Difference between revisions of "GresSuffurd/Version History"

From Robowiki
Jump to navigation Jump to search
(GresSuffurd stats)
m (0.4.17 stats, gray shadows are disappointing)
 
(63 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
== Version history of GresSuffurd ==
 
== Version history of GresSuffurd ==
  
*'''0.3.5''' (20110710) gun: '''GV 0.3.1''' move: '''WS 0.3.3'''
+
<!--'''{{subst:rumblestats:roborumble|gh.GresSuffurd 0.3.15|RumbleStatsDefault}}'''-->
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.3.5|rumble=RoboRumble|scorelabel=APS|score=84.1|rank=8th|win=789|loss=25|plrank=23rd|glicko2=2089.4|score2label=Survival|score2=91.48}}'''
+
 
 +
*'''0.4.17''' (20210701) gun: '''GV 0.4.9''' move: '''WS 0.4.13'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.17 |rumble=RoboRumble|scorelabel=APS|score=86.69|rank=16th|win=1160|loss=20|plrank=19th|glicko2=N/A|pwin=98.31|vote=0.68|anpp=90.79|score2label=Survival|score2=93.38}}'''
 +
** Use gray shadows instead of black shadows, use exact size of shadows.
 +
*'''0.4.16''' (20210608) gun: '''GV 0.4.9''' move: '''WS 0.4.12'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.16 |rumble=RoboRumble|scorelabel=APS|score=87.03|rank=15th|win=1164|loss=16|plrank=16th|glicko2=N/A|pwin=98.64|vote=1.02|anpp=91.16|score2label=Survival|score2=93.76}}'''
 +
** Movement number of bins from 37 to 73. Bugfix accidentally shadows always on to only against good bots after 3 rounds.
 +
** Note: 0.1 drift up, due to (temporary) removal of a few melee-capable bots
 +
*'''0.4.15''' (20210607) gun: '''GV 0.4.9''' move: '''WS 0.4.11'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.15 |rumble=RoboRumble|scorelabel=APS|score=86.96|rank=16th|win=1168|loss=15|plrank=13th|glicko2=N/A|pwin=98.73|vote=1.1|anpp=91.11|score2label=Survival|score2=93.83}}'''
 +
** Calculate the risk for each movement option with the real number of bins, with the real botwidth. Instead of fixed pyramid of 5 bins.
 +
*'''0.4.14''' (20210605) gun: '''GV 0.4.9''' move: '''WS 0.4.10'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.14 |rumble=RoboRumble|scorelabel=APS|score=87.04|rank=15th|win=1168|loss=15|plrank=14th|glicko2=N/A|pwin=98.73|vote=1.68|anpp=91.2|score2label=Survival|score2=93.74}}'''
 +
** When I get hit, mark all the bins are touched, even use botwidth under an angle. Instead of fixed pyramid of 5 bins.
 +
*'''0.4.13''' (20210401) gun: '''GV 0.4.9''' move: '''WS 0.4.9'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.13 |rumble=RoboRumble|scorelabel=APS|score=87.27|rank=11th|win=1171|loss=10|plrank=10th|glicko2=N/A|pwin=99.15|vote=0.89|anpp=91.6|score2label=Survival|score2=94.01}}'''
 +
** Several tweaks tested in testversion (without bulletshadows): no fancy firepower
 +
*'''0.4.12''' (20210302) gun: '''GV 0.4.8''' move: '''WS 0.4.8'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.12 |rumble=RoboRumble|scorelabel=APS|score=87.13|rank=14th|win=1171|loss=11|plrank=11th|glicko2=N/A|pwin=99.07|vote=0.51|anpp=91.43|score2label=Survival|score2=94.08}}'''
 +
** Tweak to velocity-segment in gun, tweak to danger calculation and threshold shadowing in movement
 +
*'''0.4.11''' (20210224) gun: '''GV 0.4.7''' move: '''WS 0.4.7'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.11 |rumble=RoboRumble|scorelabel=APS|score=87.08|rank=14th|win=1169|loss=12|plrank=11th|glicko2=N/A|pwin=98.98|vote=0.76|anpp=91.37|score2label=Survival|score2=93.98}}'''
 +
** Tweaks to movement and threshold shadowing, enhanced behaviour if opponent is killed
 +
*'''0.4.10''' (20210214) gun: '''GV 0.4.7''' move: '''WS 0.4.6'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.10 |rumble=RoboRumble|scorelabel=APS|score=87.12|rank=14th|win=1168|loss=13|plrank=12th|glicko2=N/A|pwin=98.9|vote=0.68|anpp=91.41|score2label=Survival|score2=94.01}}'''
 +
** Also use 'distance last 14 ticks' segmentation in movement
 +
*'''0.4.9''' (20210211) gun: '''GV 0.4.7''' move: '''WS 0.4.5'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.9 |rumble=RoboRumble|scorelabel=APS|score=87.16|rank=13th|win=1169|loss=11|plrank=11th|glicko2=N/A|pwin=99.07|vote=0.72|anpp=91.46|score2label=Survival|score2=94.08}}'''
 +
** Use some extra wave-info when dying in gun
 +
** Fixing bug which put all info in one wall segment. Unclear when that happened.
 +
*'''0.4.8''' (20210129) gun: '''GV 0.4.6''' move: '''WS 0.4.4'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.8 |rumble=RoboRumble|scorelabel=APS|score=87.12|rank=14th|win=1168|loss=12|plrank=11th|glicko2=N/A|pwin=98.98|vote=0.68|anpp=91.4|score2label=Survival|score2=93.97}}'''
 +
** Tweaked bulletpower again for special cases. Improved wave-matching when bullets hit me
 +
*'''0.4.7''' (20210122) gun: '''GV 0.4.5''' move: '''WS 0.4.3'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.7 |rumble=RoboRumble|scorelabel=APS|score=87.07|rank=14th|win=1168|loss=12|plrank=11th|glicko2=N/A|pwin=98.98|vote=0.66|anpp=91.37|score2label=Survival|score2=93.92}}'''
 +
** fixing bug in myDirection . . .
 +
*'''0.4.6''' (20210119) gun: '''GV 0.4.5''' move: '''WS 0.4.2'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.6 |rumble=RoboRumble|scorelabel=APS|score=85.21|rank=24th|win=1155|loss=25|plrank=24th|glicko2=N/A|pwin=97.88|vote=1.7|anpp=89.35|score2label=Survival|score2=92.77}}'''
 +
** slightly more accurate nextPos in gun, more exact bulletshadows and lower threshold for bulletshadows in movement
 +
*'''0.4.5''' (20210114) gun: '''GV 0.4.4''' move: '''WS 0.4.1'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.5 |rumble=RoboRumble|scorelabel=APS|score=86.69|rank=16th|win=1161|loss=19|plrank=18th|glicko2=N/A|pwin=98.39|vote=1.27|anpp=90.89|score2label=Survival|score2=93.41}}'''
 +
** rudimentary passive bulletshadows. Good for PL and survival, ok for APS.
 +
*'''0.4.4''' (20201203) gun: '''GV 0.4.4''' move: '''WS 0.4.0'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.4 |rumble=RoboRumble|scorelabel=APS|score=85.98|rank=18th|win=1146|loss=34|plrank=29th|glicko2=N/A|pwin=97.12|vote=0.7|anpp=90.04|score2label=Survival|score2=92.47}}'''
 +
** some guntweaks . . . should improve somewhat somewhere somehow
 +
*'''0.4.3''' (20201201) gun: '''GV 0.4.3''' move: '''WS 0.4.0'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.3 |rumble=RoboRumble|scorelabel=APS|score=86.05|rank=18th|win=1146|loss=33|plrank=29th|glicko2=N/A|pwin=97.2|vote=0.68|anpp=90.12|score2label=Survival|score2=92.36}}'''
 +
** Hit easy targets harder, add kinda anti-surfer gun, small tweak second gun
 +
*'''0.4.2''' (20201125) gun: '''GV 0.4.2''' move: '''WS 0.4.0'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.2 |rumble=RoboRumble|scorelabel=APS|score=86.11|rank=18th|win=1144|loss=35|plrank=30th|glicko2=N/A|pwin=97.03|vote=0.98|anpp=90.17|score2label=Survival|score2=92.46}}'''
 +
** Adding missing 4th dimension in gun (when was it shut off ?). Arrgh, no improvement ???
 +
*'''0.4.1''' (20201124) gun: '''GV 0.4.1''' move: '''WS 0.4.0'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.1 |rumble=RoboRumble|scorelabel=APS|score=86.16|rank=17th|win=1142|loss=37|plrank=33rd|glicko2=N/A|pwin=96.86|vote=1.21|anpp=90.22|score2label=Survival|score2=92.51}}'''
 +
** Fix small bug visible against stop-and-go.
 +
*'''0.4.0''' (20201123) gun: '''GV 0.4.0''' move: '''WS 0.4.0'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.4.0 |rumble=RoboRumble|scorelabel=APS|score=85.36|rank=20th|win=1132|loss=47|plrank=45th|glicko2=N/A|pwin=96.01|vote=1.56|anpp=89.34|score2label=Survival|score2=91.67}}'''
 +
** Code restructured to be able to expand with new features.
 +
*'''0.3.26''' (20171211) gun: '''GV 0.3.3''' move: '''WS 0.3.18'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.3.26|rumble=RoboRumble|scorelabel=APS|score=86.3|rank=13th|win=1128|loss=29|plrank=24th|glicko2=N/A|pwin=97.49|vote=1.73|anpp=90.65|score2label=Survival|score2=92.69}}'''
 +
** Multidimensional dangerarray instead of accumulated single arrays, only against good bots
 +
*'''0.3.25''' (20171123) gun: '''GV 0.3.3''' move: '''WS 0.3.17'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.3.25|rumble=RoboRumble|scorelabel=APS|score=86.35|rank=12th|win=1126|loss=28|plrank=23rd|glicko2=N/A|pwin=97.57|vote=1.99|anpp=90.81|score2label=Survival|score2=92.78}}'''
 +
** Take surfingdanger on t+1, to avoid edgeshots
 +
** Only better in PL it seems
 +
*'''0.3.24''' (20171118) gun: '''GV 0.3.3''' move: '''WS 0.3.16'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.3.24|rumble=RoboRumble|scorelabel=APS|score=86.26|rank=13th|win=1120|loss=32|plrank=28th|glicko2=N/A|pwin=97.22|vote=2.75|anpp=90.65|score2label=Survival|score2=92.68}}'''
 +
** back to 0.3.20. Replace virtual 'real danger' waves with virtual HOT waves.
 +
** The '70% against every rammer' release. +21% total against all 20 rammers => 0.02% APS gain
 +
*'''0.3.23''' (20171027) gun: '''GV 0.3.3''' move: '''WS 0.3.15'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.3.23|rumble=RoboRumble|scorelabel=APS|score=86|rank=16th|win=1114|loss=34|plrank=33rd|glicko2=N/A|pwin=97.04|vote=1.41|anpp=90.42|score2label=Survival|score2=92.45}}'''
 +
** Increase number of surfing bins from 37 to 137 (part 3). Now it should be better than 0.3.20.
 +
** Not . . . so back to the drawing board
 +
*'''0.3.22''' (20171027) gun: '''GV 0.3.3''' move: '''WS 0.3.14'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.3.22|rumble=RoboRumble|scorelabel=APS|score=86.1|rank=14th|win=1116|loss=35|plrank=31st|glicko2=N/A|pwin=96.96|vote=1.22|anpp=90.44|score2label=Survival|score2=92.6}}'''
 +
** Count every would-be hitted bin instead of fixed 5 bins piramidshaped (part 2)
 +
*'''0.3.21''' (20171026) gun: '''GV 0.3.3''' move: '''WS 0.3.13'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.3.21|rumble=RoboRumble|scorelabel=APS|score=86.29|rank=12th|win=1117|loss=34|plrank=31st|glicko2=N/A|pwin=97.05|vote=2.77|anpp=90.68|score2label=Survival|score2=92.7}}'''
 +
** Calculate surfingdanger over botwidth bins instead of fixed 5 bins piramidshaped (part 1)
 +
*'''0.3.20''' (20171021) gun: '''GV 0.3.3''' move: '''WS 0.3.12'''
 +
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.3.20|rumble=RoboRumble|scorelabel=APS|score=86.32|rank=13th|win=1120|loss=32|plrank=29th|glicko2=N/A|pwin=97.22|vote=4.34|anpp=90.7|score2label=Survival|score2=92.79}}'''
 +
** Improve against non-firing bots, pea-shooting bots and extends Robot, also in endgame.
 +
** On par with 0.3.19. Crushing dragonbyte.Neutrino and better against cx.mini.Cigaret, but also some lesser side-effects.
 +
*'''0.3.19''' (20171015) gun: '''GV 0.3.3''' move: '''WS 0.3.11'''
 +
** '''APS: 86.27% (11th), PL: 1130-29 (25th), Survival: 92.69%'''
 +
** Preferred distance 495, even better, good point to go on with real changes.
 +
*'''0.3.18''' (20171014) gun: '''GV 0.3.3''' move: '''WS 0.3.11'''
 +
** '''APS: 79.41% (68th), PL: 1066-94 (81st), Survival: 86.89%'''
 +
** Preferred distance 180, but indeed diving in way to steep.
 +
*'''0.3.17''' (20171015) gun: '''GV 0.3.3''' move: '''WS 0.3.11'''
 +
** '''APS: 86.1% (14th), PL: 1123-37 (32nd), Survival: 92.62%'''
 +
** Preferred distance 450, better than expected.
 +
*'''0.3.16''' (20171014) gun: '''GV 0.3.3''' move: '''WS 0.3.11'''
 +
** '''APS: 85.8% (16th), PL: 1100-41 (53rd), Survival: 92.44%'''
 +
** Preferred distance 360, quite some interesing results . . .
 +
*'''0.3.15''' (20171014) gun: '''GV 0.3.3''' move: '''WS 0.3.11'''
 +
** '''APS: 84.71% (23rd), PL: 1104-56 (49th), Survival: 91.66%'''
 +
** Half the preferred distance (so 270), see what an eventual dynamic distancing can do.
 +
** Too close, 1.2 APS loss. But maybe something changed since 2009 with 740 bots.
 +
*'''0.3.14''' (20171004) stats after 5 years . . .
 +
**'''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=roborumble&name=gh.GresSuffurd%200.3.14|rumble=RoboRumble|scorelabel=APS|score=85.9|rank=15th|win=1127|loss=32|plrank=28th|glicko2=N/A|pwin=97.24|vote=1.11|anpp=90.25|score2label=Survival|score2=92.53}}'''
 +
 
 +
== Old rankings ==
 +
 
 +
*'''0.3.14''' (20121224) gun: GV 0.3.3 move: '''WS 0.3.10'''
 +
** '''APS: 85.57% (8th), PL: 945-21 (19th), Survival: 92.59%'''
 +
** calc acceleration on right tick, append with constant for xx ticks.
 +
** Nice Christmas present: 0.6 APS just for adding acceleration to my movementprofile.
 +
*'''0.3.13''' (20121221) gun: GV 0.3.3 move: '''WS 0.3.9'''
 +
** '''APS: 85.22% (8th), PL: 940-26 (22nd), Survival: 92.25%'''
 +
** add extra uni-dimensional array about acceleration to movement
 +
*'''0.3.12''' (20121007) gun: '''GV 0.3.3''' move: WS 0.3.8
 +
** '''APS: 84.82% (11th), PL: 920-27 (23rd), Survival: 91.8%''' (0.15 APS higher than 0.3.11)
 +
** use bulletlist to choose bulletpower (due to remark from Skilgannon)
 +
** NO adaption of bulletpower when enemy has more energy left.
 +
*'''0.3.11''' (20111029) gun: GV 0.3.2 move: '''WS 0.3.8'''
 +
** '''APS: 84.06% (10th), PL: 814-24 (21st), Survival: 91.24%''' = on par with 0.3.8
 +
** back to 0.3.9, bugfixing danger calculation (was 0.5*(bin-1), 1.5*(bin), duh)
 +
** dangercalculation now 0.2*(bin-2), 0.6*(bin-1), 1.0*(bin) etc. iso 0.5*(bin-1), 1.0*(bin), 0.5*(bin+1)
 +
*'''0.3.10''' (20111018) gun: GV 0.3.2 move: '''WS 0.3.7'''
 +
** '''APS: 83.83% (14th), PL: 812-22 (19th), Survival: 91.27%'''
 +
** use BulletHitBullet info to go to the created 'safe spot' (although whole wave is safe). Small step before implementing [[Bullet Shadow]]s
 +
*'''0.3.9''' (20111015) gun: GV 0.3.2 move: '''WS 0.3.6'''
 +
** '''APS: 83.92% (11th), PL: 805-28 (27th), Survival: 91.27%'''
 +
** normalise surfingdanger with average danger for that wave (necessary for 0.3.10)
 +
** surfingdanger dependent on bulletpower (just because I think it is logical)
 +
*'''0.3.8''' (20110922) gun: '''GV 0.3.2''' move: '''WS 0.3.3'''
 +
** '''APS: 83.95% (9th), PL: 805-24 (20th), Survival: 91.24%'''
 +
** back to 0.3.5, for normal gun, increase influence of non-bullet waves
 +
** for decaying gun, decrease influence of non-bullet waves
 +
*'''0.3.7''' (20110813) gun: GV 0.3.1 move: '''WS 0.3.5'''
 +
** '''APS: 83.25% (12th), PL: 780-36 (35th), Survival: 90.34%'''
 +
** use 'classic' binsmoothing (1/sqr(bindiff)) iso fixed small pyramid (0.2, 0.6, 1.0, 0.6, 0.2)
 +
*'''0.3.6''' (20110813) gun: GV 0.3.1 move: '''WS 0.3.4'''
 +
** withdrawn
 +
** use 'classic' binsmoothing, but due to auto-cast to int, it recorded only the single hitted bin
 +
*'''0.3.5''' (20110710) gun: GV 0.3.1 move: '''WS 0.3.3'''
 +
** '''APS: 84.1% (8th), PL: 789-25 (23rd), Survival: 91.48%'''
 
** back to 0.3.2
 
** back to 0.3.2
 
** widen surfingdanger from 1 bin to (bin + (((bin-1)+(bin+1))/2)) (small pyramid)
 
** widen surfingdanger from 1 bin to (bin + (((bin-1)+(bin+1))/2)) (small pyramid)
*'''0.3.2b''' (20110708) gun: '''GV 0.3.1''' move: '''WS 0.3.0'''
+
*'''0.3.2b''' (20110708) gun: GV 0.3.1 move: '''WS 0.3.0'''
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.3.2b|rumble=RoboRumble|scorelabel=APS|score=83.82|rank=11th|win=791|loss=24|plrank=20th|glicko2=2084.8|score2label=Survival|score2=91.28}}'''
+
** '''APS: 83.82% (11th), PL: 791-24 (20th), Survival: 91.28%'''
 
** re-introduce due to switch to Robocode 1.7.3.0
 
** re-introduce due to switch to Robocode 1.7.3.0
*'''0.3.4''' (20110612) gun: '''GV 0.3.1''' move: '''WS 0.3.2'''
+
*'''0.3.4''' (20110612) gun: GV 0.3.1 move: '''WS 0.3.2'''
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.3.4|rumble=RoboRumble|scorelabel=APS|score=83.63|rank=11th|win=773|loss=31|plrank=30th|glicko2=2085.1|score2label=Survival|score2=90.83}}'''
+
** '''APS: 83.63% (11th), PL: 773-31 (30th), Survival: 90.83%'''
 
** re-introduce binfactor to counter possible problems at extreme MEA (MEA * 1.07)
 
** re-introduce binfactor to counter possible problems at extreme MEA (MEA * 1.07)
*'''0.3.3''' (20110610) gun: '''GV 0.3.1''' move: '''WS 0.3.1'''
+
*'''0.3.3''' (20110610) gun: GV 0.3.1 move: '''WS 0.3.1'''
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.3.3|rumble=RoboRumble|scorelabel=APS|score=83.55|rank=11th|win=770|loss=36|plrank=34th|glicko2=2085|score2label=Survival|score2=90.73}}'''
+
** '''APS: 83.55% (11th), PL: 770-36 (34th), Survival: 90.73%'''
 
** increase bins from 37 to 73
 
** increase bins from 37 to 73
 
** when hit, count every position (bin) that would have been hit fully (iso 0.2, 0.6, 1.0, 0.6, 0.2)
 
** when hit, count every position (bin) that would have been hit fully (iso 0.2, 0.6, 1.0, 0.6, 0.2)
 
** when calculating risks, take the accumulated risks of ''botwidth'' iso just 1 bin
 
** when calculating risks, take the accumulated risks of ''botwidth'' iso just 1 bin
 
*** ouch, did it became to predictable or are there any bugs??
 
*** ouch, did it became to predictable or are there any bugs??
*'''0.3.2''' (20110522) gun: '''GV 0.3.1''' move: '''WS 0.3.0'''
+
*'''0.3.2''' (20110522) gun: GV 0.3.1 move: '''WS 0.3.0'''
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.3.2|rumble=RoboRumble|scorelabel=APS|score=83.99|rank=9th|win=783|loss=21|plrank=16th|glicko2=2093.9|score2label=Survival|score2=91.57}}'''
+
** '''APS: 83.99% (9th), PL: 783-21 (16th), Survival: 91.57%'''
 
** when enemy is killed, assume it fired if it was able to
 
** when enemy is killed, assume it fired if it was able to
 
** more consistent behaviour if no real enemywave is present
 
** more consistent behaviour if no real enemywave is present
 
*'''0.3.1''' (20110504) gun: '''GV 0.3.1''' move: '''WS 0.2.10'''
 
*'''0.3.1''' (20110504) gun: '''GV 0.3.1''' move: '''WS 0.2.10'''
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.3.1|rumble=RoboRumble|scorelabel=APS|score=83.95|rank=9th|win=782|loss=21|plrank=18th|glicko2=2093.8|score2label=Survival|score2=91.56}}'''
+
** '''APS: 83.95% (9th), PL: 782-21 (18th), Survival: 91.56%'''
 
** revert ignore of bullet-hit-bullet in gun (what was I thinking . . .)
 
** revert ignore of bullet-hit-bullet in gun (what was I thinking . . .)
 
** movement graphics inspired by (and peeked at) voidious.Diamond
 
** movement graphics inspired by (and peeked at) voidious.Diamond
 
** move at minimum angle (11.6 degrees) at very close ranges
 
** move at minimum angle (11.6 degrees) at very close ranges
*'''0.3.0''' (20110426) gun: '''GV 0.3.0''' move: '''WS 0.2.9'''
+
*'''0.3.0''' (20110426) gun: '''GV 0.3.0''' move: WS 0.2.9
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.3.0|rumble=RoboRumble|scorelabel=APS|score=83.75|rank=11th|win=776|loss=30|plrank=28th|glicko2=2090.5|score2label=Survival|score2=91.15}}'''
+
** '''APS: 83.75% (11th), PL: 776-30 (28th), Survival: 91.15%'''
 
** general cleanup
 
** general cleanup
 
** add cornersegment to wallattribute
 
** add cornersegment to wallattribute
Line 34: Line 170:
 
** mark bullet-hit-bullet waves as non-bullet waves
 
** mark bullet-hit-bullet waves as non-bullet waves
 
*** Comment: to much changes in one time, now I have to check which change(s) caused the loss in APS
 
*** Comment: to much changes in one time, now I have to check which change(s) caused the loss in APS
*'''0.2.29''' (20110412) gun: '''GV 0.2.20''' move: '''WS 0.2.9'''
+
*'''0.2.29''' (20110412) gun: '''GV 0.2.20''' move: WS 0.2.9
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.2.29|rumble=RoboRumble|scorelabel=APS|score=83.84|rank=10th|win=778|loss=21|plrank=16th|glicko2=2093|score2label=Survival|score2=91.38}}'''
+
** '''APS: 83.84% (10th), PL: 778-21 (16th), Survival: 91.38%'''
 
** Replace 'distance' attribute with 'absolute lateral velocity' attribute in gun
 
** Replace 'distance' attribute with 'absolute lateral velocity' attribute in gun
*'''0.2.28''' (20110315) gun: '''GV 0.2.19''' move: '''WS 0.2.9'''
+
*'''0.2.28''' (20110315) gun: '''GV 0.2.19''' move: WS 0.2.9
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.2.28|rumble=RoboRumble|scorelabel=APS|score=83.64|rank=11th|win=770|loss=26|plrank=25th|glicko2=2088.9|score2label=Survival|score2=91.3}}'''
+
** '''APS: 83.64% (11th), PL: 770-26 (25th), Survival: 91.3%'''
 
** Use estimated bearing next tick i.s.o bearing this tick when aiming gun (lining up bullets with virtual guns)
 
** Use estimated bearing next tick i.s.o bearing this tick when aiming gun (lining up bullets with virtual guns)
 
** I feared for a 'performance enhancing bug', but it turned out better than expected
 
** I feared for a 'performance enhancing bug', but it turned out better than expected
*'''0.2.27''' (20110228) gun: '''GV 0.2.18''' move: '''WS 0.2.9'''
+
*'''0.2.27''' (20110228) gun: '''GV 0.2.18''' move: WS 0.2.9
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.2.27|rumble=RoboRumble|scorelabel=APS|score=83.42|rank=11th|win=760|loss=34|plrank=33rd|glicko2=2085.7|score2label=Survival|score2=90.92}}'''
+
** '''APS: 83.42% (11th), PL: 760-34 (33rd), Survival: 90.92%'''
 
** Simulate [[Maximum Escape Angle/Precise|precise MEA]] in gun
 
** Simulate [[Maximum Escape Angle/Precise|precise MEA]] in gun
 
** re-enabled the [[BulletCatcher]] tweak'
 
** re-enabled the [[BulletCatcher]] tweak'
*'''0.2.26''' (20110131) gun: '''GV 0.2.17''' move: '''WS 0.2.9'''
+
*'''0.2.26''' (20110131) gun: '''GV 0.2.17''' move: WS 0.2.9
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.2.26|rumble=RoboRumble|scorelabel=APS|score=83.15|rank=11th|win=754|loss=30|plrank=29th|glicko2=2081|score2label=Survival|score2=90.6}}'''
+
** '''APS: 83.15% (11th), PL: 754-30 (29th), Survival: 90.6%'''
 
** Use [[Waves/Precise Intersection|Precise Intersection]] in the gun
 
** Use [[Waves/Precise Intersection|Precise Intersection]] in the gun
 
** small tweaks f.e. against stop-and-go
 
** small tweaks f.e. against stop-and-go
 
** accidentally disabled the 'BulletCatcher tweak'
 
** accidentally disabled the 'BulletCatcher tweak'
*'''0.2.25''' (20110126) gun: '''GV 0.2.16''' move: '''WS 0.2.9'''
+
*'''0.2.25''' (20110126) gun: '''GV 0.2.16''' move: WS 0.2.9
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.2.25|rumble=RoboRumble|scorelabel=APS|score=83.05|rank=14th|win=749|loss=35|plrank=33rd|glicko2=2078.9|score2label=Survival|score2=90.56}}'''
+
** '''APS: 83.05% (14th), PL: 749-35 (33rd), Survival: 90.56%'''
 
** Updated ancient gungraphics, found and fixed missing 'killing bullet' processing
 
** Updated ancient gungraphics, found and fixed missing 'killing bullet' processing
*'''0.2.24''' (20110125) gun: '''GV 0.2.15''' move: '''WS 0.2.9'''
+
*'''0.2.24''' (20110125) gun: '''GV 0.2.15''' move: WS 0.2.9
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.2.24|rumble=RoboRumble|scorelabel=APS|score=82.92|rank=14th|win=754|loss=32|plrank=31st|glicko2=2076.4|score2label=Survival|score2=90.47}}'''
+
** '''APS: 82.92% (14th), PL: 754-32 (31st), Survival: 90.47%'''
 
** Adding second gun, just the same gun but with some decay. Good enough for 11th place ??
 
** Adding second gun, just the same gun but with some decay. Good enough for 11th place ??
 
*** Comment: less improvement than I hoped and expected, maybe some 'bad luck' battles?
 
*** Comment: less improvement than I hoped and expected, maybe some 'bad luck' battles?
*'''0.2.23''' (20110115) gun: '''GV 0.2.14''' move: '''WS 0.2.9'''
+
*'''0.2.23''' (20110115) gun: '''GV 0.2.14''' move: WS 0.2.9
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.2.23|rumble=RoboRumble|scorelabel=APS|score=82.84|rank=15th|win=751|loss=33|plrank=33rd|glicko2=2073|score2label=Survival|score2=90.44}}'''
+
** '''APS: 82.84% (15th), PL: 751-33 (33rd), Survival: 90.44%'''
 
** further BasicSurfer bug exploitation, energy management improvements
 
** further BasicSurfer bug exploitation, energy management improvements
 
*'''0.2.22''' (20100414) gun: '''GV 0.2.13''' move: '''WS 0.2.9'''
 
*'''0.2.22''' (20100414) gun: '''GV 0.2.13''' move: '''WS 0.2.9'''
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.2.22|rumble=RoboRumble|scorelabel=APS|score=82.8|rank=15th|win=729|loss=32|plrank=33rd|glicko2=2080.9|score2label=Survival|score2=89.69}}'''
+
** '''APS: 82.8% (15th), PL: 729-32 (33rd), Survival: 89.69%'''
 
** version 0.2.20 firing 1.95 power bullets (BasicSurfer bug exploitation)
 
** version 0.2.20 firing 1.95 power bullets (BasicSurfer bug exploitation)
*'''0.2.21''' (20100112) gun: '''GV 0.2.12''' move: '''WS 0.2.10'''
+
*'''0.2.21''' (20100112) gun: GV 0.2.12 move: '''WS 0.2.10'''
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.2.21|rumble=RoboRumble|scorelabel=APS|score=81.86|rank=22nd|win=714|loss=46|plrank=42nd|glicko2=2063.9|score2label=Survival|score2=88.72}}'''
+
** '''APS: 81.86% (22nd), PL: 714-46 (42nd), Survival: 88.72%'''
 
** remove wallsegment in surfing once again, only abs velocity is left.
 
** remove wallsegment in surfing once again, only abs velocity is left.
*'''0.2.20''' (20091026) gun: '''GV 0.2.12''' move: '''WS 0.2.9'''
+
*'''0.2.20''' (20091026) gun: '''GV 0.2.12''' move: WS 0.2.9
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.2.20|rumble=RoboRumble|scorelabel=APS|score=82.09|rank=18th|win=707|loss=34|plrank=34th|glicko2=2074.4|score2label=Survival|score2=89.27}}'''
+
** '''APS: 82.09% (18th), PL: 707-34 (34th), Survival: 89.27%'''
 
** increase bins in gun from 37 to 73 for accuracy, check at least [botwidth] bins.
 
** increase bins in gun from 37 to 73 for accuracy, check at least [botwidth] bins.
 
** Comment: accuracy means better against weak, worse against topbots
 
** Comment: accuracy means better against weak, worse against topbots
 
*'''0.2.19''' (20091017) gun: '''GV 0.2.10''' move: '''WS 0.2.9'''
 
*'''0.2.19''' (20091017) gun: '''GV 0.2.10''' move: '''WS 0.2.9'''
**'''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.2.19|rumble=RoboRumble|scorelabel=APS|score=82.01|rank=18th|win=707|loss=33|plrank=33rd|glicko2=2073.2|score2label=Survival|score2=89.14}}'''
+
**'''APS: 82.01% (18th), PL: 707-33 (33rd), Survival: 89.14%'''
 
** back to 0.2.17
 
** back to 0.2.17
 
** increase surfingdistance from 480 to 540
 
** increase surfingdistance from 480 to 540
 
** Comment: only marginal better, but I'll keep it
 
** Comment: only marginal better, but I'll keep it
*'''0.2.18''' (20091005) gun: '''GV 0.2.11''' move: '''WS 0.2.8'''
+
*'''0.2.18''' (20091005) gun: '''GV 0.2.11''' move: WS 0.2.8
**'''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.2.18|rumble=RoboRumble|scorelabel=APS|score=81.44|rank=23rd|win=709|loss=38|plrank=28th|glicko2=2064.8|score2label=Survival|score2=88.71}}'''
+
**'''APS: 81.44% (23rd), PL: 709-38 (28th), Survival: 88.71%'''
 
** half the influence for non-firing waves
 
** half the influence for non-firing waves
 
** Comment: wrong bet
 
** Comment: wrong bet
 
*'''0.2.17''' (20090925) gun: '''GV 0.2.10''' move: '''WS 0.2.8'''
 
*'''0.2.17''' (20090925) gun: '''GV 0.2.10''' move: '''WS 0.2.8'''
**'''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=gh.GresSuffurd+0.2.17|rumble=RoboRumble|scorelabel=APS|score=81.88|rank=20th|win=707|loss=34|plrank=33rd|glicko2=2071.7|score2label=Survival|score2=89.3}}'''
+
**'''APS: 81.88% (20th), PL: 707-34 (33rd), Survival: 89.3%'''
 
** no energysaving against rammers
 
** no energysaving against rammers
 
** use multiple unidimensional surfbuffers instead of one multidimensional.
 
** use multiple unidimensional surfbuffers instead of one multidimensional.
 
** Comment: first release to enter the top-20 !
 
** Comment: first release to enter the top-20 !
*'''0.2.16''' (20090919)
+
*'''0.2.16''' (20090919) gun: GV 0.2.9 move: '''WS 0.2.7'''
**'''gun GV 0.2.9 move: WS 0.2.7'''
 
 
**'''APS: 79.61 (37th) Surv: 87.99 PL: 708-32'''
 
**'''APS: 79.61 (37th) Surv: 87.99 PL: 708-32'''
 
** tweaking wallsegment: set treshold a lot higher, but try keep PL score.
 
** tweaking wallsegment: set treshold a lot higher, but try keep PL score.
*'''0.2.15''' (20090917)
+
*'''0.2.15''' (20090917) gun: GV 0.2.9 move: '''WS 0.2.6'''
**'''gun GV 0.2.9 move: WS 0.2.6'''
 
 
**'''APS: 79.58 (38th) Surv: 87.88 PL: 707-34'''
 
**'''APS: 79.58 (38th) Surv: 87.88 PL: 707-34'''
 
** tweaking wallsegment: only use it when treshold per round is met. Should help against simpler targetters.
 
** tweaking wallsegment: only use it when treshold per round is met. Should help against simpler targetters.
*'''0.2.14''' (20090916)
+
*'''0.2.14''' (20090916) gun: GV 0.2.9 move: '''WS 0.2.5'''
**'''gun GV 0.2.9 move: WS 0.2.5'''
 
 
**'''APS: 81.52 (27th) Surv: 89.30 PL: 703-37'''
 
**'''APS: 81.52 (27th) Surv: 89.30 PL: 703-37'''
 
** adding wallsegment to surfing (third time), now with same calc as in gun
 
** adding wallsegment to surfing (third time), now with same calc as in gun
*'''0.2.13''' (20090914)
+
*'''0.2.13''' (20090914) gun: '''GV 0.2.9''' move: WS 0.2.4
**'''gun GV 0.2.9 move: WS 0.2.4'''
 
 
**'''APS: 81.84 (21st) Surv: 89.04 PL: 701-39'''
 
**'''APS: 81.84 (21st) Surv: 89.04 PL: 701-39'''
 
** reduce the inprecision of the fireangle to +/- 0.6 pixel
 
** reduce the inprecision of the fireangle to +/- 0.6 pixel
 
** change the wallsegment calc from 'linear extends current direction' to 'orbital from ''my'' position'.
 
** change the wallsegment calc from 'linear extends current direction' to 'orbital from ''my'' position'.
*'''0.2.12''' (20090905)
+
*'''0.2.12''' (20090905) gun: '''GV 0.2.8''' move: '''WS 0.2.4'''
**'''gun GV 0.2.8 move: WS 0.2.4'''
 
 
**'''APS: 80.73 (32th) Surv: 87.58 PL: 686-53'''
 
**'''APS: 80.73 (32th) Surv: 87.58 PL: 686-53'''
 
** bugfix in bulletdetection. Also sees bullets from accelerating bots that suddenly brake (thx BulletCatcher)
 
** bugfix in bulletdetection. Also sees bullets from accelerating bots that suddenly brake (thx BulletCatcher)
 
** add a small random inprecision to my fireangle
 
** add a small random inprecision to my fireangle
*'''0.2.11''' (20090426)
+
*'''0.2.11''' (20090426) gun: '''GV 0.2.7''' move: '''WS 0.2.3'''
**'''gun GV 0.2.7 move: WS 0.2.3'''
 
 
**'''APS: 80.75 (29th) ELO: 2053 PL: 648-51'''
 
**'''APS: 80.75 (29th) ELO: 2053 PL: 648-51'''
*'''0.2.4''' (20090426)
+
*'''0.2.4''' (20090426) gun: '''GV 0.2.5''' move: '''WS 0.1.7'''
**'''gun GV 0.2.5 move: WS 0.1.7'''
 
 
**'''APS: 80.28 (33rd) ELO: 2043 PL: 638-60'''
 
**'''APS: 80.28 (33rd) ELO: 2043 PL: 638-60'''
  
== Old rankings ==
+
== Ancient rankings ==
  
*'''0.2.11''' (20080830)  
+
*'''0.2.11''' (20080830) gun: GV 0.2.7 move: WS 0.2.3  
**gun: GV 0.2.7 move: WS 0.2.3  
 
 
**Rating: 2050 (8th) (due to messed up ranking), PL: 596-44 (40th)  
 
**Rating: 2050 (8th) (due to messed up ranking), PL: 596-44 (40th)  
 
**keep a 'firing-window' to (further) eliminate enemy ghost-bullets  
 
**keep a 'firing-window' to (further) eliminate enemy ghost-bullets  
 
**anti-ram: when calculating the GF -1/1 bins, assume enemy is chasing me at constant distance  
 
**anti-ram: when calculating the GF -1/1 bins, assume enemy is chasing me at constant distance  
*'''0.2.10''' (20080216)  
+
*'''0.2.10''' (20080216) gun: GV 0.2.7 move: WS 0.2.2  
**gun: GV 0.2.7 move: WS 0.2.2  
 
 
**Rating: 2041 (25th), PL: 581-41 (39th)  
 
**Rating: 2041 (25th), PL: 581-41 (39th)  
 
**add 'distance last 14 ticks' segment in gun  
 
**add 'distance last 14 ticks' segment in gun  
 
**more conservative energy-management in endgame  
 
**more conservative energy-management in endgame  
*'''DookiSuffurd 0.2.9''' (20071009)  
+
*'''DookiSuffurd 0.2.9''' (20071009) gun: DookiLightning 1.554 move: WS 0.2.2  
**gun: DookiLightning 1.554 move: WS 0.2.2  
 
 
**Rating: 2078 (5th), PL: 561-15 (12th)  
 
**Rating: 2078 (5th), PL: 561-15 (12th)  
 
**what to improve in the [gun]  
 
**what to improve in the [gun]  
 
**what to improve in [surfing]  
 
**what to improve in [surfing]  
*'''0.2.9''' (20070612)  
+
*'''0.2.9''' (20070612) gun: GV 0.2.6 move: WS 0.2.2  
**gun: GV 0.2.6 move: WS 0.2.2  
 
 
**Rating: 2015 (21st), PL: 509-35 (33rd)  
 
**Rating: 2015 (21st), PL: 509-35 (33rd)  
 
**remove wall segmentation of movement  
 
**remove wall segmentation of movement  
 
**what is left is 0.2.4 with some minor changes  
 
**what is left is 0.2.4 with some minor changes  
*'''0.2.8''' (20070608)  
+
*'''0.2.8''' (20070608) gun: GV 0.2.6 move: WS 0.2.1  
**gun: GV 0.2.6 move: WS 0.2.1  
 
 
**Rating: 2013 (22nd), PL: 487-36 (35th)  
 
**Rating: 2013 (22nd), PL: 487-36 (35th)  
 
**remove distance segmentation of movement  
 
**remove distance segmentation of movement  
 
**re-introduce wall segmentation of movement (other implementation)  
 
**re-introduce wall segmentation of movement (other implementation)  
*'''0.2.7''' (20070523)  
+
*'''0.2.7''' (20070523) gun: GV 0.2.6 move: WS 0.2.0  
**gun: GV 0.2.6 move: WS 0.2.0  
 
 
**Rating: 2014 (22th), PL: 487-36 (34th)  
 
**Rating: 2014 (22th), PL: 487-36 (34th)  
 
**segment movement also on distance  
 
**segment movement also on distance  
Line 147: Line 270:
 
**get rid of 'GF1-protection' multiplyfactor (gun)  
 
**get rid of 'GF1-protection' multiplyfactor (gun)  
 
**no decay on gunstats  
 
**no decay on gunstats  
*'''0.2.6''' (20070317)  
+
*'''0.2.6''' (20070317) gun: GV 0.2.5 move: WS 0.1.9  
**gun: GV 0.2.5 move: WS 0.1.9  
 
 
**Rating: 2017 (20th), PL: 479-29 (29th)  
 
**Rating: 2017 (20th), PL: 479-29 (29th)  
 
**rollback rolling the surfingstats  
 
**rollback rolling the surfingstats  
 
**get rid of 'GF1-protection' multiplyfactor (movement)  
 
**get rid of 'GF1-protection' multiplyfactor (movement)  
*'''0.2.5''' (20070311)  
+
*'''0.2.5''' (20070311) gun: GV 0.2.5 move: WS 0.1.8  
**gun: GV 0.2.5 move: WS 0.1.8  
 
 
**Rating: 2010 (21th), PL: 481-27 (28th)  
 
**Rating: 2010 (21th), PL: 481-27 (28th)  
 
**rolling the surfingstats (0.7*old + 0.3*new)  
 
**rolling the surfingstats (0.7*old + 0.3*new)  
 
**lower rating but better in PL  
 
**lower rating but better in PL  
*'''0.2.4''' (20070222)  
+
*'''0.2.4''' (20070222) gun: GV 0.2.5 move: WS 0.1.7  
**gun: GV 0.2.5 move: WS 0.1.7  
 
 
**Rating: 2019 (20th), PL: 474-34 (34th)  
 
**Rating: 2019 (20th), PL: 474-34 (34th)  
 
**change wall-segmentation (gun) from 3 to 5 bins  
 
**change wall-segmentation (gun) from 3 to 5 bins  
*'''0.2.3''' (20070208)  
+
*'''0.2.3''' (20070208) gun: GV 0.2.4 move: WS 0.1.7  
**gun: GV 0.2.4 move: WS 0.1.7  
 
 
**Rating: 2009 (22nd), PL: 468-38 (36th)  
 
**Rating: 2009 (22nd), PL: 468-38 (36th)  
 
**do not fire virtual waves if opponent did not move yet  
 
**do not fire virtual waves if opponent did not move yet  
 
**use information from onBulletHitBullet  
 
**use information from onBulletHitBullet  
*'''0.2.2''' (20070125)  
+
*'''0.2.2''' (20070125) gun: GV 0.2.3 move: WS 0.1.6  
**gun: GV 0.2.3 move: WS 0.1.6  
 
 
**Rating: 2001 (21st), PL: 456-39 (36th)  
 
**Rating: 2001 (21st), PL: 456-39 (36th)  
 
**small decay in gunstats  
 
**small decay in gunstats  
 
**always have a surfable (real or simulated) wave  
 
**always have a surfable (real or simulated) wave  
*'''0.2.1''' (20070117) member of The2000Club
+
*'''0.2.1''' (20070117) gun: GV 0.2.2 move: WS 0.1.5  
**gun: GV 0.2.2 move: WS 0.1.5  
+
**Rating: 2000 (21nd), PL: 448-40 (37th) member of The2000Club
**Rating: 2000 (21nd), PL: 448-40 (37th)  
 
 
**bugfix weighting of waves  
 
**bugfix weighting of waves  
*'''0.2.0''' (20070114)  
+
*'''0.2.0''' (20070114) gun: GV 0.2.2 move: WS 0.1.4  
**gun: GV 0.2.2 move: WS 0.1.4  
 
 
**Rating: 1992 (22nd), PL: 444-43 (38th)  
 
**Rating: 1992 (22nd), PL: 444-43 (38th)  
 
**removed nearwall segmentation  
 
**removed nearwall segmentation  
 
**also evaluate second wave  
 
**also evaluate second wave  
*'''0.1.9''' (20070102)  
+
*'''0.1.9''' (20070102) gun: GV 0.2.2 move: WS 0.1.3  
**gun: GV 0.2.2 move: WS 0.1.3  
 
 
**Rating: 1980 (23nd), PL: 439-43 (40th)  
 
**Rating: 1980 (23nd), PL: 439-43 (40th)  
 
**segment movement also on nearwall (3 segments)  
 
**segment movement also on nearwall (3 segments)  
*'''0.1.8''' (20061212)  
+
*'''0.1.8''' (20061212) gun: GV 0.2.2 move: WS 0.1.2  
**gun: GV 0.2.2 move: WS 0.1.2  
 
 
**Rating: 1982 (22nd), PL: 436-44 (41st)  
 
**Rating: 1982 (22nd), PL: 436-44 (41st)  
 
**reverted anti-ram energymanagement, segment movement on absolute currentvelocity (3 segments)  
 
**reverted anti-ram energymanagement, segment movement on absolute currentvelocity (3 segments)  
*'''0.1.7''' (20061127)  
+
*'''0.1.7''' (20061127) gun: GV 0.2.1 move: WS 0.1.1  
**gun: GV 0.2.1 move: WS 0.1.1  
 
 
**Rating: 1946 (30th), PL: 428-50 (46th)  
 
**Rating: 1946 (30th), PL: 428-50 (46th)  
 
**no stop-position evaluation and adapted energymanagement when enemy is close (anti-ram)  
 
**no stop-position evaluation and adapted energymanagement when enemy is close (anti-ram)  
*'''0.1.6''' (20061117)  
+
*'''0.1.6''' (20061117) gun: GV 0.2.0 move: WS 0.1.0  
**gun: GV 0.2.0 move: WS 0.1.0  
 
 
**Rating: 1946 (30th), PL: 429-48 (43rd)  
 
**Rating: 1946 (30th), PL: 429-48 (43rd)  
 
**also use non-bullet waves with 0.1 weighting  
 
**also use non-bullet waves with 0.1 weighting  
*'''0.1.5''' (20061028)  
+
*'''0.1.5''' (20061028) gun: GV 0.1.5 move: WS 0.1.0  
**gun: GV 0.1.5 move: WS 0.1.0  
 
 
**Rating: 1938 (33rd), PL: 414-57 (50th)  
 
**Rating: 1938 (33rd), PL: 414-57 (50th)  
 
**proper onDeath handling (David Alves) and 'onWin handling'  
 
**proper onDeath handling (David Alves) and 'onWin handling'  
 
**slowdown when wallhit is eminent  
 
**slowdown when wallhit is eminent  
*'''0.1.4''' (20061024)  
+
*'''0.1.4''' (20061024) gun: GV 0.1.4 move: WS 0.0.8  
**gun: GV 0.1.4 move: WS 0.0.8  
 
 
**Rating: 1931 (33th), PL: 418-49 (45th)  
 
**Rating: 1931 (33th), PL: 418-49 (45th)  
 
**bugfixing stop-position  
 
**bugfixing stop-position  
*'''0.1.3''' (20061023)  
+
*'''0.1.3''' (20061023) gun: GV 0.1.4 move: WS 0.0.7  
**gun: GV 0.1.4 move: WS 0.0.7  
 
 
**Rating: 1925 (33th), PL: 415-51 (47th)  
 
**Rating: 1925 (33th), PL: 415-51 (47th)  
 
**continue direction when evaluations are equal  
 
**continue direction when evaluations are equal  
 
**evaluate stop-position  
 
**evaluate stop-position  
 
**use 5-bin wide hitmark instead of 3-bin (no 'classical' binsmoothing)  
 
**use 5-bin wide hitmark instead of 3-bin (no 'classical' binsmoothing)  
*'''0.1.2''' (20061014)  
+
*'''0.1.2''' (20061014) gun: GV 0.1.4 move: WS 0.0.5  
**gun: GV 0.1.4 move: WS 0.0.5  
 
 
**Rating: 1900 (40th), PL: 413-52 (49th)  
 
**Rating: 1900 (40th), PL: 413-52 (49th)  
 
**keep preferred distance, this automatically includes simple dive-in protection  
 
**keep preferred distance, this automatically includes simple dive-in protection  
 
**circle enemy when no wave is airborne  
 
**circle enemy when no wave is airborne  
*'''0.1.1''' (20061007)  
+
*'''0.1.1''' (20061007) gun: GV 0.1.4 move: WS 0.0.4  
**gun: GV 0.1.4 move: WS 0.0.4  
 
 
**Rating: 1854 (49th), PL: 395-61 (56th)  
 
**Rating: 1854 (49th), PL: 395-61 (56th)  
 
**record all hitted bins and fire on highest concentration  
 
**record all hitted bins and fire on highest concentration  
 
**fire HOT and no waves on disabled enemies  
 
**fire HOT and no waves on disabled enemies  
*'''0.1.0''' (20060926)  
+
*'''0.1.0''' (20060926) gun: GV 0.1.1 move: WS 0.0.4  
**gun: GV 0.1.1 move: WS 0.0.4  
 
 
**Rating: 1828 (54th), PL: 384-73 (65th)  
 
**Rating: 1828 (54th), PL: 384-73 (65th)  
 
**basic wavesurfing and basic segmented guessfactor gun  
 
**basic wavesurfing and basic segmented guessfactor gun  
  
 
[[Category:Bot Version Histories]]
 
[[Category:Bot Version Histories]]

Latest revision as of 16:23, 15 July 2021

Version history of GresSuffurd

  • 0.4.17 (20210701) gun: GV 0.4.9 move: WS 0.4.13
    • RoboRumble ‒ APS: 86.69% (16th), PL: 1160-20 (19th), Survival: 93.38%
    • Use gray shadows instead of black shadows, use exact size of shadows.
  • 0.4.16 (20210608) gun: GV 0.4.9 move: WS 0.4.12
    • RoboRumble ‒ APS: 87.03% (15th), PL: 1164-16 (16th), Survival: 93.76%
    • Movement number of bins from 37 to 73. Bugfix accidentally shadows always on to only against good bots after 3 rounds.
    • Note: 0.1 drift up, due to (temporary) removal of a few melee-capable bots
  • 0.4.15 (20210607) gun: GV 0.4.9 move: WS 0.4.11
    • RoboRumble ‒ APS: 86.96% (16th), PL: 1168-15 (13th), Survival: 93.83%
    • Calculate the risk for each movement option with the real number of bins, with the real botwidth. Instead of fixed pyramid of 5 bins.
  • 0.4.14 (20210605) gun: GV 0.4.9 move: WS 0.4.10
    • RoboRumble ‒ APS: 87.04% (15th), PL: 1168-15 (14th), Survival: 93.74%
    • When I get hit, mark all the bins are touched, even use botwidth under an angle. Instead of fixed pyramid of 5 bins.
  • 0.4.13 (20210401) gun: GV 0.4.9 move: WS 0.4.9
    • RoboRumble ‒ APS: 87.27% (11th), PL: 1171-10 (10th), Survival: 94.01%
    • Several tweaks tested in testversion (without bulletshadows): no fancy firepower
  • 0.4.12 (20210302) gun: GV 0.4.8 move: WS 0.4.8
    • RoboRumble ‒ APS: 87.13% (14th), PL: 1171-11 (11th), Survival: 94.08%
    • Tweak to velocity-segment in gun, tweak to danger calculation and threshold shadowing in movement
  • 0.4.11 (20210224) gun: GV 0.4.7 move: WS 0.4.7
    • RoboRumble ‒ APS: 87.08% (14th), PL: 1169-12 (11th), Survival: 93.98%
    • Tweaks to movement and threshold shadowing, enhanced behaviour if opponent is killed
  • 0.4.10 (20210214) gun: GV 0.4.7 move: WS 0.4.6
    • RoboRumble ‒ APS: 87.12% (14th), PL: 1168-13 (12th), Survival: 94.01%
    • Also use 'distance last 14 ticks' segmentation in movement
  • 0.4.9 (20210211) gun: GV 0.4.7 move: WS 0.4.5
    • RoboRumble ‒ APS: 87.16% (13th), PL: 1169-11 (11th), Survival: 94.08%
    • Use some extra wave-info when dying in gun
    • Fixing bug which put all info in one wall segment. Unclear when that happened.
  • 0.4.8 (20210129) gun: GV 0.4.6 move: WS 0.4.4
    • RoboRumble ‒ APS: 87.12% (14th), PL: 1168-12 (11th), Survival: 93.97%
    • Tweaked bulletpower again for special cases. Improved wave-matching when bullets hit me
  • 0.4.7 (20210122) gun: GV 0.4.5 move: WS 0.4.3
    • RoboRumble ‒ APS: 87.07% (14th), PL: 1168-12 (11th), Survival: 93.92%
    • fixing bug in myDirection . . .
  • 0.4.6 (20210119) gun: GV 0.4.5 move: WS 0.4.2
    • RoboRumble ‒ APS: 85.21% (24th), PL: 1155-25 (24th), Survival: 92.77%
    • slightly more accurate nextPos in gun, more exact bulletshadows and lower threshold for bulletshadows in movement
  • 0.4.5 (20210114) gun: GV 0.4.4 move: WS 0.4.1
    • RoboRumble ‒ APS: 86.69% (16th), PL: 1161-19 (18th), Survival: 93.41%
    • rudimentary passive bulletshadows. Good for PL and survival, ok for APS.
  • 0.4.4 (20201203) gun: GV 0.4.4 move: WS 0.4.0
    • RoboRumble ‒ APS: 85.98% (18th), PL: 1146-34 (29th), Survival: 92.47%
    • some guntweaks . . . should improve somewhat somewhere somehow
  • 0.4.3 (20201201) gun: GV 0.4.3 move: WS 0.4.0
    • RoboRumble ‒ APS: 86.05% (18th), PL: 1146-33 (29th), Survival: 92.36%
    • Hit easy targets harder, add kinda anti-surfer gun, small tweak second gun
  • 0.4.2 (20201125) gun: GV 0.4.2 move: WS 0.4.0
    • RoboRumble ‒ APS: 86.11% (18th), PL: 1144-35 (30th), Survival: 92.46%
    • Adding missing 4th dimension in gun (when was it shut off ?). Arrgh, no improvement ???
  • 0.4.1 (20201124) gun: GV 0.4.1 move: WS 0.4.0
    • RoboRumble ‒ APS: 86.16% (17th), PL: 1142-37 (33rd), Survival: 92.51%
    • Fix small bug visible against stop-and-go.
  • 0.4.0 (20201123) gun: GV 0.4.0 move: WS 0.4.0
    • RoboRumble ‒ APS: 85.36% (20th), PL: 1132-47 (45th), Survival: 91.67%
    • Code restructured to be able to expand with new features.
  • 0.3.26 (20171211) gun: GV 0.3.3 move: WS 0.3.18
    • RoboRumble ‒ APS: 86.3% (13th), PL: 1128-29 (24th), Survival: 92.69%
    • Multidimensional dangerarray instead of accumulated single arrays, only against good bots
  • 0.3.25 (20171123) gun: GV 0.3.3 move: WS 0.3.17
    • RoboRumble ‒ APS: 86.35% (12th), PL: 1126-28 (23rd), Survival: 92.78%
    • Take surfingdanger on t+1, to avoid edgeshots
    • Only better in PL it seems
  • 0.3.24 (20171118) gun: GV 0.3.3 move: WS 0.3.16
    • RoboRumble ‒ APS: 86.26% (13th), PL: 1120-32 (28th), Survival: 92.68%
    • back to 0.3.20. Replace virtual 'real danger' waves with virtual HOT waves.
    • The '70% against every rammer' release. +21% total against all 20 rammers => 0.02% APS gain
  • 0.3.23 (20171027) gun: GV 0.3.3 move: WS 0.3.15
    • RoboRumble ‒ APS: 86% (16th), PL: 1114-34 (33rd), Survival: 92.45%
    • Increase number of surfing bins from 37 to 137 (part 3). Now it should be better than 0.3.20.
    • Not . . . so back to the drawing board
  • 0.3.22 (20171027) gun: GV 0.3.3 move: WS 0.3.14
    • RoboRumble ‒ APS: 86.1% (14th), PL: 1116-35 (31st), Survival: 92.6%
    • Count every would-be hitted bin instead of fixed 5 bins piramidshaped (part 2)
  • 0.3.21 (20171026) gun: GV 0.3.3 move: WS 0.3.13
    • RoboRumble ‒ APS: 86.29% (12th), PL: 1117-34 (31st), Survival: 92.7%
    • Calculate surfingdanger over botwidth bins instead of fixed 5 bins piramidshaped (part 1)
  • 0.3.20 (20171021) gun: GV 0.3.3 move: WS 0.3.12
    • RoboRumble ‒ APS: 86.32% (13th), PL: 1120-32 (29th), Survival: 92.79%
    • Improve against non-firing bots, pea-shooting bots and extends Robot, also in endgame.
    • On par with 0.3.19. Crushing dragonbyte.Neutrino and better against cx.mini.Cigaret, but also some lesser side-effects.
  • 0.3.19 (20171015) gun: GV 0.3.3 move: WS 0.3.11
    • APS: 86.27% (11th), PL: 1130-29 (25th), Survival: 92.69%
    • Preferred distance 495, even better, good point to go on with real changes.
  • 0.3.18 (20171014) gun: GV 0.3.3 move: WS 0.3.11
    • APS: 79.41% (68th), PL: 1066-94 (81st), Survival: 86.89%
    • Preferred distance 180, but indeed diving in way to steep.
  • 0.3.17 (20171015) gun: GV 0.3.3 move: WS 0.3.11
    • APS: 86.1% (14th), PL: 1123-37 (32nd), Survival: 92.62%
    • Preferred distance 450, better than expected.
  • 0.3.16 (20171014) gun: GV 0.3.3 move: WS 0.3.11
    • APS: 85.8% (16th), PL: 1100-41 (53rd), Survival: 92.44%
    • Preferred distance 360, quite some interesing results . . .
  • 0.3.15 (20171014) gun: GV 0.3.3 move: WS 0.3.11
    • APS: 84.71% (23rd), PL: 1104-56 (49th), Survival: 91.66%
    • Half the preferred distance (so 270), see what an eventual dynamic distancing can do.
    • Too close, 1.2 APS loss. But maybe something changed since 2009 with 740 bots.
  • 0.3.14 (20171004) stats after 5 years . . .
    • RoboRumble ‒ APS: 85.9% (15th), PL: 1127-32 (28th), Survival: 92.53%

Old rankings

  • 0.3.14 (20121224) gun: GV 0.3.3 move: WS 0.3.10
    • APS: 85.57% (8th), PL: 945-21 (19th), Survival: 92.59%
    • calc acceleration on right tick, append with constant for xx ticks.
    • Nice Christmas present: 0.6 APS just for adding acceleration to my movementprofile.
  • 0.3.13 (20121221) gun: GV 0.3.3 move: WS 0.3.9
    • APS: 85.22% (8th), PL: 940-26 (22nd), Survival: 92.25%
    • add extra uni-dimensional array about acceleration to movement
  • 0.3.12 (20121007) gun: GV 0.3.3 move: WS 0.3.8
    • APS: 84.82% (11th), PL: 920-27 (23rd), Survival: 91.8% (0.15 APS higher than 0.3.11)
    • use bulletlist to choose bulletpower (due to remark from Skilgannon)
    • NO adaption of bulletpower when enemy has more energy left.
  • 0.3.11 (20111029) gun: GV 0.3.2 move: WS 0.3.8
    • APS: 84.06% (10th), PL: 814-24 (21st), Survival: 91.24% = on par with 0.3.8
    • back to 0.3.9, bugfixing danger calculation (was 0.5*(bin-1), 1.5*(bin), duh)
    • dangercalculation now 0.2*(bin-2), 0.6*(bin-1), 1.0*(bin) etc. iso 0.5*(bin-1), 1.0*(bin), 0.5*(bin+1)
  • 0.3.10 (20111018) gun: GV 0.3.2 move: WS 0.3.7
    • APS: 83.83% (14th), PL: 812-22 (19th), Survival: 91.27%
    • use BulletHitBullet info to go to the created 'safe spot' (although whole wave is safe). Small step before implementing Bullet Shadows
  • 0.3.9 (20111015) gun: GV 0.3.2 move: WS 0.3.6
    • APS: 83.92% (11th), PL: 805-28 (27th), Survival: 91.27%
    • normalise surfingdanger with average danger for that wave (necessary for 0.3.10)
    • surfingdanger dependent on bulletpower (just because I think it is logical)
  • 0.3.8 (20110922) gun: GV 0.3.2 move: WS 0.3.3
    • APS: 83.95% (9th), PL: 805-24 (20th), Survival: 91.24%
    • back to 0.3.5, for normal gun, increase influence of non-bullet waves
    • for decaying gun, decrease influence of non-bullet waves
  • 0.3.7 (20110813) gun: GV 0.3.1 move: WS 0.3.5
    • APS: 83.25% (12th), PL: 780-36 (35th), Survival: 90.34%
    • use 'classic' binsmoothing (1/sqr(bindiff)) iso fixed small pyramid (0.2, 0.6, 1.0, 0.6, 0.2)
  • 0.3.6 (20110813) gun: GV 0.3.1 move: WS 0.3.4
    • withdrawn
    • use 'classic' binsmoothing, but due to auto-cast to int, it recorded only the single hitted bin
  • 0.3.5 (20110710) gun: GV 0.3.1 move: WS 0.3.3
    • APS: 84.1% (8th), PL: 789-25 (23rd), Survival: 91.48%
    • back to 0.3.2
    • widen surfingdanger from 1 bin to (bin + (((bin-1)+(bin+1))/2)) (small pyramid)
  • 0.3.2b (20110708) gun: GV 0.3.1 move: WS 0.3.0
    • APS: 83.82% (11th), PL: 791-24 (20th), Survival: 91.28%
    • re-introduce due to switch to Robocode 1.7.3.0
  • 0.3.4 (20110612) gun: GV 0.3.1 move: WS 0.3.2
    • APS: 83.63% (11th), PL: 773-31 (30th), Survival: 90.83%
    • re-introduce binfactor to counter possible problems at extreme MEA (MEA * 1.07)
  • 0.3.3 (20110610) gun: GV 0.3.1 move: WS 0.3.1
    • APS: 83.55% (11th), PL: 770-36 (34th), Survival: 90.73%
    • increase bins from 37 to 73
    • when hit, count every position (bin) that would have been hit fully (iso 0.2, 0.6, 1.0, 0.6, 0.2)
    • when calculating risks, take the accumulated risks of botwidth iso just 1 bin
      • ouch, did it became to predictable or are there any bugs??
  • 0.3.2 (20110522) gun: GV 0.3.1 move: WS 0.3.0
    • APS: 83.99% (9th), PL: 783-21 (16th), Survival: 91.57%
    • when enemy is killed, assume it fired if it was able to
    • more consistent behaviour if no real enemywave is present
  • 0.3.1 (20110504) gun: GV 0.3.1 move: WS 0.2.10
    • APS: 83.95% (9th), PL: 782-21 (18th), Survival: 91.56%
    • revert ignore of bullet-hit-bullet in gun (what was I thinking . . .)
    • movement graphics inspired by (and peeked at) voidious.Diamond
    • move at minimum angle (11.6 degrees) at very close ranges
  • 0.3.0 (20110426) gun: GV 0.3.0 move: WS 0.2.9
    • APS: 83.75% (11th), PL: 776-30 (28th), Survival: 91.15%
    • general cleanup
    • add cornersegment to wallattribute
    • some bulletpower/energymanagement issues
    • bugfix/improve precise MEA in close range/nearwall situations
    • mark bullet-hit-bullet waves as non-bullet waves
      • Comment: to much changes in one time, now I have to check which change(s) caused the loss in APS
  • 0.2.29 (20110412) gun: GV 0.2.20 move: WS 0.2.9
    • APS: 83.84% (10th), PL: 778-21 (16th), Survival: 91.38%
    • Replace 'distance' attribute with 'absolute lateral velocity' attribute in gun
  • 0.2.28 (20110315) gun: GV 0.2.19 move: WS 0.2.9
    • APS: 83.64% (11th), PL: 770-26 (25th), Survival: 91.3%
    • Use estimated bearing next tick i.s.o bearing this tick when aiming gun (lining up bullets with virtual guns)
    • I feared for a 'performance enhancing bug', but it turned out better than expected
  • 0.2.27 (20110228) gun: GV 0.2.18 move: WS 0.2.9
  • 0.2.26 (20110131) gun: GV 0.2.17 move: WS 0.2.9
    • APS: 83.15% (11th), PL: 754-30 (29th), Survival: 90.6%
    • Use Precise Intersection in the gun
    • small tweaks f.e. against stop-and-go
    • accidentally disabled the 'BulletCatcher tweak'
  • 0.2.25 (20110126) gun: GV 0.2.16 move: WS 0.2.9
    • APS: 83.05% (14th), PL: 749-35 (33rd), Survival: 90.56%
    • Updated ancient gungraphics, found and fixed missing 'killing bullet' processing
  • 0.2.24 (20110125) gun: GV 0.2.15 move: WS 0.2.9
    • APS: 82.92% (14th), PL: 754-32 (31st), Survival: 90.47%
    • Adding second gun, just the same gun but with some decay. Good enough for 11th place ??
      • Comment: less improvement than I hoped and expected, maybe some 'bad luck' battles?
  • 0.2.23 (20110115) gun: GV 0.2.14 move: WS 0.2.9
    • APS: 82.84% (15th), PL: 751-33 (33rd), Survival: 90.44%
    • further BasicSurfer bug exploitation, energy management improvements
  • 0.2.22 (20100414) gun: GV 0.2.13 move: WS 0.2.9
    • APS: 82.8% (15th), PL: 729-32 (33rd), Survival: 89.69%
    • version 0.2.20 firing 1.95 power bullets (BasicSurfer bug exploitation)
  • 0.2.21 (20100112) gun: GV 0.2.12 move: WS 0.2.10
    • APS: 81.86% (22nd), PL: 714-46 (42nd), Survival: 88.72%
    • remove wallsegment in surfing once again, only abs velocity is left.
  • 0.2.20 (20091026) gun: GV 0.2.12 move: WS 0.2.9
    • APS: 82.09% (18th), PL: 707-34 (34th), Survival: 89.27%
    • increase bins in gun from 37 to 73 for accuracy, check at least [botwidth] bins.
    • Comment: accuracy means better against weak, worse against topbots
  • 0.2.19 (20091017) gun: GV 0.2.10 move: WS 0.2.9
    • APS: 82.01% (18th), PL: 707-33 (33rd), Survival: 89.14%
    • back to 0.2.17
    • increase surfingdistance from 480 to 540
    • Comment: only marginal better, but I'll keep it
  • 0.2.18 (20091005) gun: GV 0.2.11 move: WS 0.2.8
    • APS: 81.44% (23rd), PL: 709-38 (28th), Survival: 88.71%
    • half the influence for non-firing waves
    • Comment: wrong bet
  • 0.2.17 (20090925) gun: GV 0.2.10 move: WS 0.2.8
    • APS: 81.88% (20th), PL: 707-34 (33rd), Survival: 89.3%
    • no energysaving against rammers
    • use multiple unidimensional surfbuffers instead of one multidimensional.
    • Comment: first release to enter the top-20 !
  • 0.2.16 (20090919) gun: GV 0.2.9 move: WS 0.2.7
    • APS: 79.61 (37th) Surv: 87.99 PL: 708-32
    • tweaking wallsegment: set treshold a lot higher, but try keep PL score.
  • 0.2.15 (20090917) gun: GV 0.2.9 move: WS 0.2.6
    • APS: 79.58 (38th) Surv: 87.88 PL: 707-34
    • tweaking wallsegment: only use it when treshold per round is met. Should help against simpler targetters.
  • 0.2.14 (20090916) gun: GV 0.2.9 move: WS 0.2.5
    • APS: 81.52 (27th) Surv: 89.30 PL: 703-37
    • adding wallsegment to surfing (third time), now with same calc as in gun
  • 0.2.13 (20090914) gun: GV 0.2.9 move: WS 0.2.4
    • APS: 81.84 (21st) Surv: 89.04 PL: 701-39
    • reduce the inprecision of the fireangle to +/- 0.6 pixel
    • change the wallsegment calc from 'linear extends current direction' to 'orbital from my position'.
  • 0.2.12 (20090905) gun: GV 0.2.8 move: WS 0.2.4
    • APS: 80.73 (32th) Surv: 87.58 PL: 686-53
    • bugfix in bulletdetection. Also sees bullets from accelerating bots that suddenly brake (thx BulletCatcher)
    • add a small random inprecision to my fireangle
  • 0.2.11 (20090426) gun: GV 0.2.7 move: WS 0.2.3
    • APS: 80.75 (29th) ELO: 2053 PL: 648-51
  • 0.2.4 (20090426) gun: GV 0.2.5 move: WS 0.1.7
    • APS: 80.28 (33rd) ELO: 2043 PL: 638-60

Ancient rankings

  • 0.2.11 (20080830) gun: GV 0.2.7 move: WS 0.2.3
    • Rating: 2050 (8th) (due to messed up ranking), PL: 596-44 (40th)
    • keep a 'firing-window' to (further) eliminate enemy ghost-bullets
    • anti-ram: when calculating the GF -1/1 bins, assume enemy is chasing me at constant distance
  • 0.2.10 (20080216) gun: GV 0.2.7 move: WS 0.2.2
    • Rating: 2041 (25th), PL: 581-41 (39th)
    • add 'distance last 14 ticks' segment in gun
    • more conservative energy-management in endgame
  • DookiSuffurd 0.2.9 (20071009) gun: DookiLightning 1.554 move: WS 0.2.2
    • Rating: 2078 (5th), PL: 561-15 (12th)
    • what to improve in the [gun]
    • what to improve in [surfing]
  • 0.2.9 (20070612) gun: GV 0.2.6 move: WS 0.2.2
    • Rating: 2015 (21st), PL: 509-35 (33rd)
    • remove wall segmentation of movement
    • what is left is 0.2.4 with some minor changes
  • 0.2.8 (20070608) gun: GV 0.2.6 move: WS 0.2.1
    • Rating: 2013 (22nd), PL: 487-36 (35th)
    • remove distance segmentation of movement
    • re-introduce wall segmentation of movement (other implementation)
  • 0.2.7 (20070523) gun: GV 0.2.6 move: WS 0.2.0
    • Rating: 2014 (22th), PL: 487-36 (34th)
    • segment movement also on distance
    • slight preference for current direction
    • get rid of 'GF1-protection' multiplyfactor (gun)
    • no decay on gunstats
  • 0.2.6 (20070317) gun: GV 0.2.5 move: WS 0.1.9
    • Rating: 2017 (20th), PL: 479-29 (29th)
    • rollback rolling the surfingstats
    • get rid of 'GF1-protection' multiplyfactor (movement)
  • 0.2.5 (20070311) gun: GV 0.2.5 move: WS 0.1.8
    • Rating: 2010 (21th), PL: 481-27 (28th)
    • rolling the surfingstats (0.7*old + 0.3*new)
    • lower rating but better in PL
  • 0.2.4 (20070222) gun: GV 0.2.5 move: WS 0.1.7
    • Rating: 2019 (20th), PL: 474-34 (34th)
    • change wall-segmentation (gun) from 3 to 5 bins
  • 0.2.3 (20070208) gun: GV 0.2.4 move: WS 0.1.7
    • Rating: 2009 (22nd), PL: 468-38 (36th)
    • do not fire virtual waves if opponent did not move yet
    • use information from onBulletHitBullet
  • 0.2.2 (20070125) gun: GV 0.2.3 move: WS 0.1.6
    • Rating: 2001 (21st), PL: 456-39 (36th)
    • small decay in gunstats
    • always have a surfable (real or simulated) wave
  • 0.2.1 (20070117) gun: GV 0.2.2 move: WS 0.1.5
    • Rating: 2000 (21nd), PL: 448-40 (37th) member of The2000Club
    • bugfix weighting of waves
  • 0.2.0 (20070114) gun: GV 0.2.2 move: WS 0.1.4
    • Rating: 1992 (22nd), PL: 444-43 (38th)
    • removed nearwall segmentation
    • also evaluate second wave
  • 0.1.9 (20070102) gun: GV 0.2.2 move: WS 0.1.3
    • Rating: 1980 (23nd), PL: 439-43 (40th)
    • segment movement also on nearwall (3 segments)
  • 0.1.8 (20061212) gun: GV 0.2.2 move: WS 0.1.2
    • Rating: 1982 (22nd), PL: 436-44 (41st)
    • reverted anti-ram energymanagement, segment movement on absolute currentvelocity (3 segments)
  • 0.1.7 (20061127) gun: GV 0.2.1 move: WS 0.1.1
    • Rating: 1946 (30th), PL: 428-50 (46th)
    • no stop-position evaluation and adapted energymanagement when enemy is close (anti-ram)
  • 0.1.6 (20061117) gun: GV 0.2.0 move: WS 0.1.0
    • Rating: 1946 (30th), PL: 429-48 (43rd)
    • also use non-bullet waves with 0.1 weighting
  • 0.1.5 (20061028) gun: GV 0.1.5 move: WS 0.1.0
    • Rating: 1938 (33rd), PL: 414-57 (50th)
    • proper onDeath handling (David Alves) and 'onWin handling'
    • slowdown when wallhit is eminent
  • 0.1.4 (20061024) gun: GV 0.1.4 move: WS 0.0.8
    • Rating: 1931 (33th), PL: 418-49 (45th)
    • bugfixing stop-position
  • 0.1.3 (20061023) gun: GV 0.1.4 move: WS 0.0.7
    • Rating: 1925 (33th), PL: 415-51 (47th)
    • continue direction when evaluations are equal
    • evaluate stop-position
    • use 5-bin wide hitmark instead of 3-bin (no 'classical' binsmoothing)
  • 0.1.2 (20061014) gun: GV 0.1.4 move: WS 0.0.5
    • Rating: 1900 (40th), PL: 413-52 (49th)
    • keep preferred distance, this automatically includes simple dive-in protection
    • circle enemy when no wave is airborne
  • 0.1.1 (20061007) gun: GV 0.1.4 move: WS 0.0.4
    • Rating: 1854 (49th), PL: 395-61 (56th)
    • record all hitted bins and fire on highest concentration
    • fire HOT and no waves on disabled enemies
  • 0.1.0 (20060926) gun: GV 0.1.1 move: WS 0.0.4
    • Rating: 1828 (54th), PL: 384-73 (65th)
    • basic wavesurfing and basic segmented guessfactor gun