Difference between revisions of "Knight/VersionHistory"

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* '''???'''
 
* '''???'''
 
** Add gunheat waves.
 
** Add gunheat waves.
 +
** Fix a bug when subtracting/adding to lastEnergy of an enemy when hitting or getting hitting by it.
 
** Improve my movement when close to the wall (avoid being stuck pointing directly to the enemy).
 
** Improve my movement when close to the wall (avoid being stuck pointing directly to the enemy).
  

Revision as of 22:03, 10 October 2017


0.5 - ???
  • ???
    • Tweak movement against some simple problem bots like RaikoMicro, Charo and LauLectrik, against WSC (MC 2k6) and complement against advanced targeters.
    • As a result, come up with a new movement view.
0.4.5 - ???
  • ???
    • Add gunheat waves.
    • Fix a bug when subtracting/adding to lastEnergy of an enemy when hitting or getting hitting by it.
    • Improve my movement when close to the wall (avoid being stuck pointing directly to the enemy).
0.4.4 - 10.08.2017
Quite surprised by its PL
  • RoboRumble ‒ APS: 86.01% (16th), PL: 1156-4 (4th), Survival: 95.47%
    • Revert all the gun & movement changes, but stick with BFT, abs(lateralVelocity) and the bug-fix (bullet-hit-bullet).
    • Improve wave graphics, better to see the danger.
    • Try wider (fixed) bandwidth.
    • Clear shadowed bins when getting the precise intersection danger.
0.4.3e - 10.07.2017
  • RoboRumble ‒ APS: 85.18% (19th), PL: 1149-10 (7th), Survival: 94.49%
    • Add displaceLast10 back and revert random gun weights.
0.4.3d - 10.06.2017
  • RoboRumble ‒ APS: 85.48% (16th), PL: 1116-11 (37th), Survival: 94.72%
    • Replacing distance with BFT seems to be valuable, but maybe add displaceLast10 again?
    • Revert adaptive gun weights.
    • lateralVelocity -> Math.abs(lateralVelocity)
0.4.3c - 10.06.2017

RoboRumble ‒ APS: 85.44% (16th), PL: 1146-13 (12th), Survival: 94.68%

    • Revert movement changes. Now only the bug-fix and the gun parameter changes applies.
0.4.3b - 10.06.2017
  • RoboRumble ‒ APS: 84.92% (22nd), PL: 1142-10 (14th), Survival: 94.49%
    • Fix a bug when logging enemy shot angle after bullet-hit-bullet events.
    • Test some tuned gun parameters for both guns.
    • Unfortunately incorporate some changes in movement strategies I was testing for 0.5, my commit from last version somehow did not happened...
0.4.3 - 10.05.2017
  • RoboRumble ‒ APS: 85.3% (17th), PL: 1150-9 (8th), Survival: 94.69%
    • Replace distance attribute with BFT in anti-adaptive gun.
    • Remove displaceLast10 attribute from anti-adaptive gun.
0.4.2c - 10.02.2017
  • RoboRumble ‒ APS: 85.45% (16th), PL: 1146-13 (12th), Survival: 94.74%
    • Fix a bug where I would not log hits (only logged wave breaks) in the anti-adaptive gun.
0.4.2b - 10.01.2017
  • RoboRumble ‒ APS: 85.37% (17th), PL: 1133-10 (19th), Survival: 94.84%
    • Change bandwidth picking.
    • Add fast math everywhere except for the bullet shadowing.
0.4.2 - 10.01.2017
  • RoboRumble ‒ APS: 84.86% (22nd), PL: 1145-14 (12th), Survival: 94.38%
    • Revert to 0.4.1 (monotonic trees).
    • Optimize gun and movement, should skip less turns (or even no turns at all?).
    • Fix bandwidth in KDE.
0.4.1c - 09.30.2017
  • RoboRumble ‒ APS: 84.1% (27th), PL: 1139-14 (18th), Survival: 94.19%
    • Try a heavier flattener.
0.4.1b - 09.29.2017
  • RoboRumble ‒ APS: 85.05% (21st), PL: 1147-12 (12th), Survival: 94.76%
    • Try to decay the queried entries on the movement.
0.4.1 - 09.29.2017
  • RoboRumble ‒ APS: 85.23% (17th), PL: 1147-12 (12th), Survival: 94.77%
    • Enable bullet shadowing.
    • Add virtuality in random gun.
    • Fix flattening condition.
    • Increase surfing deviation.
0.4 - 09.29.2017
  • RoboRumble ‒ APS: 84.53% (24th), PL: 1144-15 (14th), Survival: 93.88%
    • Major fixes both in gun and movement (now I can beat Ascendant, cool).
0.3
  • RoboRumble ‒ APS: 82.01% (51st), PL: 1129-30 (25th), Survival: 92.54%
    • Changes in the gun.
0.2.1
  • RoboRumble ‒ APS: 81.64% (53rd), PL: 1091-69 (60th), Survival: 87.12%
    • Uses Raiko Gun.
0.2 - 09.20.2017
  • RoboRumble ‒ APS: 80.14% (64th), PL: 1058-102 (88th), Survival: 89.56%
    • Fix an old bug which would affect Roborio too.
    • Fix my Kd-Tree.
    • Tweak movement.
0.1.3 - 09.16.2017
    • Fix precise intersection issues.
    • Add general purpose DC-GF gun from Roborio without tick wave logging, though.
0.1.2 - 09.15.2017
  • RoboRumble ‒ APS: 80.53% (59th), PL: 1079-79 (70th), Survival: 90.3%
    • Fix stat tracking.
    • Fix movement tree weights.
    • Add my precise intersection when logging a wave break.
0.1.1 - 09.13.2017
  • RoboRumble ‒ APS: 81.91% (52nd), PL: 1098-61 (54th), Survival: 91.48%
    • Incorporate Roborio's movement trees with different use conditions. No flattener, though.
    • Revert order my afterRun() function is executed.
    • Log when wave passes me. Still have to log when my wave passes an enemy, though.
    • Make a class dedicated to hold stats from the battle, which is used, for example, to decide which tree to use in the movement. It can be used just for logging purposes as well.
0.1 - 09.13.2017 - first release
  • RoboRumble ‒ APS: 75.55% (101st), PL: 916-178 (211th), Survival: 84.32%
    • Incorporate Monk 0.2.2 1v1 gun and movement. The wave surfing attributes are very simple and the gun is not well suited for 1v1.