Tomcat/Version History

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Revision as of 17:47, 14 June 2012 by Jdev (talk | contribs) (copy-past mistake fixed)
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v. 3.57d

Date: 14.06.12
Results: waiting

  • adaptive data views weighting in gun removed
  • anti-surefer dataview #3 removed

v. 3.57c

Date: 14.06.12
Results: retired

  • Bug with using incorrect danger for BO in gun because caching fixed

v. 3.57b

Date: 27.03.12
Results: RoboRumble ‒ APS: 87.32% (3rd), PL: 896-2 (2nd), Survival: 95.53%

  • Normalize log efficiencies by bullet flight time in movement

v. 3.57a

Date: 23.03.12
Results: RoboRumble ‒ APS: 87.18% (3rd), PL: 859-2 (3rd), Survival: 95.59%

  • My bullets launch position calculation bug fixed
  • Use correct snapshot in movement
  • Some assertions added

v. 3.57

Date: 22.03.12
Results: RoboRumble ‒ APS: 86.5% (3rd), PL: 856-4 (3rd), Survival: 95.04%

  • Bug with using outdated position fixed in TSes, future bullet creation & simple BOs calculation. But fixing this bug in movement decrease performance because some reason...

v. 3.56

Date: 21.03.12
Results: waiting

  • major code clean up
  • LXXRobot* hierarhy rewrited
  • TurnSnapshots rewrited

v. 3.55

Date: 13.02.12
Results: RoboRumble ‒ APS: 87.03% (3rd), PL: 859-1 (2nd), Survival: 95.36%

  • adaptivr views weighting system inplemented in gun
  • anti-surfer #3 view added
  • firstBulletFlight time attribute removed from distance and timeSinceDirChange views

v. 3.54a

Date: 20.01.12
Results: RoboRumble ‒ APS: 87.27% (3rd), PL: 844-1 (2nd), Survival: 95.74%

  • data analysis refactored

v. 3.54

Date: 23.12.11
Results: RoboRumble ‒ APS: 87.26% (3rd), PL: 841-0 (1st), Survival: 95.75%

  • filtering out of entries following each other in time in gun fixed
  • log hit rates length in AEGM increased to 9, 45 & 5000 correspondly

v. 3.53c

Date: 22.12.11
Results: RoboRumble ‒ APS: 87.12% (3rd), PL: 840-1 (2nd), Survival: 95.68%

  • heap sort fixed

v. 3.53b

Date: 22.12.11
Results: retired

  • intersection calculation in RTree optimised: do not calculate intersection for children, if parent intersection is FULL; calculate intersection only on step from parent to child; unnecessary comparsion removed from intersection calculation
  • heap sort fixed

v. 3.53a

Date: 20.12.11
Results: RoboRumble ‒ APS: 87.12% (3rd), PL: 839-2 (3rd), Survival: 95.69%

  • use step by step heap sort to select only needed entries in movement (sort time reduced by 4 times)
  • rectangles overlaping in RTree preventing added (range search time reduced by 20%)

v. 3.53

Date: 19.12.11
Results: RoboRumble ‒ APS: 87.15% (3rd), PL: 840-1 (2nd), Survival: 95.77%

  • RTree implemented
  • PSTree removed
  • Now Range Search works correctly in faster in 3-5 times

v. 3.52b

Date: 15.12.11
Results: RoboRumble ‒ APS: 87.03% (3rd), PL: 840-1 (2nd), Survival: 95.64%

  • check bullet shadows optimisation reverted
  • prediction data precalculating reverted
  • bullet shadows calculating optimisation reverted
  • major code cleanup reverted

v. 3.52a

Date: 15.12.11
Results: retired

  • getFuturePosition optimisation reverted

v. 3.52

Date: 15.12.11
Results: retired

  • updating prediction data for bullets in air reworked
  • getSimilarEntries optimised
  • check bullet shadows optimised
  • prediction data precalculating added
  • getFuturePosition optimised
  • bullet shadows calculating optimised
  • major code cleanup
  • NPE in BulletManager avoiding added

v. 3.51

Date: 10.12.11
Results: RoboRumble ‒ APS: 87% (3rd), PL: 840-1 (2nd), Survival: 95.6%

  • CPU usage profiling added
  • prediction data management reworked: now do not unnecessary calculations and update bullets in air with data from bulletHitBullet and hitByByllet events

v. 3.50a.opts.3

Date: 10.12.11
Results: RoboRumble ‒ APS: 86.93% (3rd), PL: 841-1 (1st), Survival: 95.45%

  • use distance square for points generation loop break
  • dist to enemy danger component calculation optimised
  • enable avoiding collisions with enemy only when distance between is less than 100

v. 3.50opt39

Date: 09.12.11
Results: RoboRumble ‒ APS: 86.83% (3rd), PL: 841-2 (2nd), Survival: 95.39%

  • work with walls (smoothing, distancing etc.) optimisation
  • limits container in PSTree changed from map to array
  • isEnemyRammingNow() optimised
  • angle calculation in DistanceController optimised
  • RobotImage speed & absoluteHeading optimised
  • waves processing optimised
  • MovementDecision optimised - explicit collisions with walls avoiding removed
  • getPointDanger() optimised
  • wall smoothing optimised - do not smoothing if min distance to wall greater, than wall stick
  • avoiding with enemy collisions optimised

v. 3.50

Date: 06.12.11
Results: RoboRumble ‒ APS: 86.9% (3rd), PL: 840-1 (1st), Survival: 95.49%

  • use projected position on first bullet flight time for calculating enemy BO on first and second bullet attributes

v. 3.49

Date: 04.12.11
Results: RoboRumble ‒ APS: 86.93% (3rd), PL: 840-1 (2nd), Survival: 95.49%

  • use 3 best logs in terms of log hit rate - log miss rate and 3 best logs in terms of enemy hit rate

v. 3.48c

Date: 30.11.11
Results: RoboRumble ‒ APS: 86.85% (3rd), PL: 841-0 (1st), Survival: 95.42%

  • revert to v3.48
  • lateral* usage reworked
  • lateral velocity calculation bug refixed

v. 3.48a

Date: 29.11.11
Results: RoboRumble ‒ APS: 86.96% (3rd), PL: 839-2 (2nd), Survival: 95.51%

  • lateral velocity calculation bug fixed

v. 3.48

Date: 28.11.11
Results: RoboRumble ‒ APS: 86.92% (3rd), PL: 840-1 (2nd), Survival: 95.45%

  • reselect orbit direction, when enemy velocity signum changed, instead of acceleration signum
  • do not reselect orbit direction, when distance between changed more than 25px
  • sort predicted bearing offset to points danger calculations optimisation
  • remove calculation danger on second wave and enemy attack angle
  • multiply danger of bullet to bullet power
  • increase same orbit direction multiplier to 0.95
  • points generator clean up and refactoring
  • reuse points generation method in pif method
  • bug -8 acceleration in movement decision applying fixed
  • evaluate second wave surfing for 6 safest points in both directions

v. 3.47b RoboRumble ‒ APS: 86.81% (3rd), PL: 839-1 (1st), Survival: 95.32%

  • movement mechanics reworked - select orbit direction to destination point every tick
  • use exactly same code for real movement and movement prediction

v. 3.47a RoboRumble ‒ APS: 86.86% (3rd), PL: 839-1 (1st), Survival: 95.4%

  • antiSurf2 data view in gun fixed - second lastVisitedGF1 changed to lastVisitedGF2

v. 3.47 RoboRumble ‒ APS: 86.84% (3rd), PL: 838-2 (3rd), Survival: 95.38%

  • WaveSurfingMovement refactored
  • multiply wave surfing implemented

v. 3.46 RoboRumble ‒ APS: 86.71% (3rd), PL: 839-1 (1st), Survival: 95.24%

  • revert to v. 3.44mt1

v. 3.45 RoboRumble ‒ APS: 86.82% (3rd), PL: 839-1 (1st), Survival: 95.35%

  • enemy visits history gathering added
  • added data view to gun with 2 last visited gfs and hi time importance

v. 3.44mt1 RoboRumble ‒ APS: 86.79% (3rd), PL: 839-0 (1st), Survival: 95.33%

  • use visit logs only after 5 hits
  • use no danger for future bullets, after fire time is passed
  • recalculate orbit direction if distance to travel < stop distance + 8
  • danger formula tweaks
  • use min distance to enemy instead of distance to enemy cur pos

v. 3.44 RoboRumble ‒ APS: 86.11% (4th), PL: 838-1 (1st), Survival: 95.01%

  • divide point danger by (1 - robot's shadowed interval length)

v. 3.43 RoboRumble ‒ APS: 85.35% (6th), PL: 835-4 (3rd), Survival: 94.22%

  • bot effective interval doubled in gun

v. 3.42 RoboRumble ‒ APS: 85.23% (7th), PL: 839-2 (1st), Survival: 94.09%

  • best logs management reworked
  • use 4 best logs from each category

v. 3.41p RoboRumble ‒ APS: 84.94% (7th), PL: 836-3 (3rd), Survival: 93.86%

  • bug fix in wave to surf selection

v. 3.41o2 RoboRumble ‒ APS: 85.02% (7th), PL: 834-4 (4th), Survival: 93.95%

  • everything, that has influence optimised. Now Tomcat is fast almost as nano:)

v. 3.41a RoboRumble ‒ APS: 84.85% (7th), PL: 835-2 (3rd), Survival: 93.97%

  • bug with using incorrect turn snapshot to recalculating prediction data fixed
  • bug with not reselecting orbit direction after bullets on air updated fixed
  • use stop distance + 8 to determine time to stop

v. 3.41 RoboRumble ‒ APS: 84.78% (7th), PL: 829-6 (6th), Survival: 93.59%

  • bug fix in danger calculation function - now distance to center and attack angle really has influence
  • distance to enemy component added to danger function
  • remove danger from future waves, if time to fire more than time to stop or predicted fire time passed

v. 3.40 RoboRumble ‒ APS: 84.8% (7th), PL: 832-3 (3rd), Survival: 93.7%

  • bullet shadows processing reworked - now in WS use all predicted bullets, but at prediction time shadowed bullets add with danger 0.01
  • lxx bullet search in bullet manager fixed

v. 3.39b RoboRumble ‒ APS: 84.79% (7th), PL: 830-5 (5th), Survival: 93.67%

  • reselect orbit direction, when bullet shadows changed
  • bug fix with not removing shadows of intercepted bullets

v. 3.39 RoboRumble ‒ APS: 85.01% (7th), PL: 830-3 (3rd), Survival: 93.75%

  • bullet shadows implemented

v. 3.38 RoboRumble ‒ APS: 84.67% (7th), PL: 830-3 (3rd), Survival: 93.38%

  • Movement challenger mode added
  • enemy turn rate attributes added to common gun views

v. 3.37 RoboRumble ‒ APS: 84.61% (7th), PL: 828-5 (4th), Survival: 93.36%

  • Increase desired distance from 450 to 650

v. 3.36 RoboRumble ‒ APS: 84.32% (8th), PL: 828-5 (5th), Survival: 93.18%

  • revert to v3.34

v. 3.35 RoboRumble ‒ APS: 84.28% (8th), PL: 825-8 (7th), Survival: 93.08% RETIRED

  • add data view to gun with high time importance and attributes: speed, acceleration, lateral dir, bearing

v. 3.34 RoboRumble ‒ APS: 84.31% (7th), PL: 825-6 (5th), Survival: 93.17%

  • use kNN search for data analysis in gun

v. 3.33 RoboRumble ‒ APS: 83.34% (15th), PL: 824-7 (6th), Survival: 92.33%

  • use 5 bullets per log instead of 3 in movement

v. 3.32 RoboRumble ‒ APS: 83.03% (18th), PL: 821-10 (9th), Survival: 92.15%

  • update prediction for bullets on air after bullet intercepted, hitted and missed events

v. 3.31 RoboRumble ‒ APS: 82.74% (19th), PL: 823-8 (8th), Survival: 91.78%

  • my distance last 10 ticks attribute added to hit logs

v. 3.30 RoboRumble ‒ APS: 82.67% (20th), PL: 815-15 (13th), Survival: 91.77%

  • revert to v3.29
  • fill visit logs in wave broken events
  • calculate all logs bearing offsets on prediction time
  • getRobotWidthRadians optimised

v. 3.29 RoboRumble ‒ APS: 81.87% (28th), PL: 817-14 (12th), Survival: 91.13% RETIRED

  • bug with not use visit logs fixed
  • limits for range search in movement fixed
  • avoid of filtering out all entries in targeting added

v. 3.28 RETIRED

  • minor optimisations
  • minor refactoring
  • new tree for range search

v. 3.27 RoboRumble ‒ APS: 82.51% (22nd), PL: 820-10 (9th), Survival: 91.63%

  • turn snapshots by time comparing optimised
  • unused sort data by distance removed
  • linear all entries storing removed from PSTree
  • reselect orbit direction on bullet prediction data updated
  • increase future danger interval to +\- 120 degrees with step 1 degree

v. 3.26 RoboRumble ‒ APS: 82.53% (22nd), PL: 816-14 (12th), Survival: 91.66%

  • antiram tweaks
  • first wave danger weight increased by 50%
  • logs generation fixed

v. 3.25 RoboRumble ‒ APS: 82.42% (22nd), PL: 818-11 (11th), Survival: 91.52%

  • add ram avoiding (to allow turn)
  • attack angle boundaries fixed (was little attack angle for escape and big for coming near)

v. 3.24 RoboRumble ‒ APS: 82.37% (23rd), PL: 816-13 (12th), Survival: 91.52%

  • add uniform 0.2 danger to future bullets with fire delay more than 2 ticks
  • increase min attack angle to 70 degrees
  • decrease attack angle base to 30 degrees
  • danger calculation changed to "not discrete"
  • opponent attack angle to danger function added
  • smooth walls only in orbit direction
  • distance to wall threshold decresead by 22 "pixel"
  • wall sitck buffer removed
  • wall stick decreased to 120 "pixel"
  • if wall smooth needed, then always smooth angle at least on 4 degrees
  • multiply danger of prediction same as prev prediction on 0.9
  • increase robot effective width to 75% for full danger and 255% for half danger
  • skip bullet with travel time less than 2 tick if there another bullets
  • add breaking if robot going directly to opponent
  • distance to enemy removed from danger formula
  • use clear distance to center in danger formula
  • ramming detection fixed

v. 3.23 RoboRumble ‒ APS: 82.18% (25th), PL: 817-12 (11th), Survival: 91.54%

  • bug fix in robot width radians calculation

v. 3.22 RoboRumble ‒ APS: 82.22% (25th), PL: 821-7 (6th), Survival: 91.69%

  • use of enemy miss data to log selection algorithm added

v. 3.21 RoboRumble ‒ APS: 81.41% (32nd), PL: 813-14 (11th), Survival: 90.82%

  • change log selection algorithm

v 3.20 RoboRumble ‒ APS: 82.06% (25th), PL: 814-12 (11th), Survival: 91.42%

  • change log selection formula

v 3.19.183 RoboRumble ‒ APS: 81.82% (27th), PL: 810-16 (13th), Survival: 91.05%

  • revert to version 3.17.169

v 3.18.178 RoboRumble ‒ APS: 81.7% (31st), PL: 802-24 (20th), Survival: 90.89%

  • always use of my lateral speed attr in visit logs added
  • removing visit logs with less than 2 attributes
  • time since my dir change attr added to hits and visits log
  • gun data analise optimized

v 3.17.169 RoboRumble ‒ APS: 81.92% (27th), PL: 804-21 (18th), Survival: 91.2%

  • another stupid bug fix: movement data did not updated by bulletHitBullet events

v 3.16.167 RoboRumble ‒ APS: 81.36% (32nd), PL: 798-18 (15th), Survival: 90.7%

  • getFuturePosition optimised
  • stupid LinkedList addAll and sorting removed
  • effective bearing offset interval in targeting reduced to 75%
  • angle step in targeting reduced to 0.5 rad

v 3.15.155 RoboRumble ‒ APS: 81.42% (32nd), PL: 798-18 (14th), Survival: 90.86%

  • sort data by time in movement data analysis added
  • hypercube calculation for movement data analyses improved (use different side lengths for different dimensions)

v 3.14.153 RoboRumble ‒ APS: 80.46% (40th), PL: 778-38 (36th), Survival: 89.63%

  • new movement buffers managment system - auto selecting buffers (hits and visits) and progressive visits buffer enabling
  • bullets affecting area in WS increased to 155% of robot width radians

v 3.13.152 RoboRumble ‒ APS: 79.6% (45th), PL: 774-42 (38th), Survival: 88.95%

  • continue of zero lateral velocity bug fix (issue #3)

v 3.12.151 RoboRumble ‒ APS: 79.52% (46th), PL: 771-44 (40th), Survival: 88.84%

  • zero lateral velocity bug fix (issue #3)
  • anti ram fire power selection tweak

v 3.11.146 RoboRumble ‒ APS: 78.65% (52nd), PL: 743-73 (65th), Survival: 87.44%

  • default bullet power increasing reverted

v 3.10.145 RoboRumble ‒ APS: 77.69% (57th), PL: 738-77 (68th), Survival: 86.62% RETIRED

  • fire selection bug fix (issue #2)
  • default fire power increaded to 2.05

v 3.9.142 RoboRumble ‒ APS: 78.01% (57th), PL: 739-77 (66th), Survival: 85.33% RETIRED

  • power management tweaked for more powerful bullets

v 3.8.139 RoboRumble ‒ APS: 78.95% (50th), PL: 750-66 (63rd), Survival: 87.64%

  • initial release