BeepBoop/Version History
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- 1.11 - 8/19/21
- Improved anti-ram that simulates the enemy's movement.
- 1.1 - 8/15/21 - APS: 95.56 (1st), PL: 1178-1 (2nd)
- New KNN formulas for aiming.
- A few other small tweaks.
- 1.01 - 7/24/21 - APS: 94.49 (1st), PL: 1178-1 (2nd)
- Bullet shielder uses a longer history when predicting a bullet's heading.
- Bullet shielder works against bots that add a fixed offset to their aim GuessFactor.
- Use bullet shielding against more bots.
- 1.0 - 7/18/21 - APS: 94.23 (1st), PL: 1179-0 (1st)
- Use bullet shielding against a pre-specified list of bots
- Surfing includes danger from the third wave
- Fix a bug in weighting the second wave danger
- Add an anti-pattern matching flattener
- Add nano-sized linear targeting to the simulated enemy guns
- Call this release 1.0 since I consider BeepBoop to be mostly complete at this point!
- 0.15 - 7/12/21 - APS: 91.61 (2nd), PL: 1180-1 (2nd)
- Use precise intersection on the second wave.
- A few other minor movement tweaks.
- 0.14a - 6/24/21 - APS: 91.29 (3rd), PL: 1180-1 (2nd)
- Should be identical to 0.14
- 0.14 - 6/14/21 - APS: 91.17 (2nd), PL: 1180-1 (2nd)
- Tweaks to distancing and energy management.
- 0.13 - 6/8/21 - APS: 91.4 (2nd), PL: 1183-0 (1st)
- Switch from Gaussian to exponential kernel for surfing.
- Add anti-mirror movement.
- 0.12 - 6/7/21 - APS: 91.28 (2nd), PL: 1183-0 (1st)
- Danger function weights non-bullet features (mainly distance) more heavily.
- Dodges averaged linear targeting and current guessfactor targeting by essentially creating virtual bullets from the enemy's perspective (it was already doing this for HOT/Linear/Circular targeting).
- 0.11 - 6/2/21 - APS: 91.04 (2nd), PL: 1183-0 (1st)
- Various small tweaks/fixes, including:
- Improved anti-ram movement
- Fixed bug in “virtuality” feature
- Anti-surfer gun down-weights waves near bullet collisions
Should be compatible with Java 8
- Various small tweaks/fixes, including:
- 0.1 - 5/18/21 - APS: 90.97 (2nd), PL: 1183-0 (1st)
- First release!