ScalarBot/Version History
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- ScalarBot Sub-pages:
- ScalarBot - Version History - Understanding ScalarBot
- 0.012m8 – 2017-10-08
- Use full cluster in main gun
- Tune main gun hard against RaikoMicro
- Add VG graphics
- 0.012m7 – 2017-10-08
- Base on 0.012l29
- Migrate wave graphics and hit score from 0.012l45
- Gun refactor
- Add VG System
- Add an Anti-Surfer Gun
- 0.012l45 – 2017-10-08
- RoboRumble ‒ APS: 87.8% (6th), PL: 1154-5 (5th), Survival: 94.77%
- Disable flattener
- Use legacy energy management
- Use fast math again in gun
- 0.012l42 – 2017-10-07
- New wave risk graphics
- Rework hit score
- Add Virtual Gun System
- Add a random gun but disabled for now
- Rework flattener
- 0.012l40 – 2017-10-06
- RoboRumble ‒ APS: 88.3% (3rd), PL: 1152-7 (6th), Survival: 95.22%
- Refactor
- Use native math in gun kde
- Match legacy bullet power behavior
- 0.012l37 – 2017-10-05
- RoboRumble ‒ APS: 88.3% (3rd), PL: 1153-6 (5th), Survival: 95.23%
- Try to match legacy bullet power behavior when hit rate under 33.3%
- 0.012l35 – 2017-10-05
- RoboRumble ‒ APS: 88.21% (5th), PL: 1150-9 (6th), Survival: 95.11%
- Make one shot power smarter (if cannot one shot energy + hit bonus, one shot energy without hit bonus)
- I know my gun behaves poorly when changing bullet power after introducing the bullet power dimension (strange thing though), therefore the score decrease may result from poor gun performance when trying to save energy.
- 0.012l34 – 2017-10-05
- RoboRumble ‒ APS: 88.24% (4th), PL: 1150-9 (7th), Survival: 95.16%
- Ignore enemy hit when my hit rate is not very high (33%) to save energy
- 0.012l33 – 2017-10-05
- Some refactors
- 0.012l31 – 2017-10-05
- RoboRumble ‒ APS: 88.22% (5th), PL: 1154-5 (4th), Survival: 95.13%
- Be more conservative about killing power (never raise power for kill)
- 0.012l30 – 2017-10-04
- RoboRumble ‒ APS: 88.05% (5th), PL: 1153-6 (5th), Survival: 94.95%
- Use precise one shot power. (Bullet power to one shot the opponent even if one of his bullets in air hits me before that)
- 0.012l29 – 2017-10-03
- RoboRumble ‒ APS: 88.38% (3rd), PL: 1152-7 (6th), Survival: 95.25%
- Base on 0.012l21
- No longer match bullet power higher than 1.95
- No noise in bullet power any more
- 0.012l22 – 2017-10-02
- Be more conservative & stable (remove manually added randomness) on energy management.
- 0.012l21 – 2017-10-02
- RoboRumble ‒ APS: 88.15% (5th), PL: 1152-7 (4th), Survival: 94.71%
- Try to exploit x.y5 bug in gun
- Fix incorrect decay bug introduced in 0.012l15
- 0.012l20 – 2017-10-01
- Revert movement change in 0.012l17 (no noticeable difference after ~500 pairings)
- Tweak energy management a little
- 0.012l17 – 2017-10-01
- Add enemy wall damage detection (no behavior change yet)
- Make graphics switch better
- Tweak movement array view
- 0.012l13 – 2017-09-28
- RoboRumble ‒ APS: 87.82% (6th), PL: 1150-9 (7th), Survival: 94.36%
- Revert to 0.012l7
- Gun:
- Enable bug fix in my kd-tree (performance enhancing bug against surfers ;) )
- Use Precise GF
- Use Precise Intersection
- Multimode on Disabled bots (no log, shot head on)
- Add bulletsFired, power, advVel, averageLatVelLast11 attributes & try some non linear normalization function
- Use 11 nearestNeighbors' averageDistance as one sigma (cluster size is still sqrt(tree.size)).
- Tune weights against RaikoMicro & previous version of ScalarBot (to find a balance between hitting RM & WS)
- 0.012l8 – 2017-09-28
- RoboRumble ‒ APS: 86.56% (9th), PL: 1154-5 (5th), Survival: 93.11%
- Use Runnable interface instead of onTurnEnded Custom Event to execute(), which is MUCH faster when battle speed set to max on my computer, especially on short battles.
- 0.012l7 – 2017-09-27
- RoboRumble ‒ APS: 86.69% (9th), PL: 1155-4 (4th), Survival: 93.28%
- Revert to 0.012k3
- Fix time decay bug about globalTime again ;/ (the fix in 0.012k2 is not complete and actually breaks it)
- Change wave graphics color to black.
- 0.012l2 – 2017-09-26
- RoboRumble ‒ APS: 86.6% (9th), PL: 1150-9 (8th), Survival: 93.17%
- Revert changes in WallArrayView.
- 0.012l1 – 2017-09-26
- Base on 0.012k3
- Try tuning movement weights
- 0.012k4 – 2017-09-26
- RoboRumble ‒ APS: 86.58% (9th), PL: 1146-13 (11th), Survival: 92.87%
- Some experiments toward traditional Wave Surfing.
- Survival and PWIN decreased a lot, but APS a little.
- 0.012k3 – 2017-09-25
- Migrate better bullet shadow graphics, round hit score log and better energy drain log from 0.014 branch.
- 0.012k2 – 2017-09-25
- RoboRumble ‒ APS: 86.61% (9th), PL: 1153-6 (6th), Survival: 93.2%
- Fix time based decay bug that uses round time instead of battle time, which affects MoveProbabilityView greatly.
- 0.012k1 – 2017-09-13
- RoboRumble ‒ APS: 86.53% (9th), PL: 1150-9 (8th), Survival: 93.04%
- Re-enable bullet shadow
- 0.012k – 2017-09-13
- RoboRumble ‒ APS: 86.21% (12th), PL: 1142-16 (12th), Survival: 92.57%
- Disable bullet shadow & flattener temporally
- Add a probability view reworked based on flattener view.
- 0.012j8 – 2017-09-12
- RoboRumble ‒ APS: 86.1% (13th), PL: 1152-6 (5th), Survival: 92.91%
- Tune against the problem bots of previous versions to make sure the flattener is not enabled against weak bots, but enabled & disabled periodically against top bots.
- 0.012j5 – 2017-09-12
- Fix a LONG LIVING BUG in my kd-tree which prevents me from getting enough points in a cluster. However the bug is kept in gun temporally as I don't want to touch the gun yet.
- Fix a long living bug which counts bullet collides as bullet hit.
- The flattener now uses gaussian function to 1. as weight to cut down unrelated data while including the relevant ones 2. as kernel density to help the true surfing algorithm. No fast math is used yet.
- Weight flattener based on hit rate minus a threshold. Non-positive weight means turned off.
- 0.012j1 – 2017-09-12
- Add a broken flattener which is always on without any weighting. Should be worse against the majority, but a little bit better against those with anti-surfer guns.
- 0.012i – 2017-09-10
- RoboRumble ‒ APS: 86.04% (12th), PL: 1149-8 (5th), Survival: 92.84%
- Base on 0.012g5
- Merge beautiful wave graphics & keyboard events fix from 0.012h
- Add BulletShadow and graphics
- 0.012h – 2017-09-10
- Fix keyboard events bug which was introduced after switching to implementing interfaces instead of extending AdvancedRobot
- Rework wave graphics
- Try a big tree with kernel density in movement. Not better.
- 0.012g5 – 2017-09-09
- RoboRumble ‒ APS: 85.73% (13th), PL: 1142-14 (14th), Survival: 92.34%
- Add LatTreeView and LatArrayView. Uses BFT, LatVel, AdvVel and AverageLatVelLast10
- 0.012f – 2017-09-09
- REFACTOR: no longer extends AdvancedRobot, implements interfaces instead; Use my own event object in place of StatusEvent and ScannedRobotEvent. Remove degrees version API to prevent potential bugs (the mix of both in API is really annoying).
- 0.012e – 2017-09-08
- RoboRumble ‒ APS: 85.38% (14th), PL: 1142-14 (14th), Survival: 92.07%
- Use TreeView with ArrayView; Remove most recentGF.
- Fix a bug causing second wave danger to be NaN when they hit at the same time (thus every danger is NaN)
- 0.012d – 2017-09-08
- RoboRumble ‒ APS: 85.03% (20th), PL: 1139-17 (15th), Survival: 91.84%
- Base on 0.011
- Merge bug fixes from 0.011e
- Replace SimpleTreeView with SimpleArrayView, limit max entries, tune weight against RaikoMicro.
- 0.011e – 2017-09-07
- Make gun heat condition less strict, to prevent dropping real waves accidentally.
- Weight waves on time to touch.
- Add stationary danger in both waves but turned off temporary.
- Forgot to revert danger function change in 0.011d
- 0.011 – 2017-09-05
- RoboRumble ‒ APS: 85.15% (18th), PL: 1134-20 (16th), Survival: 91.99%
- Turn on second wave surfing (weight two waves on damage only, should change in later version)
- 0.01f – 2017-09-05
- RoboRumble ‒ APS: 84.62% (22nd), PL: 1137-18 (14th), Survival: 91.78%
- Refactor for second wave surfing, but turned off in this version. Hope it don't break anything.
- Have tried some dynamic distancing based on average distance, but not working.
- Have tried some other preferred distance, but nothing else worked.
- Fixed a bug causing a lot of enemy waves to be ignored when I'm firing power 0.1 bullets.
- 0.01e – 2017-09-04
- RoboRumble ‒ APS: 84.52% (23rd), PL: 1131-24 (19th), Survival: 91.59%
- Fix a bug preventing me from matching enemy power
- Tweak danger evaluation
- Have tried higher LOW_ENERGY_THRESHOLD, but nothing else works.
- Disable movement debug graphics by default.
- Remove all object allocation in loops.
- 0.01b – 2017-09-03
- RoboRumble ‒ APS: 84.15% (26th), PL: 1062-40 (79th), Survival: 92.88%
- Take SimpleBot's Gun
- Take SimpleBot's Move Tree View
- Replace BadWallSmooth with PreciseWallSmooth
- Write a True Surfer with PreciseIntersection from scrach (yet surfing one wave only)