Difference between revisions of "Knight/VersionHistory"

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'''{{subst:rumblestats:roborumble|rsalesc.mega.Knight 0.1}}'''
 
'''{{subst:rumblestats:roborumble|rsalesc.mega.Knight 0.1}}'''
 
-->
 
-->
 +
 +
; 0.5 - ???
 +
* '''???'''
 +
** Tweak movement against some simple problem bots like RaikoMicro, Charo and LauLectrik, against WSC (MC 2k6) and complement against advanced targeters.
 +
** As a result, come up with a new movement view.
  
 
; 0.4.3c - ???
 
; 0.4.3c - ???
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** Replacing distance with BFT seems to be valuable, but maybe add displaceLast10 again?
 
** Replacing distance with BFT seems to be valuable, but maybe add displaceLast10 again?
  
; 0.4.3b - 10.05.2017
+
; 0.4.3b - 10.06.2017
* '''???'''
+
* '''PENDING'''
 
** Fix a bug when logging enemy shot angle after bullet-hit-bullet events.
 
** Fix a bug when logging enemy shot angle after bullet-hit-bullet events.
** Tweak random gun and movement against some simple problem bots like RaikoMicro, Charo and LauLectrik.
+
** Test some tuned gun parameters for both guns.
  
 
; 0.4.3 - 10.05.2017
 
; 0.4.3 - 10.05.2017

Revision as of 06:02, 6 October 2017


0.5 - ???
  • ???
    • Tweak movement against some simple problem bots like RaikoMicro, Charo and LauLectrik, against WSC (MC 2k6) and complement against advanced targeters.
    • As a result, come up with a new movement view.
0.4.3c - ???
  • ???
    • Replacing distance with BFT seems to be valuable, but maybe add displaceLast10 again?
0.4.3b - 10.06.2017
  • PENDING
    • Fix a bug when logging enemy shot angle after bullet-hit-bullet events.
    • Test some tuned gun parameters for both guns.
0.4.3 - 10.05.2017
  • PENDING
    • Replace distance attribute with BFT in anti-adaptive gun.
    • Remove displaceLast10 attribute from anti-adaptive gun.
0.4.2c - 10.02.2017
  • RoboRumble ‒ APS: 85.45% (16th), PL: 1146-13 (12th), Survival: 94.74%
    • Fix a bug where I would not log hits (only logged wave breaks) in the anti-adaptive gun.
0.4.2b - 10.01.2017
  • RoboRumble ‒ APS: 85.37% (17th), PL: 1133-10 (19th), Survival: 94.84%
    • Change bandwidth picking.
    • Add fast math everywhere except for the bullet shadowing.
0.4.2 - 10.01.2017
  • RoboRumble ‒ APS: 84.86% (22nd), PL: 1145-14 (12th), Survival: 94.38%
    • Revert to 0.4.1 (monotonic trees).
    • Optimize gun and movement, should skip less turns (or even no turns at all?).
    • Fix bandwidth in KDE.
0.4.1c - 09.30.2017
  • RoboRumble ‒ APS: 84.1% (27th), PL: 1139-14 (18th), Survival: 94.19%
    • Try a heavier flattener.
0.4.1b - 09.29.2017
  • RoboRumble ‒ APS: 85.05% (21st), PL: 1147-12 (12th), Survival: 94.76%
    • Try to decay the queried entries on the movement.
0.4.1 - 09.29.2017
  • RoboRumble ‒ APS: 85.23% (17th), PL: 1147-12 (12th), Survival: 94.77%
    • Enable bullet shadowing.
    • Add virtuality in random gun.
    • Fix flattening condition.
    • Increase surfing deviation.
0.4 - 09.29.2017
  • RoboRumble ‒ APS: 84.53% (24th), PL: 1144-15 (14th), Survival: 93.88%
    • Major fixes both in gun and movement (now I can beat Ascendant, cool).
0.3
  • RoboRumble ‒ APS: 82.01% (51st), PL: 1129-30 (25th), Survival: 92.54%
    • Changes in the gun.
0.2.1
  • RoboRumble ‒ APS: 81.64% (53rd), PL: 1091-69 (60th), Survival: 87.12%
    • Uses Raiko Gun.
0.2 - 09.20.2017
  • RoboRumble ‒ APS: 80.14% (64th), PL: 1058-102 (88th), Survival: 89.56%
    • Fix an old bug which would affect Roborio too.
    • Fix my Kd-Tree.
    • Tweak movement.
0.1.3 - 09.16.2017
    • Fix precise intersection issues.
    • Add general purpose DC-GF gun from Roborio without tick wave logging, though.
0.1.2 - 09.15.2017
  • RoboRumble ‒ APS: 80.53% (59th), PL: 1079-79 (70th), Survival: 90.3%
    • Fix stat tracking.
    • Fix movement tree weights.
    • Add my precise intersection when logging a wave break.
0.1.1 - 09.13.2017
  • RoboRumble ‒ APS: 81.91% (52nd), PL: 1098-61 (54th), Survival: 91.48%
    • 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.
0.1 - 09.13.2017 - first release
  • RoboRumble ‒ APS: 75.55% (101st), PL: 916-178 (211th), Survival: 84.32%
    • Incorporate Monk 0.2.2 1v1 gun and movement. The wave surfing attributes are very simple and the gun is not well suited for 1v1.