Difference between revisions of "Scalar/Version History"

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m
m (Maybe the fastest normalRelativeAngle ever ;))
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* ?
 
* ?
 
** Thanks [[Skilgannon]] for mentioning paper "Fast Polynomial Approximations to Sine and Cosine" in his code ;) I'll try some approximated function as the replacement of StrictMath.  
 
** Thanks [[Skilgannon]] for mentioning paper "Fast Polynomial Approximations to Sine and Cosine" in his code ;) I'll try some approximated function as the replacement of StrictMath.  
 +
** Just benchmarked my legacy normalRelativeAngle (uses two %), robocode.Utils.normalRelativeAngle (branching), [[Skilgannon]]'s normalRelativeAngle (floor) and my new normalRelativeAngle (which is shorter and cleaner than Skilgannon's, and uses INVERSE_TWO_PI to get ride of divisions), and find my version a little faster than [[Skilgannon]]'s (5.4x faster than robocode's), and my legacy version (not used in my recent bots though) is 50% slower than the robocode's ;p
  
 
* {{SimpleVersion|date=2017-11-02|version=0.01d}}
 
* {{SimpleVersion|date=2017-11-02|version=0.01d}}

Revision as of 14:51, 4 November 2017

Scalar Sub-pages:
ScalarVersion History - Understanding Scalar

  • Planned 0.011
    • Migrate ScalarBot’s 1v1 movement & gun
    • Migrate ScalarBot’s 1v1 gun.
    • Rewrite a 1v1 movement that’s first optimized for simple guns, then slow learning guns. And find out a way to dodge pattern matchers well.
    • After that, add a tick flattener to help dodging the top guns, and a firing wave flattener agaisnt AS guns. (Only after I can dodge anything else very well can I start working on this and set a better threshold).
  • Planned 0.01f
    • kNN melee gun
  • Planned 0.01e
    • Melee wave surfing


  •  ?
    • Thanks Skilgannon for mentioning paper "Fast Polynomial Approximations to Sine and Cosine" in his code ;) I'll try some approximated function as the replacement of StrictMath.
    • Just benchmarked my legacy normalRelativeAngle (uses two %), robocode.Utils.normalRelativeAngle (branching), Skilgannon's normalRelativeAngle (floor) and my new normalRelativeAngle (which is shorter and cleaner than Skilgannon's, and uses INVERSE_TWO_PI to get ride of divisions), and find my version a little faster than Skilgannon's (5.4x faster than robocode's), and my legacy version (not used in my recent bots though) is 50% slower than the robocode's ;p
  • 0.01d – 2017-11-02
    • MeleeRumble ‒ APS: 63.94% (25th), PL: 362-39 (39th), Survival: 26.62%
    • Fixed a lot of bugs in PIF gun ;)
    • Implemented melee wave tracking (no gun heat waves yet), and no reaction to that information yet.
  • 0.01c – 2017-10-31
    • Simple melee movement that dodges a lot of HOT bullets without surfing ;)
    • Simple PIF gun that selects scans randomly
  • 0.01b – 2017-10-29
    • Rewrite ScalarBot’s framework from scratch, so that every single object is either static or pooled. No object creation/deletion between ticks or even rounds!
    • Write a melee radar
    • Migrate ScalarBot’s 1v1 radar into melee radar