Difference between revisions of "Scalar/Version History"
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+ | * {{SimpleVersion|date=2018-07-01|version=0.01e22}} | ||
+ | ** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.mega.Scalar%200.01e22|rumble=MeleeRumble|scorelabel=APS|score=67.08|rank=12th|win=389|loss=14|plrank=15th|glicko2=N/A|pwin=96.53|vote=0.25|anpp=90.8|score2label=Survival|score2=34.08}}''' | ||
+ | ** get back some old drop detector behavior | ||
+ | ** inaccurate wave get less weight | ||
+ | ** fix time to hit using intersect instead of my current location (performance enhancing bug?) | ||
+ | |||
+ | * {{SimpleVersion|date=2018-06-30|version=0.01e21}} | ||
+ | ** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.mega.Scalar%200.01e21|rumble=MeleeRumble|scorelabel=APS|score=67.45|rank=12th|win=390|loss=13|plrank=14th|glicko2=N/A|pwin=96.77|vote=0.25|anpp=91.48|score2label=Survival|score2=37.14}}''' | ||
+ | ** based on 0.01e19 | ||
+ | ** use gradle to generate jar automatically | ||
+ | ** use proguard to remove dead code | ||
+ | |||
+ | * {{SimpleVersion|date=2018-06-28|version=0.01e20}} | ||
+ | ** use different surf kernel density | ||
+ | |||
+ | * {{SimpleVersion|date=2018-06-28|version=0.01e19}} | ||
+ | ** better energy drop tracking | ||
+ | ** detect wave hits on all enemies | ||
+ | |||
+ | * {{SimpleVersion|date=2018-06-25|version=0.01e18}} | ||
+ | ** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.mega.Scalar%200.01e18|rumble=MeleeRumble|scorelabel=APS|score=67.53|rank=12th|win=389|loss=14|plrank=15th|glicko2=N/A|pwin=96.53|vote=0|anpp=91.69|score2label=Survival|score2=37.79}}''' | ||
+ | ** rewrite medianScale | ||
+ | ** surf a wave longer based on sourceError | ||
+ | |||
+ | * {{SimpleVersion|date=2018-06-24|version=0.01e17}} | ||
+ | ** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.mega.Scalar%200.01e17|rumble=MeleeRumble|scorelabel=APS|score=67.57|rank=12th|win=389|loss=14|plrank=15th|glicko2=N/A|pwin=96.53|vote=0|anpp=91.73|score2label=Survival|score2=38.35}}''' | ||
+ | ** based on 0.01e14 | ||
+ | ** migrate fix from 0.01e16 | ||
+ | |||
+ | * {{SimpleVersion|date=2018-06-24|version=0.01e16}} | ||
+ | ** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.mega.Scalar%200.01e16|rumble=MeleeRumble|scorelabel=APS|score=67.65|rank=12th|win=389|loss=14|plrank=15th|glicko2=N/A|pwin=96.53|vote=0|anpp=91.82|score2label=Survival|score2=38.04}}''' | ||
+ | ** fix ptLineDist used instead of ptSegDist, which ''disables'' a bunch of movement options. | ||
+ | |||
+ | * {{SimpleVersion|date=2018-06-23|version=0.01e15}} | ||
+ | ** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.mega.Scalar%200.01e15|rumble=MeleeRumble|scorelabel=APS|score=67.47|rank=12th|win=389|loss=14|plrank=15th|glicko2=N/A|pwin=96.53|vote=0.25|anpp=91.52|score2label=Survival|score2=37.66}}''' | ||
+ | ** rebase MeleeMove onto ''Unit'' | ||
+ | |||
+ | * {{SimpleVersion|date=2018-06-20|version=0.01e14}} | ||
+ | ** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.mega.Scalar%200.01e14|rumble=MeleeRumble|scorelabel=APS|score=67.59|rank=12th|win=390|loss=13|plrank=14th|glicko2=N/A|pwin=96.77|vote=0|anpp=91.75|score2label=Survival|score2=38.06}}''' | ||
+ | ** Back to 0.01e10 | ||
+ | ** Switch some part to ''Unit'' | ||
+ | ** Pseudocolor inspired by Neuromancer | ||
+ | |||
+ | * {{SimpleVersion|date=2018-06-20|version=0.01e12}} | ||
+ | ** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.mega.Scalar%200.01e12|rumble=MeleeRumble|scorelabel=APS|score=67.43|rank=12th|win=390|loss=12|plrank=13th|glicko2=N/A|pwin=97.01|vote=3.23|anpp=91.5|score2label=Survival|score2=38.93}}''' | ||
+ | ** tune surfing bandwidth in another direction | ||
+ | |||
+ | * {{SimpleVersion|date=2018-06-19|version=0.01e11}} | ||
+ | ** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.mega.Scalar%200.01e11|rumble=MeleeRumble|scorelabel=APS|score=67.63|rank=12th|win=388|loss=14|plrank=14th|glicko2=N/A|pwin=96.52|vote=0|anpp=91.75|score2label=Survival|score2=37.84}}''' | ||
+ | ** tune surfing bandwidth | ||
+ | |||
+ | * {{SimpleVersion|date=2018-06-19|version=0.01e10}} | ||
+ | ** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.mega.Scalar%200.01e10|rumble=MeleeRumble|scorelabel=APS|score=67.56|rank=12th|win=388|loss=14|plrank=14th|glicko2=N/A|pwin=96.52|vote=0.25|anpp=91.73|score2label=Survival|score2=38.15}}''' | ||
+ | ** fix onHitByBullet not correctly tracked | ||
+ | ** fix melee wave source using outdated data | ||
+ | ** introducing ''Unit'', where every bot is treated equally. Turned off completely yet. | ||
+ | |||
+ | * {{SimpleVersion|date=2018-06-16|version=0.01e9}} | ||
+ | ** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.mega.Scalar%200.01e9|rumble=MeleeRumble|scorelabel=APS|score=67.6|rank=12th|win=388|loss=14|plrank=14th|glicko2=N/A|pwin=96.52|vote=0|anpp=91.79|score2label=Survival|score2=38.14}}''' | ||
+ | ** rework energy management | ||
+ | |||
+ | * {{SimpleVersion|date=2018-06-14|version=0.01e8}} | ||
+ | ** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.mega.Scalar%200.01e8|rumble=MeleeRumble|scorelabel=APS|score=67.44|rank=12th|win=388|loss=14|plrank=15th|glicko2=N/A|pwin=96.52|vote=0|anpp=91.49|score2label=Survival|score2=36.74}}''' | ||
+ | ** more accurate power selection | ||
+ | |||
+ | <!-- | ||
+ | * {{SimpleVersion|date=2018-06-14|version=0.01e6}} | ||
+ | ** Quick fix 0.01e5 forever loop bug | ||
+ | |||
+ | * {{SimpleVersion|date=2018-06-14|version=0.01e5}} | ||
+ | ** Quick fix to always use same power that aims. | ||
+ | --> | ||
+ | |||
+ | * {{SimpleVersion|date=2018-06-14|version=0.01e4}} | ||
+ | ** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.mega.Scalar%200.01e4|rumble=MeleeRumble|scorelabel=APS|score=67.51|rank=12th|win=388|loss=14|plrank=14th|glicko2=N/A|pwin=96.52|vote=0|anpp=0|score2label=Survival|score2=35.63}}''' | ||
+ | ** Iterative power selection. | ||
+ | ** Remarkable survival improvement. | ||
+ | |||
+ | * {{SimpleVersion|date=2018-06-14|version=0.01e2}} | ||
+ | ** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.mega.Scalar%200.01e2|rumble=MeleeRumble|scorelabel=APS|score=67.35|rank=12th|win=388|loss=14|plrank=14th|glicko2=N/A|pwin=96.52|vote=7.4|anpp=91.49|score2label=Survival|score2=35.6}}''' | ||
+ | ** Bullet power selection takes who I can hit into account. No longer power 3 bullet on dying bot! | ||
+ | ** Inaccurate aim power due to bugs. | ||
+ | |||
+ | |||
+ | <!-- | ||
* Planned — 0.011 | * Planned — 0.011 | ||
** <s>Migrate [[ScalarBot]]’s 1v1 movement & gun</s> | ** <s>Migrate [[ScalarBot]]’s 1v1 movement & gun</s> | ||
Line 19: | Line 104: | ||
** kNN melee gun | ** kNN melee gun | ||
− | * Planned — 0. | + | * Planned — 0.01e2 |
** Keep track of everyone’s firing for literal melee wave surfing | ** Keep track of everyone’s firing for literal melee wave surfing | ||
+ | -- | ||
− | * Working — 0. | + | * Working — 0.01e1 |
− | ** Try some redesigned 1v1 movement inspired by its (Neuromancer style “brute force”) melee surfing. It should give PMs a hard time since more movement options are examined (which creates complex paths) and more prediction power is involved (which allows some DrussGT style random | + | ** Try some redesigned 1v1 movement inspired by its (Neuromancer style “brute force”) melee surfing. It should give PMs a hard time since more movement options are examined (which creates complex paths) and more prediction power is involved (which allows some DrussGT style random decelerating). |
− | + | ** End up some goto movement similar to [[Carbon]], but without second wave surfing or object creation in loops. | |
+ | --> | ||
* {{SimpleVersion|date=2017-11-06|version=0.01e}} | * {{SimpleVersion|date=2017-11-06|version=0.01e}} |
Latest revision as of 11:25, 2 July 2018
- Scalar Sub-pages:
- Scalar - Version History - Understanding Scalar
- 0.01e22 – 2018-07-01
- MeleeRumble ‒ APS: 67.08% (12th), PL: 389-14 (15th), Survival: 34.08%
- get back some old drop detector behavior
- inaccurate wave get less weight
- fix time to hit using intersect instead of my current location (performance enhancing bug?)
- 0.01e21 – 2018-06-30
- MeleeRumble ‒ APS: 67.45% (12th), PL: 390-13 (14th), Survival: 37.14%
- based on 0.01e19
- use gradle to generate jar automatically
- use proguard to remove dead code
- 0.01e20 – 2018-06-28
- use different surf kernel density
- 0.01e19 – 2018-06-28
- better energy drop tracking
- detect wave hits on all enemies
- 0.01e18 – 2018-06-25
- MeleeRumble ‒ APS: 67.53% (12th), PL: 389-14 (15th), Survival: 37.79%
- rewrite medianScale
- surf a wave longer based on sourceError
- 0.01e17 – 2018-06-24
- MeleeRumble ‒ APS: 67.57% (12th), PL: 389-14 (15th), Survival: 38.35%
- based on 0.01e14
- migrate fix from 0.01e16
- 0.01e16 – 2018-06-24
- MeleeRumble ‒ APS: 67.65% (12th), PL: 389-14 (15th), Survival: 38.04%
- fix ptLineDist used instead of ptSegDist, which disables a bunch of movement options.
- 0.01e15 – 2018-06-23
- MeleeRumble ‒ APS: 67.47% (12th), PL: 389-14 (15th), Survival: 37.66%
- rebase MeleeMove onto Unit
- 0.01e14 – 2018-06-20
- MeleeRumble ‒ APS: 67.59% (12th), PL: 390-13 (14th), Survival: 38.06%
- Back to 0.01e10
- Switch some part to Unit
- Pseudocolor inspired by Neuromancer
- 0.01e12 – 2018-06-20
- MeleeRumble ‒ APS: 67.43% (12th), PL: 390-12 (13th), Survival: 38.93%
- tune surfing bandwidth in another direction
- 0.01e11 – 2018-06-19
- MeleeRumble ‒ APS: 67.63% (12th), PL: 388-14 (14th), Survival: 37.84%
- tune surfing bandwidth
- 0.01e10 – 2018-06-19
- MeleeRumble ‒ APS: 67.56% (12th), PL: 388-14 (14th), Survival: 38.15%
- fix onHitByBullet not correctly tracked
- fix melee wave source using outdated data
- introducing Unit, where every bot is treated equally. Turned off completely yet.
- 0.01e9 – 2018-06-16
- MeleeRumble ‒ APS: 67.6% (12th), PL: 388-14 (14th), Survival: 38.14%
- rework energy management
- 0.01e8 – 2018-06-14
- MeleeRumble ‒ APS: 67.44% (12th), PL: 388-14 (15th), Survival: 36.74%
- more accurate power selection
- 0.01e4 – 2018-06-14
- MeleeRumble ‒ APS: 67.51% (12th), PL: 388-14 (14th), Survival: 35.63%
- Iterative power selection.
- Remarkable survival improvement.
- 0.01e2 – 2018-06-14
- MeleeRumble ‒ APS: 67.35% (12th), PL: 388-14 (14th), Survival: 35.6%
- Bullet power selection takes who I can hit into account. No longer power 3 bullet on dying bot!
- Inaccurate aim power due to bugs.
- 0.01e – 2017-11-06
- MeleeRumble ‒ APS: 67.62% (11th), PL: 389-12 (13th), Survival: 36.51%
- Rewrite melee movement, implement Neuromancer style “brute force” true melee surfing (only surfing preloaded HOT now).
- Merge ScaledBot movement graphics & adapt it to show predicted paths like Neuromancer does, pretty cool now!
- Well it takes me an hour to write, two nights to tune & fix bugs...
- 0.01d1 – 2017-11-05
- Thanks Skilgannon for mentioning paper "Fast Polynomial Approximations to Sine and Cosine" in his code ;) I'll try some approximated function as the replacement of StrictMath.
- Use approximations from "Fast Polynomial Approximations to Sine and Cosine" for sin & cos, 3~5x faster!
- Use floor for faster normalAbsoluteAngle & normalRelativeAngle, 5.4x faster!
- Use Chebyshev Approximations (http://metamerist.com/cheby/example38.htm) for atan & atan2, 13.86x faster! (my version uses degree 5 while Skilgannon uses degree 4, not sure the speed difference though)
- Thanks Skilgannon for mentioning paper "Fast Polynomial Approximations to Sine and Cosine" in his code ;) I'll try some approximated function as the replacement of StrictMath.
- 0.01d – 2017-11-02
- MeleeRumble ‒ APS: 63.94% (25th), PL: 362-39 (39th), Survival: 26.62%
- Fixed a lot of bugs in PIF gun ;)
- Implemented melee wave tracking (no gun heat waves yet), and no reaction to that information yet.
- 0.01c – 2017-10-31
- Simple melee movement that dodges a lot of HOT bullets without surfing ;)
- Simple PIF gun that selects scans randomly