Difference between revisions of "Portia/Version History"
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(Portia 1.20) |
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+ | * '''1.20''' - 5 September 2009 | ||
+ | ** Totally rewrote the 1v1 gun: | ||
+ | *** What I'd like to achieve with this particular gun is to have data and make reasonably decent predictions very early in the fight. | ||
+ | *** Tries to predict the path the opponent will take, and shows it using debugging graphics. | ||
+ | *** Does quite well against pattern robots and generally predictable bots. Scores about 40-45% against wavesurfers, which I think is quite fair considering it doesn't save any data between rounds. | ||
+ | ** Fixed bug in handling of disabled bots, and made it more aggressive (for solo and meleemode). :P | ||
+ | ** Tweaked 1v1 movement a tiny bit | ||
* '''1.19''' - 30 August 2009 | * '''1.19''' - 30 August 2009 |
Revision as of 02:47, 5 September 2009
- Portia Sub-pages:
- Portia - Version History
- 1.20 - 5 September 2009
- Totally rewrote the 1v1 gun:
- What I'd like to achieve with this particular gun is to have data and make reasonably decent predictions very early in the fight.
- Tries to predict the path the opponent will take, and shows it using debugging graphics.
- Does quite well against pattern robots and generally predictable bots. Scores about 40-45% against wavesurfers, which I think is quite fair considering it doesn't save any data between rounds.
- Fixed bug in handling of disabled bots, and made it more aggressive (for solo and meleemode). :P
- Tweaked 1v1 movement a tiny bit
- Totally rewrote the 1v1 gun:
- 1.19 - 30 August 2009
- Tried to preempt and fix possible sources of Exceptions.
- Tweaked gun and added special handlers for disabled bots.
- 1.18 - 30 August 2009
- Restructured internally to allow for an implementation of Shadow/Melee Gun, and this is the first try at it. It seems to be working and I'm just too damn curious to wait.
- 1.17 - 29 August 2009
- Keeps statistics and shows them at the start of the match. Among other things, this means it will be more easy to see if Portia is malfunctioning. :)
- Now using Rednaxela's kD-Tree
- Hopefully fixed the NullPointerException bug Voidious pointed out...
- Reverted bullet power selection back to 1.13, I want my 1% APS back! :P
- 1.16 - 23 August 2009
- MeleeRumble ‒ APS: 67.43% (4th), PL: 274-3 (3rd), Survival: 92.61%
- Rewrote the code I did in 1.14 and 1.15. Hopefully it won't cause exceptions anymore.
- Removed the main exception handlers. That way exceptions won't be hidden and secretively cause problems in battles. (Fail safe)
- As proof of concept: Now detects groups of the same robot using Head-On. Portia becomes 1st roughly 85% of the time against a group of 9 HawkOnFires now (compared to 60% before this update).
- Slight changes to energy management (mostly rollback).
- Slight change to DC-gun: uses squared distance instead of manhatten distance.
- 1.15 - 19 August 2009
- MeleeRumble ‒ APS: 67.49% (3rd), PL: 275-1 (2nd), Survival: 92.17%
- DC-gun bug fix. This is not the bug Voidious has reported about 1.14, I haven't been able to reproduce that one.
- More aggressive bullet power use when at high energy.
- 1.14 - 15 August 2009
- MeleeRumble - Back to 3rd place!
- Several DC-gun changes for melee:
- Use strong bullets against opponents who seem easy to hit
- Do not use predicted positions that are outside of the battlefield
- DC-gun speedup
- 1.13 - 11 August 2009
- MeleeRumble - 2nd place!
- RoboRumble - No 1v1 changes.
- DynamicClustering accuracy increase (Hopefully). Instead of using interpolated velocities and turn rates, it now uses relative positions.
- Made it more selective, accurate and aggressive with "simple" robots (cyan gun).
- 1.12 - 3 August 2009
- MeleeRumble - 3rd place!
- RoboRumble - No 1v1 changes.
- It took me quite a while to understand the concept behind kd-trees, but I finally got it! Props go to ABC and Voidious for inspiring me to study the subject. I made my own implementation of the tree, and changed the gun to use it. I think there is still a lot to improve, but I was so curious to see the result so far I had to make a release.
- Removed green exact pattern matching gun
- Added yellow Dynamic Clustering gun. This gun is used instead of the blue circular gun when enough data is collected.
- 1.11 - 23 July 2009
- MeleeRumble - APS:66.67 (5th), Survival:90.86, Glicko-2:1713.1, PL:548
- RoboRumble - No 1v1 changes.
- Changed the gun and added specific colors for shotlines:
- Blue - primary circular targeting
- Green - pattern match targeting
- Cyan - simple bot targeting
- Red - disabled bot targeting
- 1.10 - 23 July 2009
- MeleeRumble - APS:66.76 (5th), Survival:90.95, Glicko-2:1718.5, PL:546
- RoboRumble - No 1v1 changes.
- Major bug fix: it turns out the gun was mostly firing using simple Circular Targeting. That's now changed to actually predict opponents accelerating and decelerating.
- Cool feature: can now detect record & predict Oscillator Movement frequency.
- Cool feature: can now detect most sample bots and bots behaving like sample bots. It uses powerful bullets against such robots, to maximize effect. :)
- No significant changes to movement: That way it will be more obvious what the effect of the changes on the gun are. I only did some codespeed and distancing optimizations.
- 1.0 - 12 July 2009
- RoboRumble - APS:66.28 (124th), Survival:75.35, Glicko-2:2149, PL:1226
- MeleeRumble - APS:66.46 (6th), Survival:90.71, Glicko-2:1716.5, PL:542
- Initial Release