- 1.50 - Back to your corner!
- After 1.44's poor performance, a more drastic revision was in order.
- Gaff's new movement is a return to his original roots: cornering is back.
- This version uses Holden's wave surfing (far superior to the old bullet dodging) and a simpler cornering plan -- not as crafty but Gaff takes far less hits than before.
- As a fallback, Gaff reverts to a standard orbital movement but with very tight distancing for that up-close, personal feeling.
- Some targeting tweaks to boost TCRM performance above 88.
- Plus bugfixes and a bit of optimization.
1.44: Surfer killer?
- RoboRumble ‒ APS: 68.06% (108th), PL: 617-126 (111th), Survival: 76.47%
- Updated targeting -- same as 1.43g which topped the heap in the AS Challenge
- Now uses a slightly different input data set for NNs (10 variables)
- Features approximately doubled in number
- Many, many small framework tweaks carried over from Pris and Holden development
- Now adjusts aim for tank movement
- Hopefully fixes radar lock bug
1.42: Revamped movement
- Restored the orbital dodging mode which was keeping scores up vs simple targeters.
- Dropped the older random orbit movement in favour of the newer Raiko-style one.
- Tweaked some distances and fixed a minor distancing bug.
- Expanded my test bot set and this one worked out better than 1.34.
- Ranked 91 in RoboRumble: 69.9 APS, 1546 ELO, 1869 Glicko2, 2841 battles (14-Aug-2009)
1.40: Improved movement
- Created a pretty slick, low cost orbital movement to replace the ugly iterative one in previous versions
- Smoothed out dynamic distancing
- Replaced the buggy orbital dodge movement mode with another random movement inspired by Raiko's algorithm.
- Ranked 126 in RoboRumble -- 65.10 APS, 1573 ELO, 1803 Glicko2, 2089 battles (30-May-2009)
- Not-so-improved movement? My tests showed a noticeable increase vs top bots, the rumble showed that I neglected to test against simpler bots, which ate Gaff alive using HOT!
1.34: Combined + improved upon 1.32 targeting methods
- After 15 seasons, squeaks into top spot of fast-learning TC2K7
- Uses targeting methods from 1.32 and 1.32rm and combines the outputs
- Improved input data classification by using radial basis functions
- Tweaked movement to avoid corners somewhat
- Ranked 91 in RoboRumble -- 69.66 APS, 1646 ELO, 2188 battles (26-May-2009)
1.32rm: Alternate version of 1.32 with improved random mover targeting
- Same input data as 1.32, using NN training scheme designed to learn vs. random movers.
- Ranked 96 in RoboRumble -- 69.16 APS, 1675 ELO, 2241 battles (13-May-2009)
1.32: Featuring new & improved anti-surfer targeting
- New input data method to NN targeting scores very high against surfers in TC2K7.
- Fixed bug where waves were not cleared at the end of every round.
- Improved min/max reachable GF calculation and fixed related bug in NN training.
- Ranked 95 in RoboRumble -- 69.32 APS, 1689.8 ELO, 2239 battles (12-May-2009)
1.30: Reworked movement
- Orbital movements now take into account max. reachable angle
- Added dynamic distancing based on energy differential
- Removed cornering movement
- Ranked 96 in RoboRumble -- 69.29 APS, 1714.9 ELO, 3705 battles (9-May-2009)
1.28: Minor tweaks to cornering and movement selection
- Cornering no longer selected when Gaff is already cornered.
- Damage differential now reset every round
- Ranked xx in RoboRumble == 68.45 APS, 1819 ELO, 2175 battles (17-Dec-2009)
1.26: Tweaked movement to improve performance against worst ProblemBots and a selection of top bots. No targeting changes.
- Cornering movement now used only when Gaff has a significant energy advantage
- Random and dodging orbital styles selected based on current damage differential; now switches with same round if needed.
- Bullet predictor decay rate decreased dramatically for faster adaptation.
- Distancing adjusted to make orbital modes similar and decrease advantage of segmenting on distance (makes a big difference).
- Fixed some bugs in the random mode which resulted in strange moves.
- Ranked 106 in OneOnOne (1805.94pts, 2059 battles, 20-Aug-2008)
1.24: Mostly movement updates
- Smoothed out dodging orbit movement mode
- Added a random orbit (non-dodging) movement mode
- Movement selection now settles on new random mode if other two modes lose too often
- Increased bullet predictor decay rate
- Minor tweaks to targeting NN to adapt faster and handle lower bullet powers better (but no challenge score improvement)
- Ranked 97 in OneOnOne (1816.7pts, 2061 battles, 17-Aug-2008)
1.20: Further targeting improvements, many movement bug fixes
- Targeting network no longer uses hidden layers.
- Network is retrained at a slower rate but more often.
- Fixed many, many bugs in the orbital movement and bullet dodging classes.
- Removed the "oddball" movement style
- Changed the movement style selection method
- Ranked 117 in OneOnOne (1800.74pts, 2122 battles, 6-Aug-2008)
1.10: Continued improvements to targeting and some new movement
- Targeting method now trains multiple samples per firing wave
- Fixed a major bug in the bullet dodging code
- Credits for both of the above go to Rednaxela
- Added two new movement styles (orbital and "oddball") for situations where cornering isn't working out.
- Ranked 163 in OneOnOne (1768.96pts, 2225 battles, 31-Jul-2008)
1.04: Major improvements to targeting after spending some time with the targeting challenges and RoboResearch
- Now uses only one targeting method based on a small neural network with only one hidden layer
- Added GuessFactor range limiting using my FutureMove class
- Fixed a nasty bug in FutureMove that also affected dodging
- Ranked 229 in OneOnOne (1688pts, 2007 battles, 27-Jun-2008)
1.00: Initial release
- Ranked 313 in OneOnOne (1608pts, 23-Jun-2008)