Difference between revisions of "DeBroglie/Version History"

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m (news about 1.0)
m (Update on recent work.)
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'''v 1.0''' -- ground up rewrite in progress. Looking at using [[User:Chase-san/MovSim|Chase-san's MovSim]] and maybe [[User:Rednaxela/kD-Tree|Rednaxela's KD-tree implementation]]. If I do the latter, I'll probably be looking at kernel density functions as well. The bot has much the same construction internally, just reworked and planned much more cleanly from the ground up.
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'''v 1.0''' -- coming soon - a ground up rewrite is in progress. Using the WeightedManhattan version of [[User:Rednaxela|Rednaxela's]] [[User:Rednaxela/kD-Tree|KD-tree implementation]], so deBroglie counts as a [[Dynamic_Clustering|DC]] bot now, I suppose.  I'm looking at using [[User:Chase-san|Chase-san's]] [[User:Chase-san/MovSim|MovSim]] or maybe [[User:Simonton|Simonton's]] [[Wall_Smoothing/Implementations/Fancy_Stick|"Fancy Stick" non-iterative smoother]] to finish refining the Waves and allow me to begin a proper rewrite of deBroglie's [[Wave_Surfing/GoTo_Surfing|goTo Surfing]]. I'm leaning toward the "Fancy stick" smoother because it's an angle-only solution, and I have some ideas about purely distance/aceleration simulation that I'd like to try out. Hopefully I can package both considerations into a single non-iterative sim class for both wave MEA calculations and wave surfing movement.
  
 
'''v 0.66''' -- 0.65 was significantly weaker against some bots than 0.55 was.  Did some downloading and trial battles against a few of the biggest changes. Happened because I removed the ram behavior from my old oscillator. Put ram behavior back in, including some aggressive re-ramming and gun shooting for fun.
 
'''v 0.66''' -- 0.65 was significantly weaker against some bots than 0.55 was.  Did some downloading and trial battles against a few of the biggest changes. Happened because I removed the ram behavior from my old oscillator. Put ram behavior back in, including some aggressive re-ramming and gun shooting for fun.

Revision as of 19:39, 23 November 2011

v 1.0 -- coming soon - a ground up rewrite is in progress. Using the WeightedManhattan version of Rednaxela's KD-tree implementation, so deBroglie counts as a DC bot now, I suppose. I'm looking at using Chase-san's MovSim or maybe Simonton's "Fancy Stick" non-iterative smoother to finish refining the Waves and allow me to begin a proper rewrite of deBroglie's goTo Surfing. I'm leaning toward the "Fancy stick" smoother because it's an angle-only solution, and I have some ideas about purely distance/aceleration simulation that I'd like to try out. Hopefully I can package both considerations into a single non-iterative sim class for both wave MEA calculations and wave surfing movement.

v 0.66 -- 0.65 was significantly weaker against some bots than 0.55 was. Did some downloading and trial battles against a few of the biggest changes. Happened because I removed the ram behavior from my old oscillator. Put ram behavior back in, including some aggressive re-ramming and gun shooting for fun.

v 0.65 -- Bug in 0.6 fixed. I'd accidentally passed the bullet velocity to my escape angle predictor as "20 - 3/firepower" instead of "20 - 3*firepower." Oops! The wave surfer learns a little slow, but often does nice, tight dodging, so I've got a good foundation to build on, I think.

v 0.6 -- Implemented goTo wave surfing. Nice boost against top 25ish bots, but when it went into the rumble, a particularly ugly bug reared its head. Skipped turns badly against weak bullets.

v 0.55 -- v 0.5 was using stupid amounts of memory. Hanging on RoboRumble with DrussGT and a few others. Trimmed things down. Definitely need to implement a growable data structure of some kind for stats.

v 0.5 -- Rewritten angleToBin and binToAngle to compensate for clockwise/CCW movement. This allowed elimination the cw/ccw stats segment. Double the data density with half the memory use. Consequently added a few bins and timing segments. Still a net memory savings. Also included last velocity in cw/ccw calculation if current v == 0. Seemed wrong for v == 0 to always be clockwise.. the enemy might have a pattern to exploit when crossing v == 0 after all.

v 0.4 -- full max escape angle calculation instead of just the polar coordinate version.

v 0.3 -- Some more segmentation. Lots of little fixes.

v 0.2 -- First version. Gutted and rebuilt my old Virtual Bullets + Anti-gravity bot Newton.