Difference between revisions of "ScaledBot/Version History"

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<!--'''{{subst:rumblestats:meleerumble|aaa.ScaledBot 0.01|RumbleStatsDefault}}'''-->
 
<!--'''{{subst:rumblestats:meleerumble|aaa.ScaledBot 0.01|RumbleStatsDefault}}'''-->
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* {{SimpleVersion|date=2017-09-19|version=0.01d}}
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** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.ScaledBot%200.01d|rumble=MeleeRumble|scorelabel=APS|score=61.85|rank=50th|win=343|loss=56|plrank=56th|glicko2=N/A|pwin=85.96|vote=0|anpp=0|score2label=Survival|score2=12.76}}'''
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** Rework danger function.
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* {{SimpleVersion|date=2017-09-17|version=0.01b}}
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** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.ScaledBot%200.01b|rumble=MeleeRumble|scorelabel=APS|score=61.73|rank=51st|win=342|loss=57|plrank=56th|glicko2=N/A|pwin=85.71|vote=0|anpp=82.75|score2label=Survival|score2=12.32}}'''
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** tweak energy management, but seems marginal better ;/ Which indicates in melee, the biggest problem is being shot to death, not energy wasting — since hit rate is always high at the beginning. And at the end, it's more on your remaining energy (so try not to be shot at the beginning), not your strategy ;( (unless you use wave surfing, which flips the world when opponent's firing is pretty predictable)
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** 0.01a: have tried some cosine simular to HawkOnFire to encourage lateral movement, but failed anyway ;/
  
 
* {{SimpleVersion|date=2017-09-17|version=0.01}}
 
* {{SimpleVersion|date=2017-09-17|version=0.01}}
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** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.ScaledBot%200.01|rumble=MeleeRumble|scorelabel=APS|score=61.47|rank=55th|win=339|loss=60|plrank=60th|glicko2=N/A|pwin=84.96|vote=0|anpp=0|score2label=Survival|score2=12.11}}'''
 
** Initial release with simple mimimal risk & [[Swarm Targeting|swarm]] head on targeting.  
 
** Initial release with simple mimimal risk & [[Swarm Targeting|swarm]] head on targeting.  
 
** Originally a [[ScalarBot]] rewrite, however I'm hooked in melee after tested it in melee. Therefore ScaledBot's gonna be a pure melee bot.
 
** Originally a [[ScalarBot]] rewrite, however I'm hooked in melee after tested it in melee. Therefore ScaledBot's gonna be a pure melee bot.

Latest revision as of 10:11, 19 September 2017

ScaledBot Sub-pages:
ScaledBotVersion History - Understanding ScaledBot

  • 0.01d – 2017-09-19
    • MeleeRumble ‒ APS: 61.85% (50th), PL: 343-56 (56th), Survival: 12.76%
    • Rework danger function.
  • 0.01b – 2017-09-17
    • MeleeRumble ‒ APS: 61.73% (51st), PL: 342-57 (56th), Survival: 12.32%
    • tweak energy management, but seems marginal better ;/ Which indicates in melee, the biggest problem is being shot to death, not energy wasting — since hit rate is always high at the beginning. And at the end, it's more on your remaining energy (so try not to be shot at the beginning), not your strategy ;( (unless you use wave surfing, which flips the world when opponent's firing is pretty predictable)
    • 0.01a: have tried some cosine simular to HawkOnFire to encourage lateral movement, but failed anyway ;/
  • 0.01 – 2017-09-17
    • MeleeRumble ‒ APS: 61.47% (55th), PL: 339-60 (60th), Survival: 12.11%
    • Initial release with simple mimimal risk & swarm head on targeting.
    • Originally a ScalarBot rewrite, however I'm hooked in melee after tested it in melee. Therefore ScaledBot's gonna be a pure melee bot.