Difference between revisions of "Scalar/Version History"
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m (performance enhancing bug?) |
m (rank) |
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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= | + | ** '''{{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 | ** get back some old drop detector behavior | ||
** inaccurate wave get less weight | ** inaccurate wave get less weight |
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