Difference between revisions of "ScalarN/Version History"

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m (update)
m (0.011a)
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** '''{{subst:rumblestats:meleerumble|aaa.n.ScalarN xxx|RumbleStatsDefault}}'''
 
** '''{{subst:rumblestats:meleerumble|aaa.n.ScalarN xxx|RumbleStatsDefault}}'''
 
-->
 
-->
 +
* {{ScalarNVersion|version=0.011a|date={{date|2018|08|29}}}}
 +
** use Manhattan distance in gun
 +
 
* {{ScalarNVersion|version=0.011|date={{date|2018|08|28}}}}
 
* {{ScalarNVersion|version=0.011|date={{date|2018|08|28}}}}
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.n.ScalarN%200.011|rumble=MeleeRumble|scorelabel=APS|score=71.17|rank=3rd|win=400|loss=4|plrank=5th|glicko2=N/A|pwin=99.01|vote=26.49|anpp=97.1|score2label=Survival|score2=62.96}}'''
+
** '''{{RumbleStatsDefault|link=http://literumble.appspot.com/BotDetails?game=meleerumble&name=aaa.n.ScalarN%200.011|rumble=MeleeRumble|scorelabel=APS|score=71.2|rank=3rd|win=400|loss=4|plrank=5th|glicko2=N/A|pwin=99.01|vote=26.49|anpp=97.1|score2label=Survival|score2=63.84}}'''
 
** State-of-the-art wall hit avoidance (best used together with wall smoothing)
 
** State-of-the-art wall hit avoidance (best used together with wall smoothing)
 
** Use intersect distance instead of current distance in melee surfing
 
** Use intersect distance instead of current distance in melee surfing

Revision as of 04:48, 29 August 2018

  • 0.011a (August 29, 2018)
    • use Manhattan distance in gun
  • 0.011 (August 28, 2018)
    • MeleeRumble ‒ APS: 71.2% (3rd), PL: 400-4 (5th), Survival: 63.84%
    • State-of-the-art wall hit avoidance (best used together with wall smoothing)
    • Use intersect distance instead of current distance in melee surfing
    • Wave Surfing in 1v1
  • 0.01 (August 26, 2018)
    • MeleeRumble ‒ APS: 70.29% (3rd), PL: 395-9 (10th), Survival: 45.97%
    • Initial release
  • 0.01 phase 4 (August 26, 2018 – August 26, 2018)
  • 0.01 phase 3 (August 20, 2018 – August 26, 2018)
    • State-of-the-art swarm knn pif melee gun
      • Very simple but very effective now
  • 0.01 phase 2 (August 03, 2018 – August 05, 2018)
    • Simple minimal risk movement influenced by Neuromancer, Firestarter, Diamond and HawkOnFire and more bots.
  • 0.01 phase 1 (July 20, 2018 – August 03, 2018)
    • State-of-the-art melee radar that maximizes scan rate
      • Unified design for melee and duel
      • Graceful handling of out-ranged robot, supporting even 5000x5000 battle field!
  • 0.01 phase 0 (July 09, 2018 – August 19, 2018)
    • Bot Development Framework
      • Lightweight Log4j style logging for robot and corresponding Intellij plugin
      • BaseRobot — AdvancedRobot alternative, decoupling bot implementation from robocode
      • Subject/Listener style component communication, and bind together automatically via ListenerRegister module!
      • Fully redesigned Unit module that provides a unified model for all robots in battlefield
    • Math and Data Structures
      • 2D vector library V inspired by PyTorch; Math library U that unifies math/geom API.
      • Primitive Collections Framework that feels the same as JCF but much faster and compact for primitives.
      • Brand new Xor's KdTree.