Difference between revisions of "Scalar/Version History"

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* {{SimpleVersion|date=2018-07-01|version=0.01e22}}
 
* {{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=66.9|rank=13th|win=388|loss=15|plrank=15th|glicko2=N/A|pwin=96.28|vote=4.83|anpp=90.41|score2label=Survival|score2=34.32}}'''
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** '''{{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}}'''
** less drop detect accuracy? (get back some old behavior)
+
** get back some old drop detector behavior
 
** inaccurate wave get less weight
 
** inaccurate wave get less weight
** fix time to hit using intersect instead of my current location
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** fix time to hit using intersect instead of my current location (performance enhancing bug?)
  
 
* {{SimpleVersion|date=2018-06-30|version=0.01e21}}
 
* {{SimpleVersion|date=2018-06-30|version=0.01e21}}

Latest revision as of 11:25, 2 July 2018

Scalar Sub-pages:
ScalarVersion 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)
  • 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
  • 0.01b – 2017-10-29
    • Rewrite ScalarBot’s framework from scratch, so that every single object is either static or pooled. No object creation/deletion between ticks or even rounds!
    • Write a melee radar
    • Migrate ScalarBot’s 1v1 radar into melee radar