Difference between revisions of "AgentSmith/Version History"
Jump to navigation
Jump to search
(10 intermediate revisions by the same user not shown) | |||
Line 6: | Line 6: | ||
| page3 = Wolfmans Todo List | | page3 = 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 == | == V 0.11 == | ||
− | '''RoboRumble: -'' | + | '''RoboRumble: - 211th''' |
Bug Fix | Bug Fix |
Latest revision as of 13:02, 10 August 2015
- Agent Smith Sub-pages:
- AgentSmith - Version 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!