Difference between revisions of "Portia/Version History"

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(Newest developments Portia 1.16 :))
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* '''1.16''' - 23 August 2009
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** Rewrote the code I did in 1.14 and 1.15. Hopefully it won't cause exceptions anymore.
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** Removed the main exception handlers. That way exceptions won't be hidden and secretively cause problems in battles. (Fail safe)
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** As proof of concept: Now detects groups of the same robot using Head-On. Portia becomes 1st roughly 85% of the time against a group of 9 [[HawkOnFire]]s now (compared to 60% before this update).
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** Slight changes to energy management (mostly rollback).
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** Slight change to DC-gun: uses squared distance instead of manhatten distance.
  
 
* '''1.15''' - 19 August 2009
 
* '''1.15''' - 19 August 2009
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** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=positive.Portia+1.15|rumble=MeleeRumble|scorelabel=APS|score=67.49|rank=3rd|win=275|loss=1|plrank=2nd|glicko2=1682.3|score2label=Survival|score2=92.17}}'''
 
** DC-gun bug fix. This is not the bug [[Voidious]] has reported about 1.14, I haven't been able to reproduce that one.
 
** DC-gun bug fix. This is not the bug [[Voidious]] has reported about 1.14, I haven't been able to reproduce that one.
 
** More aggressive bullet power use when at high energy.
 
** More aggressive bullet power use when at high energy.

Revision as of 01:43, 23 August 2009

Portia Sub-pages:
PortiaVersion History

  • 1.16 - 23 August 2009
    • Rewrote the code I did in 1.14 and 1.15. Hopefully it won't cause exceptions anymore.
    • Removed the main exception handlers. That way exceptions won't be hidden and secretively cause problems in battles. (Fail safe)
    • As proof of concept: Now detects groups of the same robot using Head-On. Portia becomes 1st roughly 85% of the time against a group of 9 HawkOnFires now (compared to 60% before this update).
    • Slight changes to energy management (mostly rollback).
    • Slight change to DC-gun: uses squared distance instead of manhatten distance.
  • 1.15 - 19 August 2009
    • MeleeRumble ‒ APS: 67.49% (3rd), PL: 275-1 (2nd), Survival: 92.17%
    • DC-gun bug fix. This is not the bug Voidious has reported about 1.14, I haven't been able to reproduce that one.
    • More aggressive bullet power use when at high energy.
  • 1.14 - 15 August 2009
    • MeleeRumble - Back to 3rd place!
    • Several DC-gun changes for melee:
      • Use strong bullets against opponents who seem easy to hit
      • Do not use predicted positions that are outside of the battlefield
      • DC-gun speedup
  • 1.13 - 11 August 2009
    • MeleeRumble - 2nd place!
    • RoboRumble - No 1v1 changes.
    • DynamicClustering accuracy increase (Hopefully). Instead of using interpolated velocities and turn rates, it now uses relative positions.
    • Made it more selective, accurate and aggressive with "simple" robots (cyan gun).
  • 1.12 - 3 August 2009
    • MeleeRumble - 3rd place!
    • RoboRumble - No 1v1 changes.
    • It took me quite a while to understand the concept behind kd-trees, but I finally got it! Props go to ABC and Voidious for inspiring me to study the subject. I made my own implementation of the tree, and changed the gun to use it. I think there is still a lot to improve, but I was so curious to see the result so far I had to make a release.
    • Removed green exact pattern matching gun
    • Added yellow Dynamic Clustering gun. This gun is used instead of the blue circular gun when enough data is collected.
  • 1.11 - 23 July 2009
    • MeleeRumble - APS:66.67 (5th), Survival:90.86, Glicko-2:1713.1, PL:548
    • RoboRumble - No 1v1 changes.
    • Changed the gun and added specific colors for shotlines:
      • Blue - primary circular targeting
      • Green - pattern match targeting
      • Cyan - simple bot targeting
      • Red - disabled bot targeting
  • 1.10 - 23 July 2009
    • MeleeRumble - APS:66.76 (5th), Survival:90.95, Glicko-2:1718.5, PL:546
    • RoboRumble - No 1v1 changes.
    • Major bug fix: it turns out the gun was mostly firing using simple Circular Targeting. That's now changed to actually predict opponents accelerating and decelerating.
    • Cool feature: can now detect record & predict Oscillator Movement frequency.
    • Cool feature: can now detect most sample bots and bots behaving like sample bots. It uses powerful bullets against such robots, to maximize effect. :)
    • No significant changes to movement: That way it will be more obvious what the effect of the changes on the gun are. I only did some codespeed and distancing optimizations.
  • 1.0 - 12 July 2009
    • RoboRumble - APS:66.28 (124th), Survival:75.35, Glicko-2:2149, PL:1226
    • MeleeRumble - APS:66.46 (6th), Survival:90.71, Glicko-2:1716.5, PL:542
    • Initial Release