3 at rammers when close
  • Fixed infinite value return in MEA calculation at times.

V 0.3

RoboRumble: - 87th

  • Two DC guns used both for movement & targeting.
  • Misc bug fixes.

V 0.25

RoboRumble: - 87th

  • Bug fix for radar losing lock for a tick which randomly caused either missed bullet detection or double fire detections sometimes.
  • Gun heat tracking to eliminate even more erroneous enemy waves.
  • Major optimisations to movement and DC gun. Bot runs 1/3 faster than previously. Shouldn't decrease score as a result though!
  • Setup now driven by data file ready for GA running.

V 0.2

RoboRumble: - 102nd

  • First pass DC gun. Used for both offensive and defensive movement with different segmentations for both.
  • Bugfixes for a couple of crashes that might have affected scores.

V 0.15

RoboRumble: - 160th

Virtual Gun Refactor

  • Refactored wave and virtual gun firing.
  • Properly weight virtual and actual bullets for virtual gun stats so the correct gun should be chosen more often!

V 0.12

RoboRumble: - 216th

Added Virtual Guns

  • Added Random and Averaged Circular guns to virtual gun array for targeting.
  • Minor bug fix to virtual gun hit rate calculation.

V 0.11

RoboRumble: - 211th

Bug Fix

  • Same as V 0.1 but now the virtual guns work properly! Should get a decent performance improvement as a result.
  • Reduced prediction length and width to make it run a bit faster and reduce the chance of skipping turns.
  • Probably still bugs left

V 0.1

RoboRumble: 420th

First baseline version

  • Simple bot but mega code size due to extensibility built into the code.
  • Simple Virtual Gun system with Linear, Circular and Head On targeting
  • DangerPredicition movement which takes into account Linear, Circular and Head On targeting.
  • Very simple energy management.
  • Probably lots of bugs!