Difference between revisions of "Firestarter/Version History"
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m (Firestarter version 2.0c&d) |
m (Firestarter version 2.0e) |
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== Version history of Firestarter == | == Version history of Firestarter == | ||
+ | * '''2.0e''' - 28.10.2017 | ||
+ | ** '''[http://literumble.appspot.com/BotDetails?game=meleerumble&name=cb.fire.Firestarter%202.0e MeleeRumble] - APS: ~71.8 (#2)''' | ||
+ | ** Try the same as in 1vs1: divide melee gun tree attributes by their standard deviations. | ||
* '''2.0d''' - 28.10.2017 | * '''2.0d''' - 28.10.2017 | ||
− | ** '''[http://literumble.appspot.com/BotDetails?game=meleerumble&name=cb.fire.Firestarter%202.0d MeleeRumble] - APS: 71. | + | ** '''[http://literumble.appspot.com/BotDetails?game=meleerumble&name=cb.fire.Firestarter%202.0d MeleeRumble] - APS: ~71.8 (#2)''' |
** Restore melee gun tree attributes from 1.14, except for number of bullets fired. | ** Restore melee gun tree attributes from 1.14, except for number of bullets fired. | ||
* '''2.0c''' - 28.10.2017 | * '''2.0c''' - 28.10.2017 |
Revision as of 16:12, 28 October 2017
Version history of Firestarter
- 2.0e - 28.10.2017
- MeleeRumble - APS: ~71.8 (#2)
- Try the same as in 1vs1: divide melee gun tree attributes by their standard deviations.
- 2.0d - 28.10.2017
- MeleeRumble - APS: ~71.8 (#2)
- Restore melee gun tree attributes from 1.14, except for number of bullets fired.
- 2.0c - 28.10.2017
- MeleeRumble - APS: 71.3 (#2)
- Try to fix a gun bug, actually made it worse.
- 2.0b - 27.10.2017
- RoboRumble - APS: 88.66 (#4)
- Remove "bullet power" gun feature. This will speed up the gun, and hopefully not decrease APS.
- 2.0a - 27.10.2017
- RoboRumble - APS: 88.61 (#4)
- Tweak gun against non-surfers.
- Lower weight for time-since-bullet-shot and number-of-bullet-shots, from 5 standard deviations to 1 standard deviation.
- Raise number of k nearest neighbors from 10 to 30.
- 2.0 - 26.10.2017
- RoboRumble - APS: 88.33 (#5)
- MeleeRumble - APS: 71.29 (#2)
- TeamRumble - APS: 83.33 (#2)
- Change the whole bot structure to be more suitable for team play.
- Exhaustive team communication (share status events, scans and all kinds of bullet events).
- Improve team radar.
- Dodge team mates' bullets.
- Rewrite 1vs1 gun. Use KNN+GF only instead of crowd targeting.
- Simplify melee gun. Use only five features. Maybe this should be undone.
- Scale gun and movement features to have a standard deviation of 1.
- Tweak gun to be stronger against surfers, but weaker against non-surfers. Probably should be mitigated.
- 1.14 - 17.10.2017
- MeleeRumble - APS: 72.18 (1st)
- RoboRumble - APS: 88.58 (4th)
- TeamRumble - APS: 80.12 (2nd)
- Undo targeting point reduction.
- Fix a small bug in max escape angle calculation.
- Some refactoring.
- Implement basic team play.
- 1.13h - 17.10.2017
- MeleeRumble - APS: 72.12% (1st)
- RoboRumble - APS: 88.27 (5th)
- Keep 120 wall stick.
- In 1vs1, reduce number of targeting points from 30 to 20 to speed up gun.
- 1.13g - 16.10.2017
- RoboRumble - APS: 88.48 (4th)
- Wall stick: 100.
- 1.13e - 16.10.2017
- RoboRumble - APS: 88.48 (4th)
- Wall stick: 120.
- 1.13f - 16.10.2017
- RoboRumble - APS: 88.45 (4th)
- Wall stick: 135.
- 1.13d - 16.10.2017
- RoboRumble - APS: 88.4% (4th)
- Reduce wall stick from 200 to 150.
- 1.13c - 16.10.2017
- RoboRumble - APS: 87.92% (7th)
- Rewrite 1vs1 energy management.
- Fire high power bullets if hit rate is high.
- 1.13b - 16.10.2017
- RoboRumble - APS: 87.93% (7th)
- If the opponent uses a low bullet power, also fire low power bullets.
- 1.13a - 14.10.2017
- MeleeRumble - APS: 72.07% (1st)
- RoboRumble - APS: 87.89% (7th)
- Fix small bullet shadow bug.
- Increase GF difference tolerance for surfing, to be stronger against weak bots again.
- 1.13 - 14.10.2017
- MeleeRumble - APS: ~72% (1st)
- RoboRumble - APS: 87.46% (8th)
- Implement bullet shadows.
- Use bins for surfing.
- If there is no enemy targeting data, dodge HOT bullets.
- Stronger against strong bots, weaker against weak bots.
- 1.12a - 08.10.2017
- MeleeRumble - APS: 71.80% (1st)
- RoboRumble - APS: 87.15% (9th)
- Remove wall attributes for melee again.
- Adjust gun aim tolerance angle and anti-shielder random offset in 1vs1.
- Improve HitByBullet and BulletHitBullet detection.
- 1.12 - 07.10.2017
- MeleeRumble - APS: 71.35% (1st)
- RoboRumble - APS: 86.89% (9th)
- Optimize melee movement during the first ticks of each round.
- Tweak gun by adding wall attributes and time since last bullet fired (probably not so good in melee).
- Go back to increased melee bullet power.
- 1.11a - 05.10.2017
- MeleeRumble - APS: 71.76% (1st)
- Decrease melee bullet power again.
- 1.11 - 05.10.2017
- MeleeRumble - APS: 71.89% (1st)
- RoboRumble - APS: 86.42% (11th)
- Increase melee bullet power.
- Surf two waves and also evaluate the third one.
- In 1vs1, combine PIF and guess factor gun to a single gun.
- 1.10 - 01.10.2017
- MeleeRumble - APS: 71.88% (1st)
- RoboRumble - APS: 86.07% (14th)
- Emit bullet waves each tick, instead of only when a bullet is fired.
- 1.9 - 30.09.2017
- MeleeRumble - APS: 71.59% (2nd)
- RoboRumble - APS: 85.42% (17th)
- Surf two waves in 1vs1.
- Fix surf learning bug.
- 1.8d - 23.09.2017
- MeleeRumble - APS: 71.47% (2nd)
- RoboRumble - APS: 84.01% (27th)
- Melee movement is now something between surfing and minimum risk movement.
- Add surfing attributes: forward/backward wall, advancing velocity.
- 1.7 - 22.09.2017
- MeleeRumble - APS: 71.32% (2nd)
- RoboRumble - APS: 83.82% (28th)
- Add gun attributes: time since direction change and distance last 10.
- Fix a few bugs.
- 1.6.1 - 08.09.2017
- MeleeRumble - APS: 71.36% (2nd)
- RoboRumble - APS: 83.06% (38th)
- Fix bug in guess factor gun.
- Make melee movement a bit less predictable.
- 1.6 - 07.09.2017
- MeleeRumble - APS: 71.34% (2nd)
- RoboRumble - APS: 81.77% (50th)
- Add a guess factor gun.
- Make melee movement less predictable.
- 1.5.5 - 05.09.2017
- MeleeRumble - APS: 71.04% (2nd)
- RoboRumble - APS: 83.84% (27th)
- Remove flattener again.
- Reduce melee bullet power again.
- 1.5.4 - 24.08.2017
- MeleeRumble - APS: 70.65% (2nd)
- RoboRumble - APS: 82.6% (42nd)
- Try different bullet power calculation in melee.
- 1.5.3 - 24.08.2017
- MeleeRumble - APS: 71.08% (2nd)
- RoboRumble - APS: 82.6% (42nd)
- In OneOnOne, set a fairly constant bullet power (1.99) and always try to maximize distance.
- 1.5.2 - 22.08.2017
- MeleeRumble - APS: 71.15% (2nd)
- RoboRumble - 80.89% (53th)
- Undo melee movement change.
- 1.5.1 - 22.08.2017
- MeleeRumble - APS: 70.60% (2nd)
- RoboRumble - APS: 81.03% (52th)
- Use the flattener less often.
- Increase data decay.
- Make melee movement less predictable for strong guns.
- 1.5 - 17.08.2017
- MeleeRumble - APS: 71.14% (2nd)
- RoboRumble - APS: 81.39% (50th)
- Added a flattener.
- 1.4.3 - 16.08.2017
- MeleeRumble - APS: 70.91% (2nd)
- Changed movement parameters.
- 1.4.2 - 08.08.2017
- MeleeRumble - APS: 70.83% (2nd)
- Slightly decreased bullet power. This version is worse, going back to 1.4.
- 1.4.1 - 08.08.2017
- MeleeRumble - APS: 71.19% (2nd)
- Increased bullet power. APS is marginally better, but Survival dropped by two points.
- 1.4 - 06.08.2017
- MeleeRumble - APS: 71.13% (2nd)
- Improving melee movement. Move away 10 ticks before the first HOT bullet would hit.
- Survival score is pretty high compared to other strong bots. Slightly raising bullet power might reduce Survival but further improve APS, both in Melee and 1vs1.
- 1.3 - 26.07.2017
- MeleeRumble - APS: 70.77% (2nd)
- RoboRumble - APS: 82.74% (41st)
- Completely rewriting the gun to speed it up. A big score improvement was not expected.
- 1.2 - 11.07.2017
- MeleeRumble - APS: 69.58% (4th)
- Small changes to movement and gun.
- 1.1 - 08.07.2017
- MeleeRumble - APS: 69.62% (4th)
- 1.0 - 07.07.2017
- Initial release.