Glacier/GlacialHawk

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Glacier Sub-pages:
GlacierVersion History - Hypothermia - GlacialHawk


  • 1.12 - 24/9/2009
    • MeleeRumble ‒ APS: 68.3% (5th), PL: 278-5 (5th), Survival: 88.68%
    • Revert to 1.10
    • As the number of enemies decreases, increase the number of predictions per-enemy, up to a maximum of 32. Similar to 1.8 release except without the bulletPower changes.
  • 1.11 - 24/9/2009
    • MeleeRumble ‒ APS: 68.7% (4th), PL: 278-3 (4th), Survival: 90.11%
    • Try out Diamond 1.40's bulletPower logic
  • 1.10 - 24/9/2009
    • MeleeRumble ‒ APS: 68.78% (4th), PL: 277-4 (5th), Survival: 89.31%
    • Revert bulletpower changes in 1.9 back to to 1.5
  • 1.9 - 23/9/2009
    • MeleeRumble ‒ APS: 67.7% (5th), PL: 277-4 (4th), Survival: 89.87%
    • Revert to 1.5
    • Tweak bulletpower a bit. Base off of average enemy distance most of the time. Generally lower bulletpower.
    • Add a 'distance last 10' and 'distance last 20' segments. Increase weight of reverse walldistance segment.
  • 1.8 - 22/9/2009
    • MeleeRumble ‒ APS: 68.35% (4th), PL: 276-5 (6th), Survival: 89.18%
    • Revert to 1.5
    • Tweak bulletpower very slightly smaller
    • Instead of always predicting 12 futures per enemy, predict up to 30 per enemy, with a maximum of 100 predictions in total for all enemies
  • 1.7 - 20/9/2009
    • Rating: Utter failure...
      • Early results: MeleeRumble ‒ APS: 68.19% (5th), PL: 277-5 (5th), Survival: 88.74%
    • Revert to 1.5
    • Bias against returned situations which are more dissimilar.
  • 1.6 - 20/9/2009
    • Result: Slightly worse than 1.5. RumbleStats doesn't represent non-current bots well so not bothering to post rating.
    • Only put results into the tree after 90 ticks.
  • 1.5 - 20/9/2009
    • MeleeRumble ‒ APS: 68.37% (6th), PL: 278-5 (4th), Survival: 88.89%
    • Revert to 1.2 (for now)
    • Increase the number of 'proximity sensor' dimensions and tweak dimension weightings
  • 1.4 - 19/9/2009
    • MeleeRumble ‒ APS: 68.22% (4th), PL: 278-5 (4th), Survival: 88.37%
    • Tweak the new probabilistic model introduced in 1.3, to include a 'doubt' factor based partially on distance. (Maybe make the 'doubt' factor learned in a future version?)
  • 1.3 - 19/9/2009
    • MeleeRumble ‒ APS: 67.65% (5th), PL: 274-8 (9th), Survival: 87.23%
    • Fancy new experimental modeling of bullet-hit-probability at possible angles. Should work better than simply summing the movement profiles in the common 'shadow's melee gun' style. At least, it should once I get it tweaked...
  • 1.2 - 18/9/2009
    • MeleeRumble ‒ APS: 68.39% (4th), PL: 276-5 (6th), Survival: 88.72%
    • Large improvement in PIF speed, at the cost of reduced wall-intersect checking.
  • 1.1 - 10/9/2009
    • MeleeRumble ‒ APS: 67.72% (5th), PL: 276-5 (5th), Survival: 87.82%
    • Increase bullet power notably, to mostly follow HawkOnFire bulletpower formula
    • Huge SlowBot and skips occasional turns. Will try to fix in 1.2 :(
  • 1.0 - 9/9/2009
    • MeleeRumble ‒ APS: 67.48% (5th), PL: 275-6 (6th), Survival: 91%
    • Movement of HawkOnFire (from here) with Hypothermia (the gun of Glacier).
    • Thoughts: Seems to be scoring how I expected: Above DiamondHawk but below ShadowHawk. But considering this gun was only given a single test run before release and no tuning at all, this is probably quite a good rating. Higher survival score than ShadowHawk indicates that bulletpower could be increased to trade a little survival for score, which doesn't surprise me given that the bulletpower selection is a complete 2-second hack without any real thought or tuning.