Monk/VersionHistory

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< Monk
Revision as of 07:29, 25 September 2017 by Rsalesc (talk | contribs)
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0.3.2e - 09.25.2017
  • Compute firing angle every tick like in the old gun.
0.3.2d - 09.24.2017

MeleeRumble ‒ APS: 66.61% (11th), PL: 379-19 (19th), Survival: 43.2%

  • My final effort to equalize the new gun and the old gun.
0.3.2c - skipped
0.3.2b - 09.24.2017

MeleeRumble ‒ APS: 66.25% (12th), PL: 381-18 (18th), Survival: 38.5%

  • Put the new gun back with some changes. Nothing is really a fix.
0.3.2 - 09.23.2017

MeleeRumble ‒ APS: 67.51% (10th), PL: 388-11 (11th), Survival: 43.61%

  • Use old gun from 0.2.3c, but everything else is the same.
  • Clearly something is wrong with the new gun.
0.3 to 0.3.1b - 09.23.2017

MeleeRumble ‒ APS: 63.98% (24th), PL: 368-31 (34th), Survival: 35.99%

  • Incorporate new guns from Knight (1v1).
  • Tweak PIF gun and add HOT for when there is no data.
  • Performance shouldn't be that bad. Every day I feel like I broke something but I still don't know what.
0.2.3c - 09.15.2017

MeleeRumble ‒ APS: 67.64% (10th), PL: 386-12 (12th), Survival: 44.51%

  • Fix 1v1 movement.
  • Try to avoid gun thrashing between enemies.
0.2.3b

MeleeRumble ‒ APS: 67.18% (10th), PL: 383-15 (14th), Survival: 41.47%

  • Movement tweaking.
0.2.3 - 09.13.2017

MeleeRumble ‒ APS: 67.05% (10th), PL: 382-16 (15th), Survival: 41.18%

  • Incorporate Knight 0.1.1 changes which are most 1v1 changes, detailed below.
  • 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.

0.2.2 - 09.13.2017

MeleeRumble ‒ APS: 67.41% (10th), PL: 384-14 (13th), Survival: 39.7%

  • Add energy management.
0.2.1 - 09.13.2017

MeleeRumble ‒ APS: 66.26% (12th), PL: 380-18 (17th), Survival: 34.47%

  • Fix an amateur bug when switching from melee movement to one-on-one movement. Probably was hurting my survival score.
  • Take distance to target into account when picking an angle to shoot (1 / sqrt(distance)).
0.2 - 09.12.2017 (skipped pairings)
  • Stored bullet, scan and death events and handle them separately. Hope I didn't break anything.
  • Add wave surfing from Roborio, but with simple attributes and weightings.
  • Don't expect it to improve over the older version, just wanna make sure I didn't break anything.
0.1 - 09.12.2017 - first release

MeleeRumble ‒ APS: 65.21% (14th), PL: 368-30 (30th), Survival: 27.12%

  • My first release of any bot based on my framework BackAsFrontRobot2.
  • Simple DC-PIF swarm gun based on RoborioPorradeiro with some basic parameters and some fixes.
  • Minimum Risk Movement based on some past experiments. No wall avoidance and reaction to bullets at all.
  • Radar which sweeps in the direction of the robot which has the oldest latest scan.
  • No 1v1 strategy.
  • No energy management at all. Always fires 1.95.