Sanguijuela/Evolution History
Contents
Sanguijuela 0.8
Released: 27 April 2008
Codesize: 748
What's new
- Implementation of the deceleration acceleration trick when changing direction.
- Faster in some other special cases.
Sanguijuela 0.7
Released: 20 April 2008
Codesize: 588
Ratings Date: 27 April 2008
Rumble | Position | Points | Battles |
---|---|---|---|
General | 263 | 1647.54 | 2419 |
Mini | 108 | 1669.87 | 1374 |
Micro | 68 | 1660.69 | 988 |
What's new
- Bug fix. When going to the center, stop if the discovered host is not correctly aligned.
- Internal restructuration (Code rewrite).
Comments
Some codesize left and better performance than evolution 0.6.
Sanguijuela 0.6
Released: 10 April 2008
Codesize: 724
Ratings Date: 20 April 2008
Rumble | Position | Points | Battles |
---|---|---|---|
General | 262 | 1641.37 | 2043 |
Mini | 109 | 1663.45 | 1038 |
Micro | 67 | 1656.76 | 711 |
What's new
- Rollback to linear movement and targeting. The branch of evolution started with 0.4 is over.
- Bug fix that prevents Sanguijuela losing a turn when turning to face the enemy at the beginning.
- Go to the center of the territory until there is no host.
Comments
Better results than evolution 0.3 but Sanguijuela is still 7.66 points away from GrubbmThree.
Sanguijuela 0.5
Released: 2 April 2008
Codesize: 635
Ratings Battles: 3108
Rumble | Position | Points |
---|---|---|
General | 1631.88 |
What's new
- Choose each round between Linear (90%) and Circular (10%) movement and targeting
- Change the calculation of the best initial Radar direction using Smash method by Starrynte. My code got the same results but with more codesize.
Comments
It was not good idea but I wanted to try it. Looking at the comparison between 0.3 and 0.4, Linear is better in a 76% of the conflictive cases. If I choose between Linear (90%) and Circular (10%) strategy then
p(ok)= p(s=L)*P(ok|s=L) + p(s=C)*P(ok|s=C) = P(ok)*P(s=L) + P(ok)P(s=C) =0.76*0.9 + 0.24*0.1 =70.8
So Sanguijuela lost 5.2% of the conflictive cases but I thought that adding this variability in the strategy could be interesting. The 0.3 (only Linear) has still better performance.
Sanguijuela 0.4
Released: 24 March 2008
Codesize: 727
Ratings Date: 1 April 2008 Battles: 2388
Rumble | Position | Points |
---|---|---|
General | 296 / 616 | 1619.14 |
Mini | 116 / 306 | 1650.26 |
Micro | 72 / 209 | 1645.37 |
What's new
- Change Radar from WideLock to NarrowLock.
- Change linear movement and targeting to circular. The predicted position of the enemy use 8 as velocity for the movement and 11 for the targeting.
Comments
Involution. After some testing I thought that a circular movement and targeting could be better than linear but, in general, it seems to be false. The previous version appears and disappears misteriously in the RoboRumble so I could make these statistics.
Sanguijuela 0.3
Released: 8 January 2008
Codesize: 749
Rumble | Position | Points | Battles |
---|---|---|---|
General | 1638.62 | 4326 |
Ratings Date: 18 January 2008 Battles: 2024
Rumble | Position | Points |
---|---|---|
General | 253 / 604 | 1624.67 |
General PL | 279 / 604 | 612 |
Mini | 108 / 302 | 1643.79 |
Mini PL | 122 / 302 | 338 |
Micro | 67 / 203 | 1645.21 |
Micro PL | 75 / 203 | 236 |
What's New
- Now Sanguijuela doesn’t ignore the walls in the linear movement and targeting.
- It doesn’t bite before it is close to the enemy. (350 pixels).
Sanguijuela 0.2
Released: 6 January 2008
Codesize: 743
What's New
- Code reduced to 743. Now Sanguijuela is a MicroBot.
- Sanguijuela ignores the walls when moving and targeting.
ToDo
- Done v0.3: Don’t ignore the walls and mantain the micro category.
Comments
I have tested Sanguijuela's ramming performance (V0.2) with the archived results of RamBotChallenge2K6 (two years ago) and it takes the 3rd place.
Bot | Ramming Percentage | Overall Score |
---|---|---|
MaxRisk 0.6 | 24.65 | 46.39 |
SledgeHammer 0.22 | 21.42 | 45.26 |
Sanguijuela 0.2 | 21.86 | 44.11 |
ARAMtocles 0.3 | 20.65 | 44.05 |
NanoDeath 2.56 | 23.60 | 43.85 |
Sanguijuela 0.1
Released: 5 January 2008
Codesize: 869
Origin
- Linear Ramming and Targeting.
- It calculates the best direction to start scanning.
- It chooses ramming with the anterior or the posterior suckers depending on host's starting position.