Difference between revisions of "Diamond/Version History"
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(Diamond 1.461 info, 1.46 ratings) |
(Diamond 1.462 info, 1.461 ratings) |
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+ | * '''1.462''' - 10/17/2009 | ||
+ | ** Slightly weakened dive protection. | ||
* '''1.461''' - 10/15/2009 | * '''1.461''' - 10/15/2009 | ||
+ | ** '''MeleeRumble - Not entered.''' | ||
+ | ** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=roborumble&name=voidious.Diamond+1.461|rumble=RoboRumble|scorelabel=APS|score=85.57|rank=3rd|win=725|loss=15|plrank=9th|glicko2=2150.7|score2label=Survival|score2=93}}''' | ||
** Simplified and tweaked attack angle control. | ** Simplified and tweaked attack angle control. | ||
** Increased desired distance (550 >> 650, still static). | ** Increased desired distance (550 >> 650, still static). |
Revision as of 15:35, 17 October 2009
- Diamond Sub-pages:
- Diamond - Version History - Code - DiamondHawk
- 1.462 - 10/17/2009
- Slightly weakened dive protection.
- 1.461 - 10/15/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.57% (3rd), PL: 725-15 (9th), Survival: 93%
- Simplified and tweaked attack angle control.
- Increased desired distance (550 >> 650, still static).
- 1.46 - 10/12/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.35% (4th), PL: 733-6 (6th), Survival: 93.02%
- Fixed a bug in "smart cycling" code. (Used in some surf stats, removes point closest to point being added instead of removing oldest point.) Was using unweighted distances to find closest point.
- More changes and additions to recent scan views, going for some diversity in distancing formulas and decay rates.
- 1.45 - 10/11/2009
- MeleeRumble - Not entered.
- RoboRumble - Corrupted, but slightly above 1.444.
- Changes to recent scans surfing stats, and added a few more recent scan views.
- 1.444 - 10/9/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.23% (4th), PL: 732-9 (5th), Survival: 92.94%
- Normalize surf dangers by total weight given to scans in the wave.
- Moving away is safer the same way moving closer is more dangerous. (Note: previous design was a conscious decision, not an oversight.)
- 1.443 - 10/8/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.29% (4th), PL: 731-15 (10th), Survival: 92.91%
- Normalize surfing dangers by max weight given to any scan. No effect on relative dangers within one wave, but will hopefully make the two surfable waves be weighted more consistently.
- 1.442 - 10/6/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.28% (4th), PL: 737-8 (7th), Survival: 92.99%
- Rollback changes to surf scan weights.
- This should be 1.42 + some refactoring + two bug fixes.
- 1.441 - 10/6/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 84.64% (5th), PL: 725-19 (14th), Survival: 92.26%
- Another change to how scans are weighted by distance in surfing: divide by distance squared.
- 1.44 - 10/5/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 84.97% (5th), PL: 733-12 (9th), Survival: 92.8%
- Rollback surfing stats to 1.42.
- Change to how surfing weights scans by distance.
- 1.432 - 10/4/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.26% (4th), PL: 734-10 (8th), Survival: 92.95%
- Fixed a small bug in the k-means gun.
- Give less weight to second wave when flattener is on. (Same as Dookious.)
- More tweaks to surfing stats.
- Added several layers to the flattener.
- 1.431 - 10/3/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.37% (4th), PL: 734-11 (9th), Survival: 93.04%
- Tweaked surfing stats: lower weight to the new mid-range views, higher decay rates on recent scans.
- 1.43 - 10/2/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.33% (4th), PL: 733-12 (9th), Survival: 92.95%
- Fixed a bug in / tweaked attack angle control in surfing. (I think this may explain the strange "sit still for a while" behavior sometimes displayed at start of Melee duels.)
- Lots of changes to surfing stats.
- 1.42 - 9/30/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.44% (4th), PL: 736-7 (6th), Survival: 93.22%
- Rollback to 1.412.
- In 1v1, uses latest TripHammer gun (0.8498) in place of Main Gun. Changes to TripHammer since 1.39:
- Fixed a bug in predicting enemy next location (from Diamond 1.401).
- Instead of pulling in nearby clusters when we don't have enough data points, do KNN instead.
- Scale the "enough data" threshold up to 250 through about 10 rounds (7500 data points).
- If the cluster is very large, only use the 700 nearest neighbors from within that cluster.
- Notes: Well, this was a significant enough APS boost that I'm going to keep TripHammer as my "main gun" in 1v1 matches. Yay!
- 1.413 - 9/27/2009
- MeleeRumble ‒ APS: 69.85% (3rd), PL: 281-0 (1st), Survival: 94.74%
- RoboRumble - No 1v1 changes.
- In melee gun, instead of weighting scans by distance, weight by (bullet ticks + time since last scan).
- 1.412 - 9/27/2009
- MeleeRumble ‒ APS: 70.28% (1st), PL: 282-0 (1st), Survival: 95.13%
- RoboRumble - No 1v1 changes.
- Bullet power like 1.40 instead of like 1.392.
- 1.411 - 9/26/2009
- MeleeRumble ‒ APS: 70.05% (2nd), PL: 280-1 (2nd), Survival: 95.09%
- RoboRumble ‒ APS: 85.24% (4th), PL: 733-11 (8th), Survival: 93.17%
- Removed "light" flattener.
- 1.41 - 9/25/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.28% (4th), PL: 735-6 (8th), Survival: 93.33%
- Reverted to old style of melee wall distance.
- Melee bullet power should act exactly like 1.392 now (and via sane logic).
- Introduced a new mechanic for weighting DC scans by age:
- A DC view can have a decay rate d.
- Among the scans in the nearest neighbors clusters, the most recent scan gets full weight: <math>1 / {d^0} = 1</math>; the next most recent is weighted <math>1 / {d^1}</math>; and so on, raising d to the next power each time.
- This is modeled after the relative weights of values logged to a Visit Count Stats segment using Rolling Averages. A decay rate of 2 would be very similar to a rolling average depth of 1.
- Calculating the most similar scans is unchanged. This has nothing to do with if/how old scans are removed from the data sets - it only affects the weights of the scans being used once they're chosen.
- Surf stats updated to weight scans by age in the recent scans and flattener views.
- Added a "light" flattener that turns on at a lower threshold. Hoping to add some extra slight randomness without screwing up dodging.
- 1.402 - 9/25/2009
- MeleeRumble ‒ APS: 70.16% (1st), PL: 282-0 (1st), Survival: 94.8%
- RoboRumble - No 1v1 changes.
- New style of melee wall distance calculation in gun.
- 1.401 - 9/24/2009
- MeleeRumble ‒ APS: 70.2% (1st), PL: 282-0 (1st), Survival: 94.78%
- RoboRumble ‒ APS: 85.18% (4th), PL: 732-10 (8th), Survival: 92.93%
- Reverted surfing changes.
- Fixed a glaring bug in the gun's prediction of the enemy's next location: reversed velocity and heading parameters.
- 1.40 - 9/23/2009
- MeleeRumble ‒ APS: 70.39% (1st), PL: 281-0 (1st), Survival: 94.87%
- RoboRumble ‒ APS: 84.95% (4th), PL: 733-9 (7th), Survival: 92.65%
- Lots of changes to Wave Surfing stats.
- Slightly increased flattener thresholds.
- Hopefully final tweaks to melee bullet power for a while. Should act very much like 1.392 without any boneheaded logic.
- 1.395 - 9/22/2009
- MeleeRumble ‒ APS: 70.22% (1st), PL: 281-0 (1st), Survival: 94.75%
- RoboRumble - No 1v1 changes.
- More melee bullet power tweaks.
- 1.394 - 9/22/2009
- MeleeRumble ‒ APS: 70% (2nd), PL: 251-0 (29th), Survival: 94.55%
- RoboRumble - No 1v1 changes.
- More melee bullet power tweaks.
- 1.393 - 9/21/2009
- MeleeRumble ‒ APS: 70.03% (1st), PL: 281-2 (1st), Survival: 94.14%
- RoboRumble - No 1v1 changes.
- Lots of bullet power changes. Fixed some bullet power mistakes introduced in 1.382 (including three
<=
conditions that should've been>
=!)
- 1.392 - 9/20/2009
- MeleeRumble ‒ APS: 70.36% (1st), PL: 281-1 (2nd), Survival: 95.15%
- RoboRumble ‒ APS: 85.02% (4th), PL: 734-9 (7th), Survival: 92.79%
- Removed anti-grav dimension.
- Always wait until gun is turned.
- Speed up projections and interpolations in gun by caching sin and cos where possible.
- Adjust gun projections to use bullet flight time-1, because bullets advance an extra time before Robocode checks for collisions. (Had this detail right in data collection, but not projection.)
- If bullet power changes on firing tick, clear cached firing angles in Virtual Guns.
- 1.391 - 9/19/2009
- MeleeRumble ‒ APS: 69.06% (3rd), PL: 281-2 (1st), Survival: 93.64%
- RoboRumble - No 1v1 changes.
- One more try at an anti-grav gun dimension in melee. Slightly takes bot energy into account when calculating anti-grav force, and uses the magnitude of the resulting force in addition to the bearing.
- 1.39 - 9/18/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.2% (4th), PL: 731-11 (8th), Survival: 92.86%
- Rollback to 1.382.
- In 1v1, uses latest TripHammer gun (0.822) in place of Main Gun. Changes to TripHammer since 1.37:
- k = 250.
- When there aren't many points in the nearest cluster, add in points from one or more nearby clusters. (This was the big change.)
- In calculating kernel density, use Diamond-style if there aren't many scans to work with. This means consider the angles from the scans instead of evenly spaced angle, use a double size bandwidth, and use Gaussian kernel density.
- Notes: Looks like TripHammer is finally on par with my KNN gun in rumble performance, which is cool to see, but not by enough to keep it in Diamond.
- 1.383 - 9/17/2009
- MeleeRumble ‒ APS: 68.83% (3rd), PL: 282-1 (2nd), Survival: 93.4%
- RoboRumble - No 1v1 changes.
- Lowered weights of wall distance dimensions in melee gun.
- Notes: I thought this might be good because my melee wall distance calculation is so much less sophisticated than 1v1 wall distance. But the results so far are so poor that I may try increasing the weights instead!
- 1.382 - 9/16/2009
- MeleeRumble ‒ APS: 69.52% (3rd), PL: 280-1 (2nd), Survival: 94.01%
- RoboRumble - No 1v1 changes.
- Removed anti-grav gun dimension.
- Tweaked melee bullet power management.
- Aims gun more frequently in melee: every other tick instead of every 4th tick, last 4 ticks before firing instead of last 3 (was 3 instead of 4 because of a bug anyway).
- Removed all traces of old melee target selection code.
- 1.381 - 9/16/2009
- MeleeRumble ‒ APS: 69.17% (3rd), PL: 281-0 (1st), Survival: 93.85%
- RoboRumble - No 1v1 changes.
- Fixed the bug in the anti-grav gun dimension.
- 1.38 - 9/15/2009
- MeleeRumble ‒ APS: 68.82% (3rd), PL: 280-1 (2nd), Survival: 93.45%
- RoboRumble - No 1v1 changes.
- Attempted an anti-grav dimension in the gun. Had a stupid bug that was either giving one of the new dimensions double weight, or (I don't think it's this) totally breaking some part of the code by having [-1,1] values instead of [0,1].
- 1.372 - 9/14/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.23% (4th), PL: 732-9 (6th), Survival: 93.03%
- Switched back to Diamond's normal Main Gun.
- Notes: This should be functionally equivalent to 1.34 (in 1v1) and 1.342 (in 1v1 and melee). I just want to know for sure if I've messed anything up since then before I try to figure out why TripHammer performs so poorly in the rumble.
- 1.371 - 9/14/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 84.82% (4th), PL: 729-13 (8th), Survival: 92.58%
- In k-means gun, set k to 225 (from 300).
- 1.37 - 9/13/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 84.86% (4th), PL: 735-9 (5th), Survival: 92.59%
- Rollback to 1.342.
- In 1v1 matches, uses TripHammer (k-means clustering gun) in Virtual Guns array, instead of the usual "Main Gun".
- 1.361 - 9/11/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.39% (3rd), PL: 727-12 (9th), Survival: 93.12%
- Reverted changes to my simpler / all-purpose surfing views. (In 1.36, all but the very simplest were changed to store a max of 40 scans and use the "smart cycling". Back to storing all scans.)
- 1.36 - 9/10/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.09% (4th), PL: 731-11 (6th), Survival: 92.82%
- Rollback to 1.342.
- Lots of additions and changes to Wave Surfing views, especially recent and flattener scans.
- Using "remove closest to new point" instead of "remove oldest" for all surfing views that cycle out old points (internally, I call this "smart cycle"). Anti-Surfer gun still using normal cycling.
- 1.351 - 9/10/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 84.93% (4th), PL: 731-13 (6th), Survival: 92.54%
- Tweaks to 1v1 wall avoidance: only look 4 ticks ahead; much tighter bound to wall considered a "wall hit" in predictions.
- 1.35 - 9/9/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.4% (3rd), PL: 729-10 (8th), Survival: 93.11%
- Added wall avoidance to Wave Surfing (to augment existing Wall Smoothing), so it should just about never hit walls any more.
- 1.342DL - 9/9/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.3% (3rd), PL: 731-9 (6th), Survival: 92.86%
- Gun from Dookious 1.573c.
- Notes: Wow, Diamond's gun is stronger than Dooki's!
- 1.342 - 9/9/2009
- MeleeRumble ‒ APS: 69.44% (2nd), PL: 278-0 (2nd), Survival: 93.9%
- RoboRumble - No 1v1 changes (from 1.34).
- Revert bullet power changes.
- 1.341 - 9/8/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.2% (4th), PL: 731-8 (6th), Survival: 92.79%
- Anti-Surfer gun only collects data during 1v1 scenarios.
- Fixed bug in melee gun introduced by 1.34 refactoring. (This was the actual cause of the melee skipped turns for 1.34.)
- Misc tweaks to debugging graphics, mostly in gun.
- When Virtual Guns ratings are high (1v1 only), fire higher power bullets.
- 1.34 - 9/7/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 85.40% (3rd), PL: 735-6 (5th), Survival: 93.02%
- Rollback to 1.33.
- Added an Anti-Surfer gun (and Virtual Guns system).
- Fixed a bug in the gun's wave collection affecting close range situations.
- Notes: Skipping turns late in melee matches. I'll probably remove data collection for the Anti-Surfer gun except in 1v1.
- 1.332 - 9/1/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 84.89% (4th), PL: 722-15 (12th), Survival: 92.66%
- Added yet more views to Wave Surfing, tweaked some hit percentage thresholds.
- Notes: It's remarkable how much the multiple views of 1.33 helped, yet how precisely similar 1.33/1.331/1.332 are with adding/tweaking the views further.
- 1.331 - 9/1/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 84.85% (4th), PL: 724-14 (8th), Survival: 92.54%
- Added a couple more views to Wave Surfing.
- 1.33 - 8/31/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 84.9% (4th), PL: 719-18 (15th), Survival: 92.6%
- Created a more robust system for handling multiple "views" of Wave Surfing stats. Converted and tweaked old (hard-coded) views to new system and added several more.
- 1.323 - 8/30/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 84.29% (5th), PL: 718-21 (17th), Survival: 92.06%
- Rollback to 1.32.
- Fixed a bug in Wave Surfing danger calculation: when weighting scans by inverse scan distance, forgot to pass the weights, so was using unweighted distance.
- 1.322 - 8/30/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 84.12% (6th), PL: 720-19 (16th), Survival: 91.83%
- Changes to Wave Surfing:
- When enemy hit percentage is above the threshold for which we add in recent scans, ignore all scans' distances from (i.e., similarity to) the current scan when calculating danger.
- Remove duplicates between "all scans" and "recent scans" clusters (as in 1.274/1.275).
- 1.321 - 8/30/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 84.39% (4th), PL: 719-21 (17th), Survival: 92.16%
- In Wave Surfing, lowered hit percentage threshold for adding in extra recent scans.
- 1.32 - 8/29/2009
- MeleeRumble - Not entered.
- RoboRumble ‒ APS: 84.4% (4th), PL: 723-17 (13th), Survival: 92.22%
- Tweaks to Wave Surfing attributes:
- Against non-simple targeters, drop lateral velocity, add velocity and relative heading.
- For relative heading, split into two values: lateral (sin) and advancing (cos) components.
- Tweak all the weights.
- Slightly more danger associated with moving closer to enemy.
- 1.31 - 8/28/2009
- MeleeRumble ‒ APS: 69.09% (2nd), PL: 275-1 (2nd), Survival: 93.84%
- RoboRumble ‒ APS: 84.51% (4th), PL: 721-15 (12th), Survival: 92.4%
- Slightly tweaked kernel density calculation in Melee gun. (Not much score change, but feels more right to me.)
- Changed how Melee gun aims when it is hot (4+ ticks before firing):
- 1.30 left the target selection code in place and aimed at that target with HOT when the gun was hot.
- Now, completely ignore the target selection, and just aim at everyone every few ticks while the gun is hot.
- 1.30 - 8/27/2009
- MeleeRumble ‒ APS: 68.29% (2nd*), PL: 276-2 (2nd), Survival: 92.77%
- RoboRumble - No 1v1 changes.
- Attempt at a Melee gun that targets everyone at once (a la Shadow/Melee Gun).
- Notes: This is the second time I've tried to implement this, and I think this time I have it working right. It hasn't been producing incredible scores in my test bed, though, so I'm skeptical how well it will perform before I tweak it a bit more.
- 1.29 - 8/26/2009
- MeleeRumble ‒ APS: 68.14% (3rd), PL: 275-2 (3rd), Survival: 92.39%
- RoboRumble - No 1v1 changes.
- Slightly decreased randomness of the Melee movement.
- 1.286 - 8/25/2009
- MeleeRumble ‒ APS: 68.03% (4th*), PL: 275-1 (2nd), Survival: 92.05%
- RoboRumble - No 1v1 changes.
- Removed new gun dimension.
- 1.285 - 8/25/2009
- MeleeRumble ‒ APS: 67.68% (4th*), PL: 274-3 (2nd), Survival: 91.47%
- RoboRumble - No 1v1 changes.
- In target selection, less bias towards enemies near a corner.
- Added a heading relative to center of battlefield dimension in gun.
- 1.284 - 8/24/2009
- MeleeRumble ‒ APS: 68.03% (4th*), PL: 273-3 (3rd), Survival: 92.18%
- RoboRumble - No 1v1 changes.
- For gun waves originating from enemies:
- Don't fire from location of the enemy being targeted by the wave.
- Calculate real wall distance, based on (enemy) wave source location. (1.283 just copied the wall distance values from the gun wave originating from Diamond.)
- 1.283 - 8/23/2009
- MeleeRumble ‒ APS: 67.45% (4th*), PL: 272-4 (4th), Survival: 91.41%
- RoboRumble - No 1v1 changes.
- During melee, fires and collects gun waves from locations of every enemy bot, not just from Diamond's location.
- Increase weight of "number of bots alive" dimension in gun.
- Add toggling of Radar, Movement, and Gun debugging graphics via keyboard input.
- 1.282 - 8/22/2009
- MeleeRumble ‒ APS: 67.31% (4th), PL: 272-4 (4th), Survival: 91.13%
- RoboRumble - No 1v1 changes.
- Rollback to 1.272.
- Changed melee gun to calculate distance and relative heading values relative to Diamond instead of relative to the closest bot to the target.
- 1.281 - 8/21/2009
- MeleeRumble ‒ APS: 66.64% (6th), PL: 269-7 (7th), Survival: 90.11%
- RoboRumble - No 1v1 changes.
- Rollback to 1.272.
- Removed distance-last-40-ticks attribute from melee gun.
- 1.28 - 8/20/2009
- MeleeRumble - APS: 66.51% (6th), PL: 272-5 (5th), Glicko-2: 1673.3, Survival: 90.01%
- RoboRumble - No 1v1 changes.
- Rollback to 1.272.
- Changed all the weights in the melee gun, set intuitively with minimal testing.
- 1.272 - 8/13/2009
- MeleeRumble ‒ APS: 66.97% (4th), PL: 272-4 (5th), Survival: 90.75%
- RoboRumble ‒ APS: 84.58% (4th), PL: 722-16 (13th), Survival: 92.48%
- Add damage given risk factor.
- 1.21 - 7/19/2009
- MeleeRumble - Not entered.
- RoboRumble - APS: 84.4% (6th), PL: 716-12 (16th), Glicko-2: 2121.1, Survival: 92.03%
- Movement:
- Surf remaining waves in the air after enemy dies.
- In calculating wave surfing dangers, change number of scans used from Math.min(scans, CLUSTER_SIZE) to Math.min(Math.ceil(scans / 5), CLUSTER_SIZE).
- Gun:
- Added accel dimension.
- Gun heat dimension uses firing-tick gun heat instead of aiming-tick gun heat.
- Always use gun heat = 0 when aiming.
- Actually fixed the gun wave management issues found in 1.20*. (Mainly impacts melee.)
- A few miscellaneous tweaks and bug fixes in melee gun function.
- 1.202 - 7/18/2009
- MeleeRumble - Not entered.
- RoboRumble - APS: 84.09% (7th), PL: 713-16, Glicko-2: 2115.5, Survival: 91.78%
- More changes to gun wave management related to the 1.201 changes. (But it actually was still broken.)
- 1.201 - 7/18/2009
- MeleeRumble - Not entered.
- RoboRumble - Pulled
- Reverted bullet power changes.
- Fixed a bug with wall distance attributes in gun: was always calculating with bullet power=3.
- 1.20 - 7/18/2009
- MeleeRumble - Not entered.
- RoboRumble - APS: 83.38% (10th), PL: 707-22, Glicko-2: 2100.2, Survival: 90.56%
- In 1v1 scenarios, uses same bullet power selection as Dookious 1.573.
- 1.198 - 7/17/2009
- MeleeRumble - APS: 65.82% (8th), PL: 270-6, Glicko-2: 1710.2, Survival: 87.91%
- RoboRumble - APS: 84.06% (7th), PL: 717-11, Glicko-2: 2113.8, Survival: 91.78%
- Functionally equivalent to 1.191.
- Some additional debugging graphics and internal code that I wanted to keep.
- 1.19*
- Changes to flattener and 1v1 movement.
- Updated debug graphics.
- Specific details later.
- 1.18*
- Changes to melee movement.
- Specific details later.
- 1.174 - 6/3/2009
- MeleeRumble - APS: ???%, PL: ???, Glicko-2: ???, Survival: ???%
- RoboRumble - No 1v1 changes.
- Rollback to 1.171.
- Restored damage taken risk factor in melee movement.
- 1.173 - 6/3/2009
- MeleeRumble - APS: 65.29%, PL: 262-5, Glicko-2: 1729.6, Survival: 87.40%
- RoboRumble - No 1v1 changes.
- Rollback to 1.171.
- Squaring perpendicularity factor.
- 1.172 - 6/3/2009
- MeleeRumble - APS: 65.14% (7th), PL: 163-5, Glicko-2: 1729.3, Survival: 87.19%
- RoboRumble - No 1v1 changes.
- Re-enabled point generation near previous destination.
- 1.171 - 6/2/2009
- MeleeRumble - APS: 65.26% (7th), PL: 262-6, Glicko-2: 1731.3, Survival: 87.26%
- RoboRumble - No 1v1 changes.
- Reverted conditional changes from 1.17.
- Disabled a bunch of stuff in the melee movement that I wasn't 100% sure was helping. Will try re-enabling them one by oone to know for sure.
- Generating possible destinations near previous destination.
- Damage given and damage taken risk factors.
- 1.17 - 6/2/2009
- MeleeRumble - APS: 65.40% (7th), PL: 263-4, Glicko-2: 1734.8, Survival: 87.43
- RoboRumble - No 1v1 changes.
- Only factor in perpendicularity and don't-be-targeted risk factors in certain situations (per-enemy).
- Use cosine-based formula for perpendicularity. (I do it this way in BrokenSword, but thought of it as a code size trick. Recently concluded it's actually more correct anyway, as it models lateral velocity.)
- 1.161 - 6/1/2009
- MeleeRumble - APS: 65.79% (7th), PL: 260-7, Glicko-2: 1737.9, Survival: 88.08%
- RoboRumble - APS: 83.97% (7th), PL: 685-20, Glicko-2: 2112.6, Survival: 91.53%
- Disabled flattener.
- 1.16 - 5/30/2009
- MeleeRumble - Not entered.
- RoboRumble - APS: 83.74% (9th), PL: 686-19, Glicko-2: 2109.5, Survival: 91.39%
- Rollback to 1.122.
- Myriad changes to Wave Surfing:
- Tracking normalized enemy hit percentage as in Dookious, used for making lots of decisions.
- For the recent scans taken into account, uses the last X hits instead of clearing the recent scans every few rounds. Also only enables this when enemy hit-% is above a certain threshold.
- Distancing based on Dookious (instead of just using desired distance = 525 all the time).
- Added a flattener, enabled with similar conditions to Dookious, but permanently enabled once it is enabled.
- Against very simple targeters, only use 3 DC dimensions.
- 1.15 - 5/30/2009
- MeleeRumble - APS: 65.50% (7th), PL: 263-5, Glicko-2: 1737.3, Survival: 87.56%
- RoboRumble - No 1v1 changes.
- Rollback to 1.122.
- Threw caution to the wind and made a bunch of gut-feeling changes to both movement and gun. Didn't do much good, but was therapeutic. =)
- 1.14 - 5/29/2009
- MeleeRumble - APS: 65.37% (7th), PL: 265-3, Glicko-2: 1737.7, Survival: 87.59%
- RoboRumble - No 1v1 changes.
- Rollback to 1.122.
- Added corner-distance risk factor.
- Less bias to current destination in movement.
- 1.13 - 5/29/2009
- MeleeRumble - APS: 65.57% (7th), PL: 263-5, Glicko-2: 1741.1, Survival: 88.19%
- RoboRumble - No 1v1 changes.
- Removed gun heat consideration when switching targets in gun.
- 1.122 - 5/28/2009
- MeleeRumble - APS: 65.72% (7th), PL: 262-4, Glicko-2: 1744.3, Survival: 88.06%
- RoboRumble - No 1v1 changes.
- Restored and tweaked damage given (anti-)risk factor.
- Tweaked damage taken risk factor similarly.
- 1.121 - 5/27/2009
- MeleeRumble - APS: 65.56% (7th), PL: 263-5, Glicko-2: 1740.4, Survival: 87.95%
- RoboRumble - No 1v1 changes.
- Removed risk for recent enemy locations.
- Removed damage given (anti-)risk factor.
- 1.12 - 5/26/2009
- MeleeRumble - APS: 65.47% (7th), PL: 262-5, Glicko-2: 1742.7, Survival: 87.60%
- RoboRumble - No 1v1 changes.
- Restored risk for recent enemy locations (from 1.072).
- 1.115 - 5/25/2009
- MeleeRumble - APS: 65.69% (7th), PL: 261-5, Glicko-2: 1747.0, Survival: 87.671%
- RoboRumble - No 1v1 changes.
- Removed random direction change timer.
- Tweaked risk from (Diamond's) recent locations.
- Note: Best "bug-free" version in APS comparison. Only down .1% from 1.111 (w/performance enhancing bug), up .3% from 1.11 (bug fixed version). Good enough for me, so now I can move on with my life. =)
- 1.114 - 5/25/2009
- MeleeRumble - APS: 65.26% (6th), PL: 256-7, Glicko-2: 1740.4, Survival: 87.10%
- RoboRumble - No 1v1 changes.
- Tweaked random direction change formula.
- 1.113 - 5/25/2009
- MeleeRumble - APS: 65.56% (6th), PL: 258-4, Glicko-2: 1747.1, Survival: 87.60%
- RoboRumble - No 1v1 changes.
- Tweaked random direction change formula.
- 1.112 - 5/25/2009
- MeleeRumble - APS: 65.40% (6th), PL: 259-3, Glicko-2: 1745.0, Survival: 87.21%
- RoboRumble - No 1v1 changes.
- Rollback to "bug-free" 1.11.
- Tweaked random direction change formula.
- 1.111 - 5/24/2009
- MeleeRumble - APS: 65.84% (6th), PL: 259-3, Glicko-2: 1751.1, Survival: 88.50%
- RoboRumble - No 1v1 changes.
- Reverting the change to current heading / random direction change code.
- Note: Trying to figure out which of the minor changes in 1.11 caused a .4% APS drop.
- Note #2: Yep, I've officially got a Performance Enhancing Bug on my hands.
- 1.11 - 5/23/2009
- MeleeRumble - APS: 65.37% (6th), PL: 258-4, Glicko-2: 1746.7, Survival: 87.17%
- RoboRumble - No 1v1 changes.
- Fixed a bug in the Wave Surfing HoT avoidance (when there's no data to surf) - was marking negative GFs as dangerous, too.
- Fixed a bug where Diamond might shoot himself disabled.
- Fixed a bug in the current heading / random direction changing code.
- Enhanced Wave Surfing debugging graphics, including drawing color-coded dangers along two closest waves.
- Only executes graphical debugging code if painting is enabled. (This also fixed the buffer-overflow I was hitting when enabling paint mid-match.)
- 1.09 - 5/23/2009
- MeleeRumble - APS: 65.85% (6th), PL: 259-3, Glicko-2: 1752.5, Survival: 88.62%
- RoboRumble - APS: 83.94% (7th), PL: 680-20, Glicko-2: 2115.5, Survival: 91.53%
- Myriad Wave Surfing tweaks:
- Changed several scan distancing dimensions: removed time since direction change, added time since velocity change, added distance last eight ticks, tweaked weights.
- Fixed one more off-by-1 bug in the surfing (using my location from 3 ticks ago instead of 2).
- Fixed the bandwidth used in kernel density calculations. (I'd set it to a static 0.1 as a placeholder, should be based on distance.)
- Added a mechanic for factoring in similar scans from recent rounds in addition to similar scans from the whole match.
- 1.08 - 5/22/2009
- MeleeRumble - APS: 65.93% (6th), PL: 258-4, Glicko-2: 1754.0, Survival: 88.79%
- RoboRumble - No 1v1 changes.
- Removed risk for recent enemy locations.
- Added damage given (anti-)risk factor.
- 1.072 - 5/21/2009
- MeleeRumble - APS: 66.03% (6th), PL: 257-5, Glicko-2: 1756.5, Survival: 88.51%
- RoboRumble - No 1v1 changes.
- Fixed off-by-1-bug in the movement, once and for all (I hope).
- 1.071 - 5/20/2009
- MeleeRumble - APS: 65.75% (6th), PL: 257-5, Glicko-2: 1753.4, Survival: 88.15%
- RoboRumble - No 1v1 changes.
- Fixed a big bug adding in the risk to enemies' recent locations.
- 1.07 - 5/20/2009
- MeleeRumble - Pulled
- RoboRumble - No 1v1 changes.
- Reverted tweak to perpendicularity factor.
- Tweaked risk to enemies' recent locations.
- Tweaked anti-being-targeted factor - count bots 10% closer instead of just bots closer.
- Tried to fix the off-by-1 bug, introduced a different one.
- 1.06 - 5/19/2009
- MeleeRumble - APS: 65.70% (6th), PL: 258-4, Glicko-2: 1754.3, Survival: 88.61%
- RoboRumble - No 1v1 changes.
- Re-introduced some risk to enemies' recent locations.
- Tweaked perpendicularity factor.
- Introduced an off-by-1 bug in the Wave Surfing - locations used for Enemy Wave sources and absolute bearings.
- 1.05 - 5/19/2009
- MeleeRumble - APS: 65.99% (6th), PL: 260-2, Glicko-2: 1758.1, Survival: 88.71%
- RoboRumble - No 1v1 changes.
- Rolled back all movement changes from 1.03 and 1.04, except:
- Greatly reduced weight of previously dominant anti-being-targeted factor.
- 1.04 - 5/18/2009
- MeleeRumble - APS: 65.48% (6th), PL: 258-4, Glicko-2: 1753.3, Survival: 87.91%
- RoboRumble - No 1v1 changes.
- Myriad melee movement tweaks:
- Tweaked reverse direction timer.
- Added corner distance risk factor.
- Greatly reduced weight of previously dominant anti-being-targeted factor.
- Tweaked risk of enemies' recent locations: fewer, more recent points, much higher weight.
- Risk evaluation debugging graphics now based off standard deviations, capped at -1.5/+1.5. A lot more meaningful (used to get many pure blue points when a few were super duper risky).
- 1.03 - 5/17/2009
- MeleeRumble - APS: 65.82% (6th), PL: 258-4, Glicko-2: 1758.5, Survival: 88.25%
- RoboRumble - No 1v1 changes.
- Added some risk to enemies' recent locations.
- 1.02 - 5/16/2009
- MeleeRumble - APS: 65.70% (6th), PL: 259-3, Glicko-2: 1758.4, Survival: 88.05%
- RoboRumble - APS: 83.05% (12th), PL: 676-25, Glicko-2: 2096.2, Survival: 90.52%
- A bunch of gun tweaks, including a gun heat dimension (only used in 1v1), time since velocity change instead of direction change, and tweaked dimension weights.
- Note: Didn't expect much rating change, but wanted to know that there wasn't, going forward.
- 1.01 - 5/15/2009
- MeleeRumble - APS: 65.76% (6th), PL: 260-3, Glicko-2: 1760.3, Survival: 88.55%
- RoboRumble - No 1v1 changes.
- Added factor for targeting bots near corners (to take their position).
- Removed factor that favors spots where enemies will be non-perpendicular in risk evaluation.
- Increased weight of damage-taken factor in risk evaluation.
- Note: Despite lower ELO, was about .3% APS better than 1.0.
- 1.0 - 5/14/2009
- MeleeRumble - APS: 65.58% (6th), PL: 260-4, Glicko-2: 1758.9, Survival: 87.82%
- RoboRumble - APS: 83.21% (11th), PL: 676-23, Glicko-2: 2100.5, Survival: 90.61%
- Initial Release.