LuminariousDuo/Version History

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< LuminariousDuo
Revision as of 03:04, 19 August 2009 by Voidious (talk | contribs) (ratings for 1.11)
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LuminariousDuo Sub-pages:
LuminariousDuoVersion History - Code

This could use a lot of clean up and is missing a lot of versions...


  • 1.11 - 8/17/2009
    • TwinDuelRumble - Survival: 74.48% (3rd), PL: 14-3 (3rd), Glicko-2: 1670.5, APS: 65.5%
    • Fixed the hard-coded maximum escape angle in the gun's waves collection.
    • Shrunk a few bytes.
    • Tweaked the Droid detection to (hopefully) be more fool-proof, though I discovered no problems with it.
    • Code size: 1978
  • 1.10 - 8/16/2009
    • TwinDuelRumble - Survival: 73.67% (3rd), PL: 12-5 (5th), Glicko-2: 1849.4, APS: 64.97%
    • Now with Droid detection!
      • Assume any team with a Droid will fight hyper-aggressively, like LunarTwins.
      • Switch to always firing power 3 bullets.
      • The non-leader tries not to get much further away from an enemy than the leader is to that enemy. (But if the non-leader gets ganged up on, the leader doesn't care.)
      • Favor targeting non-Droids.
    • Tweaks to bullet power selection.
    • Removed relative heading segment from the gun.
    • Notes: Nearly won the matchup vs LunarTwins (48%), but added 3 other losses.
    • Code size: 1979
  • 1.0591 - Fall, 2007
  • A few missing versions...
  • 1.01 - 2/8/2006
    • Tweaks to bullet power management and gun segmentation.
    • Minor tweaks to movement, mainly the parts that affect its randomness / movement profile (ie, not the general parts of the MinimumRiskMovement calculations).
    • Code size: 1907 (Jikes; 3 colors)
  • 1.0 - 11/2/2006
    • Correctly disregards dead enemy tanks in minimum risk calculations.
    • Fixed a bug in the radar code.
    • Lots of tuning of movement and gun.
    • Tweaked target selection: slight consideration for orthogonality.
    • Firing from main execution loop instead of from onScannedRobot.
    • Radar will stay focused on gun's target until fire time.
    • Qualified 1st, won the TwinDuel tournament in week 12.
    • Code size: 1903 (Jikes; 3 colors)
  • 0.95 - 10/22/2006
    • Heavily reworked MinimumRiskMovement, after exploring and abandoning a more 1v1 style RandomMovement.
    • Qualified 3rd, knocked out by GeminiTeam in semi-finals of week 10.
    • Qualified 3rd, knocked out by GeminiTeam in semi-finals of week 11.
    • Code size: 1894 (Jikes; 3 colors)
  • 0.92 - 9/21/2006
    • Qualified 7th, knocked out by Valkiries in round 2 of week 7.
    • Qualified 7th, knocked out by GeminiTeam in round 2 of week 8.
    • Qualified 8th, knocked out by GeminiTeam in round 2 of week 9.
    • Code size: 1888 (Jikes; 3 colors)
  • 0.91 - 9/14/2006
    • Qualified 6th, knocked out by GruwelTwins in round 2 of week 6.
    • Code size: 1884 (Jikes; 3 colors)
  • 0.90 - 8/24/2006
    • Qualified 10th, knocked out by KomariousTeam in round 1 of week 4.
    • Code size: 1935 (Jikes; 3 colors)
  • 0.89 - 8/17/2006
    • Qualified 3rd, knocked out by Valkiries in semi-finals of week 3.
    • Qualified 5th, knocked out by Ravens in round 2 of week 5.
    • Code size: 1775 (Jikes; 3 colors)
  • 0.88 - 8/10/2006
    • Qualified 3rd, knocked out by Valkiries in semi-finals of week 2.
    • Code size: 1731 (Jikes; 3 colors)
  • 0.80 - 8/3/2006
    • Initial release.
    • Uses a DynamicClustering gun and MinimumRiskMovement.
    • Qualified 2nd, lost to GruwelTwins in the finals of TwinDuel week 1.
    • Code size: 1962 (Jikes; 3 colors)