LifelongObsession/Version History
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- LifelongObsession - Version History
- 0.5.1
- 1v1 – Rating: 2005 (22nd), PL 490/0/19 (21st)
- Removes the first "feature" mentioned below.
- 0.5.0
- 1v1 – Rating: pulled
- Calculates wave dangers with exactly the guess factors that could still hit (except for some small hidden bug).
- Desired distance is set in a new way:
- If I am NW of the enemy, target distance is the greater of the distance between the enemy and the N or W wall.
- If I am SW of the enemy, target distance is the greater of the distance between the enemy and the S or W wall.
- Etc.
- Distancing is generally running toward desired distance at 20 degrees, except when getting very close to the target distance (when it smooths down).
- 0.4.0
- 1v1 – Rating: 2006 (22nd), PL 490/0/19 (21st)
- Added anti-head-on-targeting-without-adjusting-gun-for-robot-turn movement.
- 0.3.5
- 1v1 – Rating: 2004 (22nd), PL pulled
- Ok, looks like that segmented pattern matcher was worth a few points.
- Revert to 0.3.3
- LifelongObsession dynamically adjusts the weight of each movement on the fly.
- 0.3.4
- 1v1 – Rating: 1993 (25th), PL pulled
- I was accidentally running a segmented pattern matcher all this time. And I don't think that should be as good as a straight one, like WeeksOnEnd.
- 0.3.3
- 1v1 – Rating: 1999 (25th), PL pulled
- Worked the "missing feature" mentioned in 0.3.1 into the overhauled movement (now when a bullet is found enemy waves that are already in the air are updated).
- 0.3.2
- 1v1 – Rating: 1999 (25th), PL pulled
- Good, 0.3.1 was doing much worse than 0.3.0.
- Revert to 0.3.0.
- Simple targeting avoidance is given a higher weight (.75).
- 0.3.1
- 1v1 – Rating: pulled
- This version takes all the new movements out & just tests how much the buggyness & the lacking feature was affecting 0.3.0's result. Hmm ... 0.2.1 also was running at least some on a Robocode 1.1.5 client, which affected its score. Darn, too many variables to control.
- 0.3.0
- 1v1 – Rating: 2000 (24), PL pulled
- 1/2 way complete overhaul of the movement system. It now combines the same WaveSurfing with AntiPatternMatching, anti-head-on-targeting, anti-linear-targeting-when-the-bot-shoots-within-the-walls, and anti-circular-targeting-when-the-bot-shoots-within-the-walls, with varying weights.
- 0.2.1
- 1v1 – Rating: 2020 (19th), PL 494/0/17 (19th)
- Looks like that fold was worth a couple points. I guess the score diff between this an WeeksOnEnd is due to other lurking bugs, or that running only on my machine was better for WeeksOnEnd for some reason (which I don't like, nor anyone else).
- Revert to 0.1.5
- Tweak to firepower management: much sooner & slower powering-down when getting low on energy, forget powering down when opponent is low on energy (this is something I can do in WeeksOnEnd for less codesize).
- 0.0.2 (in rumble as 0.2)
- 1v1 – Rating: 2014 (22nd), PL 493/0/14 (16th)
- I am very surprised that folding the PM in half again (see version 0.1) didn't help my ratings. This is a revert back to the WeeksOnEnd style. It should be almost exactly functionally equivalent, except for execution speed optimizations. We'll see what happens.
- 0.1.5
- Pulled
- Bugfix: uhhh.... let's try that last bugfix again.
- 0.1.4
- Pulled
- Bugfix: hopefully fixed an ArrayIndexOutOfBounds exception at start of round, when bots are up close & I'm not yet perpendicular (where GF like 3 is possible).
- 0.1.3
- Pulled
- Bugfix: the movement conduit didn't reset "turnRemaining", so the distancing and precise prediction was slightly messed up.
- Bugfix: one of the execution speed enhancements didn't work (fixed).
- 0.1.2
- 1v1 – Rating: 2017 (22nd), PL 493/0/14 (16th)
- Bugfix: removed the use of Rules.* methods for rumble compatability.
- 0.1
- Pulled
- This is functionally equivalent to WeeksOnEnd, except for 1 gun improvement: it folds the pattern matcher in half again. It matches all these equivalently: enemy running clockwise forward, clockwise backward, counter-clockwise forward, counter-clockwise backward.