Difference between revisions of "Diamond/Version History"

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(Diamond 1.31 info)
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* '''1.31''' - 8/28/2009
 +
** Slightly tweaked kernel density calculation in Melee gun. (Not much score change, but feels more right to me.)
 +
** Changed how Melee gun aims when it is hot (4+ ticks before firing):
 +
*** 1.30 left the target selection code in place and aimed at that target with [[Head-On Targeting|HOT]] when the gun was hot.
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*** Now, completely ignore the target selection, and just aim at everyone every few ticks while the gun is hot.
 
* '''1.30''' - 8/27/2009
 
* '''1.30''' - 8/27/2009
 
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=voidious.Diamond+1.30|rumble=MeleeRumble|scorelabel=APS|score=68.29|rank=2nd*|win=276|loss=2|plrank=2nd|glicko2=1682.9|score2label=Survival|score2=92.77}}'''
 
** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=voidious.Diamond+1.30|rumble=MeleeRumble|scorelabel=APS|score=68.29|rank=2nd*|win=276|loss=2|plrank=2nd|glicko2=1682.9|score2label=Survival|score2=92.77}}'''

Revision as of 03:40, 29 August 2009

Diamond Sub-pages:
DiamondVersion History - Code

  • 1.31 - 8/28/2009
    • Slightly tweaked kernel density calculation in Melee gun. (Not much score change, but feels more right to me.)
    • Changed how Melee gun aims when it is hot (4+ ticks before firing):
      • 1.30 left the target selection code in place and aimed at that target with HOT when the gun was hot.
      • Now, completely ignore the target selection, and just aim at everyone every few ticks while the gun is hot.
  • 1.30 - 8/27/2009
    • MeleeRumble ‒ APS: 68.29% (2nd*), PL: 276-2 (2nd), Survival: 92.77%
    • RoboRumble - No 1v1 changes.
    • Attempt at a Melee gun that targets everyone at once (a la Shadow/Melee Gun).
    • Notes: This is the second time I've tried to implement this, and I think this time I have it working right. It hasn't been producing incredible scores in my test bed, though, so I'm skeptical how well it will perform before I tweak it a bit more.
  • 1.29 - 8/26/2009
    • MeleeRumble ‒ APS: 68.14% (3rd), PL: 275-2 (3rd), Survival: 92.39%
    • RoboRumble - No 1v1 changes.
    • Slightly decreased randomness of the Melee movement.
  • 1.286 - 8/25/2009
    • MeleeRumble ‒ APS: 68.03% (4th*), PL: 275-1 (2nd), Survival: 92.05%
    • RoboRumble - No 1v1 changes.
    • Removed new gun dimension.
  • 1.285 - 8/25/2009
    • MeleeRumble ‒ APS: 67.68% (4th*), PL: 274-3 (2nd), Survival: 91.47%
    • RoboRumble - No 1v1 changes.
    • In target selection, less bias towards enemies near a corner.
    • Added a heading relative to center of battlefield dimension in gun.
  • 1.284 - 8/24/2009
    • MeleeRumble ‒ APS: 68.03% (4th*), PL: 273-3 (3rd), Survival: 92.18%
    • RoboRumble - No 1v1 changes.
    • For gun waves originating from enemies:
      • Don't fire from location of the enemy being targeted by the wave.
      • Calculate real wall distance, based on (enemy) wave source location. (1.283 just copied the wall distance values from the gun wave originating from Diamond.)
  • 1.283 - 8/23/2009
    • MeleeRumble ‒ APS: 67.45% (4th*), PL: 272-4 (4th), Survival: 91.41%
    • RoboRumble - No 1v1 changes.
    • During melee, fires and collects gun waves from locations of every enemy bot, not just from Diamond's location.
    • Increase weight of "number of bots alive" dimension in gun.
    • Add toggling of Radar, Movement, and Gun debugging graphics via keyboard input.
  • 1.282 - 8/22/2009
    • MeleeRumble ‒ APS: 67.31% (4th), PL: 272-4 (4th), Survival: 91.13%
    • RoboRumble - No 1v1 changes.
    • Rollback to 1.272.
    • Changed melee gun to calculate distance and relative heading values relative to Diamond instead of relative to the closest bot to the target.
  • 1.281 - 8/21/2009
    • MeleeRumble ‒ APS: 66.64% (6th), PL: 269-7 (7th), Survival: 90.11%
    • RoboRumble - No 1v1 changes.
    • Rollback to 1.272.
    • Removed distance-last-40-ticks attribute from melee gun.
  • 1.28 - 8/20/2009
    • MeleeRumble - APS: 66.51% (6th), PL: 272-5 (5th), Glicko-2: 1673.3, Survival: 90.01%
    • RoboRumble - No 1v1 changes.
    • Rollback to 1.272.
    • Changed all the weights in the melee gun, set intuitively with minimal testing.
  • 1.272 - 8/13/2009
    • MeleeRumble ‒ APS: 66.97% (4th), PL: 272-4 (5th), Survival: 90.75%
    • RoboRumble ‒ APS: 84.58% (4th), PL: 722-16 (13th), Survival: 92.48%
    • Add damage given risk factor.
  • 1.21 - 7/19/2009
    • MeleeRumble - Not entered.
    • RoboRumble - APS: 84.4% (6th), PL: 716-12 (16th), Glicko-2: 2121.1, Survival: 92.03%
    • Movement:
      • Surf remaining waves in the air after enemy dies.
      • In calculating wave surfing dangers, change number of scans used from Math.min(scans, CLUSTER_SIZE) to Math.min(Math.ceil(scans / 5), CLUSTER_SIZE).
    • Gun:
      • Added accel dimension.
      • Gun heat dimension uses firing-tick gun heat instead of aiming-tick gun heat.
      • Always use gun heat = 0 when aiming.
      • Actually fixed the gun wave management issues found in 1.20*. (Mainly impacts melee.)
      • A few miscellaneous tweaks and bug fixes in melee gun function.
  • 1.202 - 7/18/2009
    • MeleeRumble - Not entered.
    • RoboRumble - APS: 84.09% (7th), PL: 713-16, Glicko-2: 2115.5, Survival: 91.78%
    • More changes to gun wave management related to the 1.201 changes. (But it actually was still broken.)
  • 1.201 - 7/18/2009
    • MeleeRumble - Not entered.
    • RoboRumble - Pulled
    • Reverted bullet power changes.
    • Fixed a bug with wall distance attributes in gun: was always calculating with bullet power=3.
  • 1.20 - 7/18/2009
    • MeleeRumble - Not entered.
    • RoboRumble - APS: 83.38% (10th), PL: 707-22, Glicko-2: 2100.2, Survival: 90.56%
    • In 1v1 scenarios, uses same bullet power selection as Dookious 1.573.
  • 1.198 - 7/17/2009
    • MeleeRumble - APS: 65.82% (8th), PL: 270-6, Glicko-2: 1710.2, Survival: 87.91%
    • RoboRumble - APS: 84.06% (7th), PL: 717-11, Glicko-2: 2113.8, Survival: 91.78%
    • Functionally equivalent to 1.191.
    • Some additional debugging graphics and internal code that I wanted to keep.
  • 1.19*
    • Changes to flattener and 1v1 movement.
    • Updated debug graphics.
    • Specific details later.
  • 1.18*
    • Changes to melee movement.
    • Specific details later.
  • 1.174 - 6/3/2009
    • MeleeRumble - APS: ???%, PL: ???, Glicko-2: ???, Survival: ???%
    • RoboRumble - No 1v1 changes.
    • Rollback to 1.171.
    • Restored damage taken risk factor in melee movement.
  • 1.173 - 6/3/2009
    • MeleeRumble - APS: 65.29%, PL: 262-5, Glicko-2: 1729.6, Survival: 87.40%
    • RoboRumble - No 1v1 changes.
    • Rollback to 1.171.
    • Squaring perpendicularity factor.
  • 1.172 - 6/3/2009
    • MeleeRumble - APS: 65.14% (7th), PL: 163-5, Glicko-2: 1729.3, Survival: 87.19%
    • RoboRumble - No 1v1 changes.
    • Re-enabled point generation near previous destination.
  • 1.171 - 6/2/2009
    • MeleeRumble - APS: 65.26% (7th), PL: 262-6, Glicko-2: 1731.3, Survival: 87.26%
    • RoboRumble - No 1v1 changes.
    • Reverted conditional changes from 1.17.
    • Disabled a bunch of stuff in the melee movement that I wasn't 100% sure was helping. Will try re-enabling them one by oone to know for sure.
      • Generating possible destinations near previous destination.
      • Damage given and damage taken risk factors.
  • 1.17 - 6/2/2009
    • MeleeRumble - APS: 65.40% (7th), PL: 263-4, Glicko-2: 1734.8, Survival: 87.43
    • RoboRumble - No 1v1 changes.
    • Only factor in perpendicularity and don't-be-targeted risk factors in certain situations (per-enemy).
    • Use cosine-based formula for perpendicularity. (I do it this way in BrokenSword, but thought of it as a code size trick. Recently concluded it's actually more correct anyway, as it models lateral velocity.)
  • 1.161 - 6/1/2009
    • MeleeRumble - APS: 65.79% (7th), PL: 260-7, Glicko-2: 1737.9, Survival: 88.08%
    • RoboRumble - APS: 83.97% (7th), PL: 685-20, Glicko-2: 2112.6, Survival: 91.53%
    • Disabled flattener.
  • 1.16 - 5/30/2009
    • MeleeRumble - Not entered.
    • RoboRumble - APS: 83.74% (9th), PL: 686-19, Glicko-2: 2109.5, Survival: 91.39%
    • Rollback to 1.122.
    • Myriad changes to Wave Surfing:
      • Tracking normalized enemy hit percentage as in Dookious, used for making lots of decisions.
      • For the recent scans taken into account, uses the last X hits instead of clearing the recent scans every few rounds. Also only enables this when enemy hit-% is above a certain threshold.
      • Distancing based on Dookious (instead of just using desired distance = 525 all the time).
      • Added a flattener, enabled with similar conditions to Dookious, but permanently enabled once it is enabled.
      • Against very simple targeters, only use 3 DC dimensions.
  • 1.15 - 5/30/2009
    • MeleeRumble - APS: 65.50% (7th), PL: 263-5, Glicko-2: 1737.3, Survival: 87.56%
    • RoboRumble - No 1v1 changes.
    • Rollback to 1.122.
    • Threw caution to the wind and made a bunch of gut-feeling changes to both movement and gun. Didn't do much good, but was therapeutic. =)
  • 1.14 - 5/29/2009
    • MeleeRumble - APS: 65.37% (7th), PL: 265-3, Glicko-2: 1737.7, Survival: 87.59%
    • RoboRumble - No 1v1 changes.
    • Rollback to 1.122.
    • Added corner-distance risk factor.
    • Less bias to current destination in movement.
  • 1.13 - 5/29/2009
    • MeleeRumble - APS: 65.57% (7th), PL: 263-5, Glicko-2: 1741.1, Survival: 88.19%
    • RoboRumble - No 1v1 changes.
    • Removed gun heat consideration when switching targets in gun.
  • 1.122 - 5/28/2009
    • MeleeRumble - APS: 65.72% (7th), PL: 262-4, Glicko-2: 1744.3, Survival: 88.06%
    • RoboRumble - No 1v1 changes.
    • Restored and tweaked damage given (anti-)risk factor.
    • Tweaked damage taken risk factor similarly.
  • 1.121 - 5/27/2009
    • MeleeRumble - APS: 65.56% (7th), PL: 263-5, Glicko-2: 1740.4, Survival: 87.95%
    • RoboRumble - No 1v1 changes.
    • Removed risk for recent enemy locations.
    • Removed damage given (anti-)risk factor.
  • 1.12 - 5/26/2009
    • MeleeRumble - APS: 65.47% (7th), PL: 262-5, Glicko-2: 1742.7, Survival: 87.60%
    • RoboRumble - No 1v1 changes.
    • Restored risk for recent enemy locations (from 1.072).
  • 1.115 - 5/25/2009
    • MeleeRumble - APS: 65.69% (7th), PL: 261-5, Glicko-2: 1747.0, Survival: 87.671%
    • RoboRumble - No 1v1 changes.
    • Removed random direction change timer.
    • Tweaked risk from (Diamond's) recent locations.
    • Note: Best "bug-free" version in APS comparison. Only down .1% from 1.111 (w/performance enhancing bug), up .3% from 1.11 (bug fixed version). Good enough for me, so now I can move on with my life. =)
  • 1.114 - 5/25/2009
    • MeleeRumble - APS: 65.26% (6th), PL: 256-7, Glicko-2: 1740.4, Survival: 87.10%
    • RoboRumble - No 1v1 changes.
    • Tweaked random direction change formula.
  • 1.113 - 5/25/2009
    • MeleeRumble - APS: 65.56% (6th), PL: 258-4, Glicko-2: 1747.1, Survival: 87.60%
    • RoboRumble - No 1v1 changes.
    • Tweaked random direction change formula.
  • 1.112 - 5/25/2009
    • MeleeRumble - APS: 65.40% (6th), PL: 259-3, Glicko-2: 1745.0, Survival: 87.21%
    • RoboRumble - No 1v1 changes.
    • Rollback to "bug-free" 1.11.
    • Tweaked random direction change formula.
  • 1.111 - 5/24/2009
    • MeleeRumble - APS: 65.84% (6th), PL: 259-3, Glicko-2: 1751.1, Survival: 88.50%
    • RoboRumble - No 1v1 changes.
    • Reverting the change to current heading / random direction change code.
    • Note: Trying to figure out which of the minor changes in 1.11 caused a .4% APS drop.
    • Note #2: Yep, I've officially got a Performance Enhancing Bug on my hands.
  • 1.11 - 5/23/2009
    • MeleeRumble - APS: 65.37% (6th), PL: 258-4, Glicko-2: 1746.7, Survival: 87.17%
    • RoboRumble - No 1v1 changes.
    • Fixed a bug in the Wave Surfing HoT avoidance (when there's no data to surf) - was marking negative GFs as dangerous, too.
    • Fixed a bug where Diamond might shoot himself disabled.
    • Fixed a bug in the current heading / random direction changing code.
    • Enhanced Wave Surfing debugging graphics, including drawing color-coded dangers along two closest waves.
    • Only executes graphical debugging code if painting is enabled. (This also fixed the buffer-overflow I was hitting when enabling paint mid-match.)
  • 1.09 - 5/23/2009
    • MeleeRumble - APS: 65.85% (6th), PL: 259-3, Glicko-2: 1752.5, Survival: 88.62%
    • RoboRumble - APS: 83.94% (7th), PL: 680-20, Glicko-2: 2115.5, Survival: 91.53%
    • Myriad Wave Surfing tweaks:
      • Changed several scan distancing dimensions: removed time since direction change, added time since velocity change, added distance last eight ticks, tweaked weights.
      • Fixed one more off-by-1 bug in the surfing (using my location from 3 ticks ago instead of 2).
      • Fixed the bandwidth used in kernel density calculations. (I'd set it to a static 0.1 as a placeholder, should be based on distance.)
      • Added a mechanic for factoring in similar scans from recent rounds in addition to similar scans from the whole match.
  • 1.08 - 5/22/2009
    • MeleeRumble - APS: 65.93% (6th), PL: 258-4, Glicko-2: 1754.0, Survival: 88.79%
    • RoboRumble - No 1v1 changes.
    • Removed risk for recent enemy locations.
    • Added damage given (anti-)risk factor.
  • 1.072 - 5/21/2009
    • MeleeRumble - APS: 66.03% (6th), PL: 257-5, Glicko-2: 1756.5, Survival: 88.51%
    • RoboRumble - No 1v1 changes.
    • Fixed off-by-1-bug in the movement, once and for all (I hope).
  • 1.071 - 5/20/2009
    • MeleeRumble - APS: 65.75% (6th), PL: 257-5, Glicko-2: 1753.4, Survival: 88.15%
    • RoboRumble - No 1v1 changes.
    • Fixed a big bug adding in the risk to enemies' recent locations.
  • 1.07 - 5/20/2009
    • MeleeRumble - Pulled
    • RoboRumble - No 1v1 changes.
    • Reverted tweak to perpendicularity factor.
    • Tweaked risk to enemies' recent locations.
    • Tweaked anti-being-targeted factor - count bots 10% closer instead of just bots closer.
    • Tried to fix the off-by-1 bug, introduced a different one.
  • 1.06 - 5/19/2009
    • MeleeRumble - APS: 65.70% (6th), PL: 258-4, Glicko-2: 1754.3, Survival: 88.61%
    • RoboRumble - No 1v1 changes.
    • Re-introduced some risk to enemies' recent locations.
    • Tweaked perpendicularity factor.
    • Introduced an off-by-1 bug in the Wave Surfing - locations used for Enemy Wave sources and absolute bearings.
  • 1.05 - 5/19/2009
    • MeleeRumble - APS: 65.99% (6th), PL: 260-2, Glicko-2: 1758.1, Survival: 88.71%
    • RoboRumble - No 1v1 changes.
    • Rolled back all movement changes from 1.03 and 1.04, except:
      • Greatly reduced weight of previously dominant anti-being-targeted factor.
  • 1.04 - 5/18/2009
    • MeleeRumble - APS: 65.48% (6th), PL: 258-4, Glicko-2: 1753.3, Survival: 87.91%
    • RoboRumble - No 1v1 changes.
    • Myriad melee movement tweaks:
      • Tweaked reverse direction timer.
      • Added corner distance risk factor.
      • Greatly reduced weight of previously dominant anti-being-targeted factor.
      • Tweaked risk of enemies' recent locations: fewer, more recent points, much higher weight.
    • Risk evaluation debugging graphics now based off standard deviations, capped at -1.5/+1.5. A lot more meaningful (used to get many pure blue points when a few were super duper risky).
  • 1.03 - 5/17/2009
    • MeleeRumble - APS: 65.82% (6th), PL: 258-4, Glicko-2: 1758.5, Survival: 88.25%
    • RoboRumble - No 1v1 changes.
    • Added some risk to enemies' recent locations.
  • 1.02 - 5/16/2009
    • MeleeRumble - APS: 65.70% (6th), PL: 259-3, Glicko-2: 1758.4, Survival: 88.05%
    • RoboRumble - APS: 83.05% (12th), PL: 676-25, Glicko-2: 2096.2, Survival: 90.52%
    • A bunch of gun tweaks, including a gun heat dimension (only used in 1v1), time since velocity change instead of direction change, and tweaked dimension weights.
    • Note: Didn't expect much rating change, but wanted to know that there wasn't, going forward.
  • 1.01 - 5/15/2009
    • MeleeRumble - APS: 65.76% (6th), PL: 260-3, Glicko-2: 1760.3, Survival: 88.55%
    • RoboRumble - No 1v1 changes.
    • Added factor for targeting bots near corners (to take their position).
    • Removed factor that favors spots where enemies will be non-perpendicular in risk evaluation.
    • Increased weight of damage-taken factor in risk evaluation.
    • Note: Despite lower ELO, was about .3% APS better than 1.0.
  • 1.0 - 5/14/2009