Difference between revisions of "Wallaby/VersionHistory"
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− | <!-- {subst:rumblestats:micromeleerumble|wompi.Wallaby 3.2}} --> | + | <!-- {{subst:rumblestats:micromeleerumble|wompi.Wallaby 3.2}} --> |
− | [http://www.casepool.de/robocode/wompi.Wallaby_3.3.jar| Wallaby 3.3] Size: 746 (in | + | [http://www.casepool.de/robocode/wompi.Wallaby_5.1.jar| Wallaby 5.1] Size: 747 <font color="#0B610B">(success)</font> |
+ | * removed the 'coward' movement - back to somewhat aggressive setup | ||
+ | * change of the random movement component. Smaller code size and better randomization straight from the start | ||
+ | * ''Version Info: '' i guess this one is the last Version of Wallaby and i will declare him finished. | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+5.1|rumble=MicroMeleeRumble|scorelabel=APS|score=69.02|rank=1st|win=134|loss=0|plrank=1st|glicko2=-400|score2label=Survival|score2=94.18}} | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_5.0.jar| Wallaby 5.0] Size: 747 <font color="#8A0808(">(fail)</font> | ||
+ | * This time full coward setup, 65k force 400 distance | ||
+ | * new ram bot reaction | ||
+ | * fixed a radar issue - sitting duck (rare) if i got rammed | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+5.0|rumble=MicroMeleeRumble|scorelabel=APS|score=68.42|rank=1st|win=135|loss=0|plrank=1st|glicko2=-319.8|score2label=Survival|score2=94.39}} | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_4.9.jar| Wallaby 4.9] Size: 747 <font color="#8A0808(">(fail)</font> | ||
+ | * movement enhanced by bringing in the isClose feature, now it fits the code size | ||
+ | * even more aggressive with 35k combat force | ||
+ | * adjusted the bullet power function because of code size restrictions (i just have to find 2 bytes more to bring it back) | ||
+ | * ''Version info:'' this one had a quite mysterious rumble score, after 11k/5k/3k battles it was way ahead of every previous version but 3k battles latter it lost 0.4% score, maybe it was an rumble issue or just bad luck. My RoboRunner test also told me that this one is probably the best so far .. maybe i should give it later another try, just to be sure | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+4.9|rumble=MicroMeleeRumble|scorelabel=APS|score=68.43|rank=1st|win=134|loss=0|plrank=1st|glicko2=-269.4|score2label=Survival|score2=93.76}} | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_4.8.jar| Wallaby 4.8] Size: 747 <font color="#8A0808(">(fail)</font> | ||
+ | * found even more bytes to spend by changing the targeting to a rate based variable | ||
+ | * test of the bullet hit movement (if hit - move free) | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+4.8|rumble=MicroMeleeRumble|scorelabel=APS|score=68.6|rank=1st|win=134|loss=0|plrank=1st|glicko2=-220.5|score2label=Survival|score2=94.35}} | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_4.7.jar| Wallaby 4.7] Size: 747 <font color="#0B610B">(success)</font> | ||
+ | * back to v4.4 combat setup | ||
+ | * switch to more aggressive force but less bullet power | ||
+ | * removed the bullet time movement | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+4.7|rumble=MicroMeleeRumble|scorelabel=APS|score=68.71|rank=1st|win=134|loss=0|plrank=1st|glicko2=-195.6|score2label=Survival|score2=94.13}} | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_4.6.jar| Wallaby 4.6] Size: 747 <font color="#8A0808(">(fail)</font> | ||
+ | * enemy estimated bullet time movement adjustment (long movement if far and short if near) | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+4.6|rumble=MicroMeleeRumble|scorelabel=APS|score=68.23|rank=1st|win=134|loss=1|plrank=1st|glicko2=-50.9|score2label=Survival|score2=90.14}} | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_4.5.jar| Wallaby 4.5] Size: 747 <font color="#8A0808(">(fail)</font> | ||
+ | * stripped the energy target rule if only two opponents left | ||
+ | * changed the targeting to score distance based | ||
+ | * average velocity is calculated only on locked targets now | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+4.5|rumble=MicroMeleeRumble|scorelabel=APS|score=68.68|rank=1st|win=134|loss=0|plrank=1st|glicko2=-35.1|score2label=Survival|score2=93.3}} | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_4.4.jar| Wallaby 4.4] Size: 745 <font color="#0B610B">(success)</font> | ||
+ | * huge code change | ||
+ | * back to 600 default distance for bullet calculation (need some tuning) | ||
+ | * removed all energy save rules (like shooting 0.1, stop shoot if low energy) | ||
+ | * found 13 byte by removing my target class | ||
+ | * if the target is radar locked, all heading differences of the target will be collected and averaged for fire angle calculation | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+4.4|rumble=MicroMeleeRumble|scorelabel=APS|score=68.78|rank=1st|win=134|loss=0|plrank=1st|glicko2=-18.5|score2label=Survival|score2=92.57}} | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_4.3.jar| Wallaby 4.3] Size: 749 <font color="#8A0808(">(fail)</font> | ||
+ | * 400 default distance for bullet power - maybe less is more | ||
+ | * free move border decreased from 9 to 3 | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+4.3|rumble=MicroMeleeRumble|scorelabel=APS|score=68.71|rank=1st|win=134|loss=0|plrank=1st|glicko2=-10.7|score2label=Survival|score2=94.64}} | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_4.2.jar| Wallaby 4.2] Size: 749 <font color="#8A0808(">(fail)</font> | ||
+ | * take calculated bullet power of the last turn | ||
+ | * 500 default distance for bullet power | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+4.2|rumble=MicroMeleeRumble|scorelabel=APS|score=68.49|rank=1st|win=134|loss=0|plrank=1st|glicko2=-8.1|score2label=Survival|score2=93.58}} | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_4.1.jar| Wallaby 4.1] Size: 745 <font color="#0B610B">(success)</font> | ||
+ | * randomization of the perpendicular movement rate component if opponents fall under 5 (very successful change) | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+4.1|rumble=MicroMeleeRumble|scorelabel=APS|score=68.61|rank=1st|win=133|loss=0|plrank=1st|glicko2=310.2|score2label=Survival|score2=92.97}} | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_4.0.jar| Wallaby 4.0] Size: 741 <font color="#0B610B">(success)</font> | ||
+ | * some energy savings | ||
+ | * little more move force | ||
+ | * smaler radar code | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+4.0|rumble=MicroMeleeRumble|scorelabel=APS|score=68.61|rank=1st|win=132|loss=0|plrank=1st|glicko2=330.5|score2label=Survival|score2=91.78}} | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_3.9.jar| Wallaby 3.9] Size: 742 <font color="#8A0808(">(fail)</font> | ||
+ | * bug fix release - energy wasn't updated correct if target dies | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+3.9|rumble=MicroMeleeRumble|scorelabel=APS|score=67.15|rank=2nd|win=127|loss=4|plrank=5th|glicko2=391.7|score2label=Survival|score2=88.76}} | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_3.8.jar| Wallaby 3.8] Size: 742 <font color="#8A0808(">(fail)</font> | ||
+ | * back to v3.1 | ||
+ | * targeting based on energy rating for the last three opponents | ||
+ | * close combat movement changed to risk 9 | ||
+ | * removed dead target rules | ||
+ | * no rumble data | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_3.7.jar| Wallaby 3.7] Size: 720 <font color="#8A0808(">(fail)</font> | ||
+ | * turn based fire power selection | ||
+ | * changed the gun adjustment to 0.9 | ||
+ | * removed "coward" moving" | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+3.7|rumble=MicroMeleeRumble|scorelabel=APS|score=67.2|rank=2nd|win=131|loss=0|plrank=1st|glicko2=417.6|score2label=Survival|score2=91.97}} | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_3.6.jar| Wallaby 3.6] Size: 746 <font color="#8A0808(">(fail)</font> | ||
+ | * removed zero shooting | ||
+ | * "coward" moving if only two opponents left | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+3.6|rumble=MicroMeleeRumble|scorelabel=APS|score=67.82|rank=1st|win=131|loss=0|plrank=1st|glicko2=426.6|score2label=Survival|score2=88.05}} | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_3.5.jar| Wallaby 3.5] Size: 742 <font color="#8A0808(">(fail)</font> | ||
+ | * anti ram and crowd movement | ||
+ | * v1.9 gun adjust | ||
+ | * again 1v1 energy save removed | ||
+ | * dead target handling removed | ||
+ | * avg velocity shooting on zero v targets | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+3.5|rumble=MicroMeleeRumble|scorelabel=APS|score=67.79|rank=1st|win=131|loss=0|plrank=1st|glicko2=437|score2label=Survival|score2=89.86}} | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_3.4.jar| Wallaby 3.4] Size: 746 <font color="#0B610B">(success)</font> | ||
+ | * changed the danger system to a bullet power change system | ||
+ | * back to energy save in 1v1 | ||
+ | * back to old dead robots system | ||
+ | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+3.4|rumble=MicroMeleeRumble|scorelabel=APS|score=68.4|rank=1st|win=131|loss=0|plrank=1st|glicko2=459.3|score2label=Survival|score2=90.87}} | ||
+ | |||
+ | [http://www.casepool.de/robocode/wompi.Wallaby_3.3.jar| Wallaby 3.3] Size: 746 <font color="#8A0808(">(fail)</font> | ||
* removed the case bullets | * removed the case bullets | ||
− | * supports a minor danger system now | + | * supports a minor danger system now (was way to aggressive) |
− | * | + | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+3.3|rumble=MicroMeleeRumble|scorelabel=APS|score=67.99|rank=1st|win=129|loss=2|plrank=2nd|glicko2=459.2|score2label=Survival|score2=89}} |
[http://www.casepool.de/robocode/wompi.Wallaby_3.2.jar| Wallaby 3.2] Size: 749 <font color="#8A0808(">(fail)</font> | [http://www.casepool.de/robocode/wompi.Wallaby_3.2.jar| Wallaby 3.2] Size: 749 <font color="#8A0808(">(fail)</font> | ||
Line 10: | Line 114: | ||
* removed 1v1 energy save because of code size | * removed 1v1 energy save because of code size | ||
* removed dead target lock if not current target, also code size | * removed dead target lock if not current target, also code size | ||
− | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game= | + | * {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=micromeleerumble&name=wompi.Wallaby+3.2|rumble=MicroMeleeRumble|scorelabel=APS|score=68.08|rank=1st|win=131|loss=0|plrank=1st|glicko2=461|score2label=Survival|score2=90.73}} |
[http://www.casepool.de/robocode/wompi.Wallaby_3.1.jar| Wallaby 3.1] Size: 739 <font color="#0B610B">(success)</font> | [http://www.casepool.de/robocode/wompi.Wallaby_3.1.jar| Wallaby 3.1] Size: 739 <font color="#0B610B">(success)</font> |
Latest revision as of 07:37, 10 September 2012
Wallaby 5.1 Size: 747 (success)
- removed the 'coward' movement - back to somewhat aggressive setup
- change of the random movement component. Smaller code size and better randomization straight from the start
- Version Info: i guess this one is the last Version of Wallaby and i will declare him finished.
- MicroMeleeRumble ‒ APS: 69.02% (1st), PL: 134-0 (1st), Survival: 94.18%
Wallaby 5.0 Size: 747 (fail)
- This time full coward setup, 65k force 400 distance
- new ram bot reaction
- fixed a radar issue - sitting duck (rare) if i got rammed
- MicroMeleeRumble ‒ APS: 68.42% (1st), PL: 135-0 (1st), Survival: 94.39%
Wallaby 4.9 Size: 747 (fail)
- movement enhanced by bringing in the isClose feature, now it fits the code size
- even more aggressive with 35k combat force
- adjusted the bullet power function because of code size restrictions (i just have to find 2 bytes more to bring it back)
- Version info: this one had a quite mysterious rumble score, after 11k/5k/3k battles it was way ahead of every previous version but 3k battles latter it lost 0.4% score, maybe it was an rumble issue or just bad luck. My RoboRunner test also told me that this one is probably the best so far .. maybe i should give it later another try, just to be sure
- MicroMeleeRumble ‒ APS: 68.43% (1st), PL: 134-0 (1st), Survival: 93.76%
Wallaby 4.8 Size: 747 (fail)
- found even more bytes to spend by changing the targeting to a rate based variable
- test of the bullet hit movement (if hit - move free)
- MicroMeleeRumble ‒ APS: 68.6% (1st), PL: 134-0 (1st), Survival: 94.35%
Wallaby 4.7 Size: 747 (success)
- back to v4.4 combat setup
- switch to more aggressive force but less bullet power
- removed the bullet time movement
- MicroMeleeRumble ‒ APS: 68.71% (1st), PL: 134-0 (1st), Survival: 94.13%
Wallaby 4.6 Size: 747 (fail)
- enemy estimated bullet time movement adjustment (long movement if far and short if near)
- MicroMeleeRumble ‒ APS: 68.23% (1st), PL: 134-1 (1st), Survival: 90.14%
Wallaby 4.5 Size: 747 (fail)
- stripped the energy target rule if only two opponents left
- changed the targeting to score distance based
- average velocity is calculated only on locked targets now
- MicroMeleeRumble ‒ APS: 68.68% (1st), PL: 134-0 (1st), Survival: 93.3%
Wallaby 4.4 Size: 745 (success)
- huge code change
- back to 600 default distance for bullet calculation (need some tuning)
- removed all energy save rules (like shooting 0.1, stop shoot if low energy)
- found 13 byte by removing my target class
- if the target is radar locked, all heading differences of the target will be collected and averaged for fire angle calculation
- MicroMeleeRumble ‒ APS: 68.78% (1st), PL: 134-0 (1st), Survival: 92.57%
Wallaby 4.3 Size: 749 (fail)
- 400 default distance for bullet power - maybe less is more
- free move border decreased from 9 to 3
- MicroMeleeRumble ‒ APS: 68.71% (1st), PL: 134-0 (1st), Survival: 94.64%
Wallaby 4.2 Size: 749 (fail)
- take calculated bullet power of the last turn
- 500 default distance for bullet power
- MicroMeleeRumble ‒ APS: 68.49% (1st), PL: 134-0 (1st), Survival: 93.58%
Wallaby 4.1 Size: 745 (success)
- randomization of the perpendicular movement rate component if opponents fall under 5 (very successful change)
- MicroMeleeRumble ‒ APS: 68.61% (1st), PL: 133-0 (1st), Survival: 92.97%
Wallaby 4.0 Size: 741 (success)
- some energy savings
- little more move force
- smaler radar code
- MicroMeleeRumble ‒ APS: 68.61% (1st), PL: 132-0 (1st), Survival: 91.78%
Wallaby 3.9 Size: 742 (fail)
- bug fix release - energy wasn't updated correct if target dies
- MicroMeleeRumble ‒ APS: 67.15% (2nd), PL: 127-4 (5th), Survival: 88.76%
Wallaby 3.8 Size: 742 (fail)
- back to v3.1
- targeting based on energy rating for the last three opponents
- close combat movement changed to risk 9
- removed dead target rules
- no rumble data
Wallaby 3.7 Size: 720 (fail)
- turn based fire power selection
- changed the gun adjustment to 0.9
- removed "coward" moving"
- MicroMeleeRumble ‒ APS: 67.2% (2nd), PL: 131-0 (1st), Survival: 91.97%
Wallaby 3.6 Size: 746 (fail)
- removed zero shooting
- "coward" moving if only two opponents left
- MicroMeleeRumble ‒ APS: 67.82% (1st), PL: 131-0 (1st), Survival: 88.05%
Wallaby 3.5 Size: 742 (fail)
- anti ram and crowd movement
- v1.9 gun adjust
- again 1v1 energy save removed
- dead target handling removed
- avg velocity shooting on zero v targets
- MicroMeleeRumble ‒ APS: 67.79% (1st), PL: 131-0 (1st), Survival: 89.86%
Wallaby 3.4 Size: 746 (success)
- changed the danger system to a bullet power change system
- back to energy save in 1v1
- back to old dead robots system
- MicroMeleeRumble ‒ APS: 68.4% (1st), PL: 131-0 (1st), Survival: 90.87%
Wallaby 3.3 Size: 746 (fail)
- removed the case bullets
- supports a minor danger system now (was way to aggressive)
- MicroMeleeRumble ‒ APS: 67.99% (1st), PL: 129-2 (2nd), Survival: 89%
Wallaby 3.2 Size: 749 (fail)
- supports chase bullets at midrange (needs more code size to be effective)
- removed 1v1 energy save because of code size
- removed dead target lock if not current target, also code size
- MicroMeleeRumble ‒ APS: 68.08% (1st), PL: 131-0 (1st), Survival: 90.73%
Wallaby 3.1 Size: 739 (success)
- changed average velocity to be hold over the whole battle
- MicroMeleeRumble ‒ APS: 68.26% (1st), PL: 129-1 (1st), Survival: 91.22%
Wallaby 3.0 Size: 742 (success)
- lower target force for the anti gravity movement
- if 1vs1 and wallaby has more energy as the target - only shoot 0.1 bullets
- MicroMeleeRumble ‒ APS: 68.27% (1st), PL: 129-0 (1st), Survival: 90.78%
Wallaby 2.9 Size: 743 (fail)
- back to 2.5 roots
- clear dead target only if it was the main target
- different battle field for gun and movement (gun now can hit wall bots as well)
- small randomization of the default movement length
- back to setAdjust...(true)
- MicroMeleeRumble ‒ APS: 67.45% (2nd), PL: 129-1 (1st), Survival: 89.88%
Wallaby 2.8 Size: 744 (fail)
- back to 2.5
- major gun change - the gun now shoots at the opposit moving direction if the target has zero velocity with 10 zero (disabled, stucked) turn reset
- change from simple average to rolling average (Credit: Paul Evans)
- MicroMeleeRumble ‒ APS: 66.94% (2nd), PL: 127-2 (3rd), Survival: 90.19%
Wallaby 2.7 Size: 738 (fail)
- the gun don't wait till remaining gun turn equals zero, higher fire frequency but less accuracy
- if energy drops below 6.0 the gun shoots only 0.1 bullets
- MicroMeleeRumble ‒ APS: 68.03% (1st), PL: 128-0 (2nd), Survival: 91.65%
Wallaby 2.6 Size: 742 (fail)
- different battle field for gun and movement
- stop shooting if energy drops below 6.0
- MicroMeleeRumble ‒ APS: 68.14% (1st), PL: 127-1 (3rd), Survival: 91.95%
Wallaby 2.5 Size: 746 (success)
- cleared some stupid bugs
- removed lastScan behavior for the gun
- heading difference is used only if the target was seen one turn before, otherwise zero (linear gun)
- MicroMeleeRumble ‒ APS: 68.1% (1st), PL: 126-0 (3rd), Survival: 91.03%
Wallaby 2.4 Size: 749 (fail)
- major code size change of movement and gun - switched from absolute to relative coordinates
- gun now uses heading difference of the target if the lastScan was 1 turn before
- MicroMeleeRumble ‒ APS: 67.45% (2nd), PL: 98-0 (29th), Survival: 88.95%
Wallaby 2.3 Size: ?? (success)
- back to 1.9 combat setup remain distance 20 and move distance 185
- fixed radar bug
- MicroMeleeRumble ‒ APS: 67.37% (2nd), PL: 128-0 (3rd), Survival: 89.71%
Wallaby 2.2 Size: 746 (fail)
- just combat setup changed a little
- MicroMeleeRumble ‒ APS: 66.35% (3rd), PL: 125-2 (6th), Survival: 90.57%
Wallaby 2.1 Size: 748 (fail)
- gun now linear only
- code size changes
- current target gets his own variable
- MicroMeleeRumble ‒ APS: 66.64% (3rd), PL: 116-2 (14th), Survival: 90.49%
Wallaby 2.0 Size: 733 (fail)
- gun now precise circular targeting
- combined gun and movement to one code block (saves one loop)
- minimized firepower formular
- movement recalculates if remaining distance zero
- MicroMeleeRumble ‒ APS: 64.15% (7th), PL: 119-9 (12th), Survival: 84.82%
Wallaby 1.9 Size: 745 ((success)
- new movement (minimum risk combined with antigravity and oscillation) Credit: CrazyBassoonist for doing it somewhat similar before
- gun is now linear only
- MicroMeleeRumble ‒ APS: 67.32% (2nd), PL: 128-0 (3rd), Survival: 90.17%
Wallaby 1.8 Size: 748 (success)
- combined antigravity movement taken from DustBunny with previous movement. Credit: Miked0801 todo
- MicroMeleeRumble ‒ APS: 66.38% (3rd), PL: 128-0 (3rd), Survival: 89.52%
Wallaby 1.7 Size: 665 (fail)
- new oscillator movement taken from Caligula. Credit: CrazyBassoonist
- MicroMeleeRumble ‒ APS: 65.33% (4th), PL: 120-5 (10th), Survival: 81.43%
Wallaby 1.6 Size: 741 (success)
- back to 1.4
- fire power formula taken from Capulet. Credit: CrazyBassoonist
- MicroMeleeRumble ‒ APS: 65.64% (3rd), PL: 120-5 (10th), Survival: 82.45%
Wallaby 1.5 Size: 747 (fail)
- improved gun by heading change
- different combat setup
- MicroMeleeRumble ‒ APS: 63.31% (10th), PL: 101-11 (29th), Survival: 79.76%
Wallaby 1.4 Size: 747 (success)
- implemented circular targeting gun
- radar lock aggressiv
- simple averaged velocity
- changed circular movement to be more random
- MicroMeleeRumble ‒ APS: 64.81% (6th), PL: 115-10 (16th), Survival: 80.33%
Wallaby 1.3 Size: 748 (fail)
- radar lock very basic
- simple linear gun
- changed movement to anti gravity taken from Lunar. Credit: Sulibilune
- MicroMeleeRumble ‒ APS: 49.51% (69th), PL: 57-68 (72nd), Survival: 45.5%
Wallaby 1.2 Size: 415 (fail)
- circular movement driven by forward points
- simple linear gun
- spinning radar
- MicroMeleeRumble ‒ APS: 48.12% (77th), PL: 52-73 (79th), Survival: 43.14%
Wallaby 1.1 Size: ???
- lost
- MicroMeleeRumble ‒ APS: 52.65% (58th), PL: 70-55 (61st), Survival: 56.93%
Wallaby 1.0 Size: ???
- lost
- MicroMeleeRumble ‒ APS: 49.6% (68th), PL: 58-66 (71st), Survival: 51.77%