Difference between revisions of "Knight/VersionHistory"
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− | + | == Planned Series == | |
; 1.1 series, the PM series | ; 1.1 series, the PM series | ||
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* Probably do a bunch of optimizations along the way. | * Probably do a bunch of optimizations along the way. | ||
− | + | == Past Releases == | |
; 0.4.4b - 10.12.2017 | ; 0.4.4b - 10.12.2017 |
Revision as of 17:50, 26 October 2017
Planned Series
- 1.1 series, the PM series
- Try a very complex pattern matching gun.
- 1.0 series, the PIF series
- Try a PIF gun against random movers.
- 0.9 series, the bullet shielding series
- 0.8 series, the movement tuning series
- Try to tune the movement parameters with a SGD approach.
- Should take a long time.
- 0.7 series, the peek finder series
- Try to force myself into a situation the enemy has seen before when his gun is cool.
- 0.6 series, the gun tuning series
- Try to tune the gun parameters with a SGD approach.
- 0.5 series, the movement series
- Add gunheat waves.
- Improve close-range movement.
- Tweak movement against some simple problem bots like RaikoMicro, Charo and LauLectrik, against WSC (MC 2k6) and complement against advanced targeters.
- Improve my movement when close to the wall (avoid being stuck pointing directly to the enemy).
- Tweak wall stick and distance parameters.
- Probably do a bunch of optimizations along the way.
Past Releases
- 0.4.4b - 10.12.2017
- RoboRumble ‒ APS: 85.91% (16th), PL: 1153-7 (7th), Survival: 95.4%
- Sanity check version after many changes in shared classes during Medina's development.
- 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.