Difference between revisions of "Wallaby/VersionHistory"

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m (update)
m (update ... i forgot..)
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* This time full coward setup, 65k force 400 distance
 
* This time full coward setup, 65k force 400 distance
 
* new ram bot reaction  
 
* new ram bot reaction  
 +
* fixed a radar issue - sitting duck (rare) if i got rammed
 
*
 
*
  

Revision as of 15:58, 5 September 2012


Wallaby 5.0 Size: 743 (in progress)

  • This time full coward setup, 65k force 400 distance
  • new ram bot reaction
  • fixed a radar issue - sitting duck (rare) if i got rammed

Wallaby 4.9 Size: 747 (fail)

  • movement enhanced by bringing in the isClose feature, now it fits the code size
  • even more aggressive with 35k combat force
  • adjusted the bullet power function because of code size restrictions (i just have to find 2 bytes more to bring it back)
  • Version info: this one had a quite mysterious rumble score, after 11k/5k/3k battles it was way ahead of every previous version but 3k battles latter it lost 0.4% score, maybe it was an rumble issue or just bad luck. My RoboRunner test also told me that this one is probably the best so far .. maybe i should give it later another try, just to be sure
  • MicroMeleeRumble ‒ APS: 68.43% (1st), PL: 134-0 (1st), Survival: 93.76%

Wallaby 4.8 Size: 747 (fail)

  • found even more bytes to spend by changing the targeting to a rate based variable
  • test of the bullet hit movement (if hit - move free)
  • MicroMeleeRumble ‒ APS: 68.6% (1st), PL: 134-0 (1st), Survival: 94.35%

Wallaby 4.7 Size: 747 (success)

  • back to v4.4 combat setup
  • switch to more aggressive force but less bullet power
  • removed the bullet time movement
  • MicroMeleeRumble ‒ APS: 68.71% (1st), PL: 134-0 (1st), Survival: 94.13%

Wallaby 4.6 Size: 747 (fail)

  • enemy estimated bullet time movement adjustment (long movement if far and short if near)
  • MicroMeleeRumble ‒ APS: 68.23% (1st), PL: 134-1 (1st), Survival: 90.14%

Wallaby 4.5 Size: 747 (fail)

  • stripped the energy target rule if only two opponents left
  • changed the targeting to score distance based
  • average velocity is calculated only on locked targets now
  • MicroMeleeRumble ‒ APS: 68.68% (1st), PL: 134-0 (1st), Survival: 93.3%

Wallaby 4.4 Size: 745 (success)

  • huge code change
  • back to 600 default distance for bullet calculation (need some tuning)
  • removed all energy save rules (like shooting 0.1, stop shoot if low energy)
  • found 13 byte by removing my target class
  • if the target is radar locked, all heading differences of the target will be collected and averaged for fire angle calculation
  • MicroMeleeRumble ‒ APS: 68.78% (1st), PL: 134-0 (1st), Survival: 92.57%

Wallaby 4.3 Size: 749 (fail)

  • 400 default distance for bullet power - maybe less is more
  • free move border decreased from 9 to 3
  • MicroMeleeRumble ‒ APS: 68.71% (1st), PL: 134-0 (1st), Survival: 94.64%

Wallaby 4.2 Size: 749 (fail)

  • take calculated bullet power of the last turn
  • 500 default distance for bullet power
  • MicroMeleeRumble ‒ APS: 68.49% (1st), PL: 134-0 (1st), Survival: 93.58%

Wallaby 4.1 Size: 745 (success)

  • randomization of the perpendicular movement rate component if opponents fall under 5 (very successful change)
  • MicroMeleeRumble ‒ APS: 68.61% (1st), PL: 133-0 (1st), Survival: 92.97%

Wallaby 4.0 Size: 741 (success)

  • some energy savings
  • little more move force
  • smaler radar code
  • MicroMeleeRumble ‒ APS: 68.61% (1st), PL: 132-0 (1st), Survival: 91.78%

Wallaby 3.9 Size: 742 (fail)

  • bug fix release - energy wasn't updated correct if target dies
  • MicroMeleeRumble ‒ APS: 67.15% (2nd), PL: 127-4 (5th), Survival: 88.76%

Wallaby 3.8 Size: 742 (fail)

  • back to v3.1
  • targeting based on energy rating for the last three opponents
  • close combat movement changed to risk 9
  • removed dead target rules
  • no rumble data

Wallaby 3.7 Size: 720 (fail)

  • turn based fire power selection
  • changed the gun adjustment to 0.9
  • removed "coward" moving"
  • MicroMeleeRumble ‒ APS: 67.2% (2nd), PL: 131-0 (1st), Survival: 91.97%

Wallaby 3.6 Size: 746 (fail)

  • removed zero shooting
  • "coward" moving if only two opponents left
  • MicroMeleeRumble ‒ APS: 67.82% (1st), PL: 131-0 (1st), Survival: 88.05%

Wallaby 3.5 Size: 742 (fail)

  • anti ram and crowd movement
  • v1.9 gun adjust
  • again 1v1 energy save removed
  • dead target handling removed
  • avg velocity shooting on zero v targets
  • MicroMeleeRumble ‒ APS: 67.79% (1st), PL: 131-0 (1st), Survival: 89.86%

Wallaby 3.4 Size: 746 (success)

  • changed the danger system to a bullet power change system
  • back to energy save in 1v1
  • back to old dead robots system
  • MicroMeleeRumble ‒ APS: 68.4% (1st), PL: 131-0 (1st), Survival: 90.87%

Wallaby 3.3 Size: 746 (fail)

  • removed the case bullets
  • supports a minor danger system now (was way to aggressive)
  • MicroMeleeRumble ‒ APS: 67.99% (1st), PL: 129-2 (2nd), Survival: 89%

Wallaby 3.2 Size: 749 (fail)

  • supports chase bullets at midrange (needs more code size to be effective)
  • removed 1v1 energy save because of code size
  • removed dead target lock if not current target, also code size
  • MicroMeleeRumble ‒ APS: 68.08% (1st), PL: 131-0 (1st), Survival: 90.73%

Wallaby 3.1 Size: 739 (success)

  • changed average velocity to be hold over the whole battle
  • MicroMeleeRumble ‒ APS: 68.26% (1st), PL: 129-1 (1st), Survival: 91.22%

Wallaby 3.0 Size: 742 (success)

  • lower target force for the anti gravity movement
  • if 1vs1 and wallaby has more energy as the target - only shoot 0.1 bullets
  • MicroMeleeRumble ‒ APS: 68.27% (1st), PL: 129-0 (1st), Survival: 90.78%

Wallaby 2.9 Size: 743 (fail)

  • back to 2.5 roots
  • clear dead target only if it was the main target
  • different battle field for gun and movement (gun now can hit wall bots as well)
  • small randomization of the default movement length
  • back to setAdjust...(true)
  • MicroMeleeRumble ‒ APS: 67.45% (2nd), PL: 129-1 (1st), Survival: 89.88%

Wallaby 2.8 Size: 744 (fail)

  • back to 2.5
  • major gun change - the gun now shoots at the opposit moving direction if the target has zero velocity with 10 zero (disabled, stucked) turn reset
  • change from simple average to rolling average (Credit: Paul Evans)
  • MicroMeleeRumble ‒ APS: 66.94% (2nd), PL: 127-2 (3rd), Survival: 90.19%

Wallaby 2.7 Size: 738 (fail)

  • the gun don't wait till remaining gun turn equals zero, higher fire frequency but less accuracy
  • if energy drops below 6.0 the gun shoots only 0.1 bullets
  • MicroMeleeRumble ‒ APS: 68.03% (1st), PL: 128-0 (2nd), Survival: 91.65%

Wallaby 2.6 Size: 742 (fail)

  • different battle field for gun and movement
  • stop shooting if energy drops below 6.0
  • MicroMeleeRumble ‒ APS: 68.14% (1st), PL: 127-1 (3rd), Survival: 91.95%

Wallaby 2.5 Size: 746 (success)

  • cleared some stupid bugs
  • removed lastScan behavior for the gun
  • heading difference is used only if the target was seen one turn before, otherwise zero (linear gun)
  • MicroMeleeRumble ‒ APS: 68.1% (1st), PL: 126-0 (3rd), Survival: 91.03%

Wallaby 2.4 Size: 749 (fail)

  • major code size change of movement and gun - switched from absolute to relative coordinates
  • gun now uses heading difference of the target if the lastScan was 1 turn before
  • MicroMeleeRumble ‒ APS: 67.45% (2nd), PL: 98-0 (29th), Survival: 88.95%

Wallaby 2.3 Size: ?? (success)

  • back to 1.9 combat setup remain distance 20 and move distance 185
  • fixed radar bug
  • MicroMeleeRumble ‒ APS: 67.37% (2nd), PL: 128-0 (3rd), Survival: 89.71%

Wallaby 2.2 Size: 746 (fail)

  • just combat setup changed a little
  • MicroMeleeRumble ‒ APS: 66.35% (3rd), PL: 125-2 (6th), Survival: 90.57%

Wallaby 2.1 Size: 748 (fail)

  • gun now linear only
  • code size changes
  • current target gets his own variable
  • MicroMeleeRumble ‒ APS: 66.64% (3rd), PL: 116-2 (14th), Survival: 90.49%

Wallaby 2.0 Size: 733 (fail)

  • gun now precise circular targeting
  • combined gun and movement to one code block (saves one loop)
  • minimized firepower formular
  • movement recalculates if remaining distance zero
  • MicroMeleeRumble ‒ APS: 64.15% (7th), PL: 119-9 (12th), Survival: 84.82%

Wallaby 1.9 Size: 745 ((success)

  • new movement (minimum risk combined with antigravity and oscillation) Credit: CrazyBassoonist for doing it somewhat similar before
  • gun is now linear only
  • MicroMeleeRumble ‒ APS: 67.32% (2nd), PL: 128-0 (3rd), Survival: 90.17%

Wallaby 1.8 Size: 748 (success)

  • combined antigravity movement taken from DustBunny with previous movement. Credit: Miked0801 todo
  • MicroMeleeRumble ‒ APS: 66.38% (3rd), PL: 128-0 (3rd), Survival: 89.52%

Wallaby 1.7 Size: 665 (fail)

Wallaby 1.6 Size: 741 (success)

Wallaby 1.5 Size: 747 (fail)

  • improved gun by heading change
  • different combat setup
  • MicroMeleeRumble ‒ APS: 63.31% (10th), PL: 101-11 (29th), Survival: 79.76%

Wallaby 1.4 Size: 747 (success)

  • implemented circular targeting gun
  • radar lock aggressiv
  • simple averaged velocity
  • changed circular movement to be more random
  • MicroMeleeRumble ‒ APS: 64.81% (6th), PL: 115-10 (16th), Survival: 80.33%

Wallaby 1.3 Size: 748 (fail)

  • radar lock very basic
  • simple linear gun
  • changed movement to anti gravity taken from Lunar. Credit: Sulibilune
  • MicroMeleeRumble ‒ APS: 49.51% (69th), PL: 57-68 (72nd), Survival: 45.5%

Wallaby 1.2 Size: 415 (fail)

  • circular movement driven by forward points
  • simple linear gun
  • spinning radar
  • MicroMeleeRumble ‒ APS: 48.12% (77th), PL: 52-73 (79th), Survival: 43.14%

Wallaby 1.1 Size: ???

  • lost
  • MicroMeleeRumble ‒ APS: 52.65% (58th), PL: 70-55 (61st), Survival: 56.93%

Wallaby 1.0 Size: ???