Difference between revisions of "Glacier/Version History"

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(Glacier 0.2.4... finding where the score went...)
(Glacier 0.2.4 results)
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* '''0.2.4''' - 25/10/2009
 
* '''0.2.4''' - 25/10/2009
** ''Rating Pending''
+
** {{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=ags.Glacier+0.2.4|rumble=MeleeRumble|scorelabel=APS|score=69.18|rank=4th|win=278|loss=3|plrank=4th|glicko2=1615.6|score2label=Survival|score2=90.04}}
 
** Revert to 0.2.2, and then make PIF wall boundary checking more lenient like 0.2.3
 
** Revert to 0.2.2, and then make PIF wall boundary checking more lenient like 0.2.3
  

Revision as of 13:46, 28 October 2009

Glacier Sub-pages:
GlacierVersion History - Hypothermia - GlacialHawk


  • 0.2.4 - 25/10/2009
    • MeleeRumble ‒ APS: 69.18% (4th), PL: 278-3 (4th), Survival: 90.04%
    • Revert to 0.2.2, and then make PIF wall boundary checking more lenient like 0.2.3
  • 0.2.3 - 25/10/2009
    • MeleeRumble ‒ APS: 69.17% (4th), PL: 278-3 (4th), Survival: 90.07%
    • Re-release of 0.2 to check melee score drift
  • 0.2.2 - 24/10/2009
    • MeleeRumble ‒ APS: 68.88% (4th), PL: 277-3 (4th), Survival: 89.64%
    • Revert radar changes of 0.2.1
  • 0.2.1 - 16/10/2009
    • MeleeRumble ‒ APS: 68.28% (4th), PL: 278-3 (4th), Survival: 89.06%
    • Use 'turn towards center' for initial radar direction
    • Use 'shadow' style Play-If-forward for now
      • Pure BFT approach appears to be notably faster in my tests, but my implementation is locking up from time to time. Not sure it's worth the effort.
  • 0.2 - 26/9/2009
    • MeleeRumble ‒ APS: 69.21% (4th), PL: 277-3 (4th), Survival: 90.31%
    • Quick hack to dodge linear targeting in addition too.
  • 0.1 - 25/9/2009
    • Melee APS diffs:
    • MeleeRumble ‒ APS: 68.95% (4th), PL: 279-4 (4th), Survival: 89.64%
    • Uses GlacialHawk 1.10 targeting.
    • Uses old movement HOT-dodging movement developed just prior to begining the GlacialHawk experiments.