GravityWave/Tests/Archive June182009
05:00, 7 June 2009 (UTC)
1st hackhalotwo.GravityWave 17933 (81%) 13050 4860 0 0 23 0 486 14 0 2nd mld.DustBunny 3.5 4344 (19%) 700 140 3319 157 28 0 14 486 0
I doubled the amount of BINS (from 42 to 84). That seemed to do a LOT of good. Other than that, I didn't change to much more.
17:42, 7 June 2009 (UTC)
1st hackhalotwo.GravityWave 18004 (73%) 13050 4950 0 0 4 0 495 5 0 2nd mld.DustBunny 3.8 6612 (27%) 250 50 6269 40 2 0 5 495 0
Really no changes besides fixing the wall smoothing buffer to be dynamic instead of static (i.e., it now uses getBattleFieldHeight() and getBattleFieldWidth() minus getHeight() and getWidth() (all as ints) for the wallSmoothing function instead of fixed variables. I also moved a lot of functions from GravityWave to Hh2_Utils, but that shouldn't of impacted the performance any, since it was just a copy and paste job.
03:17, 10 June 2009 (UTC)
1st hackhalotwo.GravityWave 30167 (74%) 23900 4800 0 0 1366 102 480 20 0 2nd mld.DustBunny 3.8 10368 (26%) 1000 200 8926 166 76 0 20 480 0
This is actually a glitch in my movement code that I thought was funny. I ran this test three times, trying to figure out why my bot was suddenly ramming DustBunny. Well, in my doSurfing() function, I was adding in some more movement code to make GravityWave move when there was no waves (since BasicSurfer doesn't have any such code). Well, I rounded my setTurnRight wrong, so instead of orbiting the enemy, it rammed him. I may keep this in, depending on the rules of the Movement Challenge 2K9.
05:01, 10 June 2009 (UTC)
1st hackhalotwo.GravityWave 30215 (80%) 24600 4930 0 0 596 89 493 7 0 2nd mld.DustBunny 3.8 7517 (20%) 350 70 7023 64 10 0 7 493 0
I hacked the doSurfing() function to accept two double inputs, eBearing and eEnergy, to extend my new ramming movement only after the Enemy's Energy is less than or equal to 0.0. That looked like it did some good. My next feat is adding in some distancing for my 'normal' movement, since if GravityWave gets within 400 pixels of DustBunny, DB rapes him :P.
19:05, 10 June 2009 (UTC)
1st jam.RaikoMX 0.32 54784 (76%) 10650 2130 39674 2301 4 25 213 287 0 2nd hackhalotwo.GravityWave 17506 (24%) 14250 2870 0 0 336 50 287 213 0
This is for fun, but I was surprised at the results. GravityWave outlasted RaikoMX over half the time! Of course, RaikoMX swept the floor with GW in score, but this proves that, from when I started tweaking GW, He has become harder to hit. Now it's off to work on implementing some sort of Bin Smoothing function and testing it against DustBunny 3.8.
04:19, 11 June 2009 (UTC)
1st jam.RaikoMX 0.32 52184 (73%) 9350 1870 38938 2025 1 0 187 313 0 2nd hackhalotwo.GravityWave 19159 (27%) 15600 3130 0 0 373 56 313 187 0
This is the test for my 2D Segmented BIN Array. It shows a slight improvement all around. I know it will do better if I went in and polished up the functions for the segmentation. I should test this against DustBunny 3.8...
22:02, 11 June 2009 (UTC) Match 1
1st hackhalotwo.GravityWave 29546 (76%) 24000 4870 0 0 590 86 487 13 0 2nd mld.DustBunny 3.8 9089 (24%) 650 130 8156 125 28 0 13 487 0
Match 2 (using the data from the end of Match 1)
1st hackhalotwo.GravityWave 29696 (78%) 24150 4860 0 0 599 87 486 14 0 2nd mld.DustBunny 3.8 8302 (22%) 700 140 7303 146 13 0 14 486 0
This is a test on the save/load functions and on the 2D Segmentation Array. Both are a success. I'm going to need to polish up the way it picks Danger, since that's not using the 2D Array to it's fullest.
00:32, 12 June 2009 (UTC)
1st hackhalotwo.GravityWave 29948 (80%) 24350 4920 0 0 590 87 492 8 0 2nd mld.DustBunny 3.8 7661 (20%) 400 80 7053 95 32 0 8 492 0
I added in a setMaxVelocity() for turning. Other than that and some slight tweaks to the segmentated Array to speed up the execution. After thinking about it, and while looking at the debug data, I noticed that there was a major bug in the distance Segment. The Segment is updated every turn. It should only be the distance when the bullet was fired, not the current distance. So I'm going to work on hacking the enemyWave class to take the distance Segment, then updating and re-polishing things.