Medina/VersionHistory

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< Medina
Revision as of 02:29, 12 October 2017 by Rsalesc (talk | contribs)
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Planned series/releases

1.2 series - ???
  • Branching (?)
1.1 series - ???
  • Enable bullet shadow.
  • Add bot shadow.
1.0 series - ???
  • Re-weight MR/WS.
  • Tweak surfing view weightings.
0.4 series - ???
  • Surf disks instead of circles.
  • Improve bot-width intersection.
0.3 series - ???
  • When a fire event occurs, examine carefully which enemy could be the target (possibly a probability distribution estimation).
  • When a hit event occurs, examine carefully which enemy could be the target using the previous calculated probabilities.
  • Handle bullet-hit-bullet event.
0.2 series - ???
  • Tweak MEA and bandwidth?
  • Improve fire-and-hit detection and use enemy interpolation everywhere (apply hard OOP here).

Latest releases

0.1 - 10.11.2017
  • ???
    • First release.
    • Very simple fire-and-hit detection, a lot of room to improve.
    • Wave hit during danger evaluation is very stupid, waves are single-tick, often off-by-many-ticks and there is no accurate bot-wave intersection.
    • Quickly tested, brand new and hand-weighted minimum risk + true melee surfing, which is for now used in 1v1 as well.
    • It's not too optimized, it's a bit slow for now, and probably memory hungry. The only optimizations are stats caching and discarding irrelevant logs (like from an enemy which is too far from me for its data to change anything in my decisions).
    • Surfing views are really simple, accel + velocity + distance for now.
    • Minimum risk component is based on Monk's, but simpler: perpendicularity, distance and being one of the closest to an enemy are taken into account.
    • Initial movement is too simple, it's getting constantly cornered (unfortunately, during the game as well, but this is a harder issue).
    • Using traditional MEA everywhere, maybe since the movement in melee is really restricted, this can be improved.
    • Enemy logs interpolation only when detecting a hit (not when firing, causing a lot of off-by-many-ticks waves).
    • Bullet-hit-bullet events are not used.
    • Every time an enemy gets hit, it's inferred it surely was the target.
    • Every scan is inversed by distance because it's the most obvious way I can think to weight the chance of each enemy to be a target.
    • Guns from Monk.