Help a targeting dummy out Help a fellow geek out Things I have noticed What Lesson is Here /OldBulletinBoard
March 18, 2005: Ver 0.90.7.3 -- Small segment change.
Score: 1989.88 details graph 2184
March 14, 2005: Ver 0.90.7.2 -- Small segment change.
Score: 1993 after 899
March 13, 2005: Ver 0.90.7.1 -- Changed from 41 visit bins to 29.
Score: 2005.96 after 728
March 13, 2005: Ver 0.90.7 -- Added the segments back. Quick stats segment is still unsegmented.
Score: 2000 after 850+
March 10, 2005: Ver 0.90.5 -- Totally un-segmented visit buffer.
Score:1986.98 after 1027
March 1, 2005: Ver 0.90.4 -- More untested changes.
Score: 1997.25 after 1163
February 27, 2005: Ver 0.90.4 -- More untested changes.
Score:1996.53
February 24, 2005: Ver 0.90.3 -- More untested changes.
Score:1982.68
February 24, 2005: Ver 0.90.1 -- I have the day off, I am bored so I looked into the code. Found a couple of bugs so I fixed them. Not tested too extensively so who knows how it will do.
Score:1985.48
November 18, 2004: Ver 0.86.2 -- Reduced suffering segments.
Score:#12 overall. Not sure of the score.
November 17, 2004: Ver 0.86.1 -- Changing the surfing again. After chatting with PEZ I have some ideas on whats wrong with my sufring. Unfortunately those changes are not in this release. Just need a baseline.
Score: 1987.97 after 947
November 15, 2004: Ver 0.86.1 -- Same as .86 with bot width calculations removed. Added a better power management section which I hope earns more survival points.
Score: 1979.24 after 900. Another dissappointing release.
November 14, 2004: Ver 0.86 -- Orbit closest Wave origin, or target if no waves. Small change to danger calculations. Added stop evaluation although I do not think it is working all that well.
Score: 1989.16 after 1056. This was very disappointing as I thought this version was better than previous versions. It seemed to test better. Ah well.
November 12, 2004: Ver 0.85.3 -- Weighting waves according to bullet power.
Score: 2010.25 after 909
November 11, 2004: Ver 0.85.2 -- Roll back parts of movement to an earlier version.
Score: 2004.56 after 959
November 11, 2004: Ver 0.85.3 -- Removed setMax's to see if it makes a difference.
Score: 2001.72 after 810
November 10, 2004: Ver 0.85.3 -- Gun tweak, Rolling averages.
Score: 1999.65 after 955
November 7, 2004: Ver 0.85.2 -- Gun tweak, power management tweak, restored movement.
Score: 1991.93 after 1139
November 3, 2004: Ver 0.85.1 -- Weighting waves by shot power, segment tweaks.
Score: 2002.67 after 1291
October 16, 2004: Ver 0.85 -- Roll back and a bug fix. Damn you David Alves =^>.
Score: 2010.09 after 829.
October 16, 2004: Ver 0.84.3 -- Movement tweak.
Score: 1980.38 after 1463
October 11, 2004: Ver 0.84.2 -- Movement tweak.
Score: 2019.34 after 1385
October 11, 2004: Ver 0.84.1 -- Added an even more (hopefully) precise movement prediction engine.
Score: 2015.77 after 695.
October 11, 2004: Ver 0.84 -- Added (hopefully) a more precise movement prediction engine.
Score: 2021.08 after 1159
October 10, 2004: Ver 0.83.1 -- Movement tweak.
Score: 2020.02 after 576.
October 10, 2004: Ver 0.83 -- Significant bug fix. I had an error in my directional calculation that resulted in movement waves that were backwards (-1 was in the direction of movement). Rolled back to 0.82.2.2 and am now testing the fix.
Score: 2022.71 after 901
October 9, 2004: Ver 0.82.4 -- Bug Fix. Still with PEZ's suggested change.
Score: 1998.05 after 1111.
October 9, 2004: Ver 0.82.3 -- Bug Fix. Still with PEZ's suggested change.
Score: 2011.2 after 1162
October 9, 2004: Ver 0.82.3 -- Roll back .0.82.2.2. Adding a suggestion by PEZ.
Score: 2008.83 after 535.
October 9, 2004: Ver 0.82.2.3 -- Experimental release. Added more GF's for hopefully better performance at longer ranges. Probably the last of the experimental releases before a rewrite of my surfing with some suggestions by PEZ thrown in.
Score: 2020.64 after 756
October 8, 2004: Ver 0.82.2.2 -- Experimental release. Adding more effective (I hope) protection from diving in.
Score: 2024.94 after 1367
October 8, 2004: Ver 0.82.2.1 -- Experimemtal release. Removed distance segment to see what effect it has.
Score: 2021.39 after 1130
October 8, 2004: Ver 0.82.2 -- Bug fix. Now distance segment works. I may disable it again later.
Score: 2026.15 after 584. Best score yet. Temporarily over 2040.
September 27, 2004: Ber 0.82.1 -- refinement of the bugfix in the previous version and a gun tweak.
Score: 2020.3 after 631. Great crash affected scoring.
September 26, 2004: Ver 0.82 -- Now bug fixing the .59.3 line. First bug fix: (int)Math.round(latVShotTime?/3) can be rounded to 3. This muddied my movement related latvel stats.
Score: 2018.75 after 854
September 26, 2004: Ver 0.81.5 -- Now to make sure everything is back to normal.
Score: 2019.86 after 341
September 26, 2004: Ver 0.81.4 -- Testing the last of the .7x line of "improvements". This is the one I really hope works. It replaced AndrewsCoolWay with Paul Evans' classic RollingAverages.
Score: 2001.57 after 697
September 25, 2004: Ver 0.81.3 -- Testing some other options from the failed .7x line.
Score: 1999.38 after 603
September 25, 2004: Ver 0.81.2 -- Bug fix
Score: 1989.46 after 144.
September 25, 2004: Ver 0.81.1 -- Bug fix. Not sure what it was though.
RECALLED I had to download the bot and run it locally to find the error. Sorry to flail like that.
September 25, 2004: Ver 0.81 -- Adding back in functionality removed when I rolled back. Looking to see if it makes a difference or not.
RECALLED! Something is not right here. When you see this:
Fighting battle 10 ... jekl.DarkHallow 0.81,nic.Nicator 2.4 RESULT = nic.Nicator 2.4 wins 6063 to 488you know something is not right.
September 24, 2004: Ver 0.80 -- Rollback to .59.3 to prove that it will not be as good. PEZ was right again.
Score: 2022.34 after 707.
"Can you believe I still hit the walls?" Try this:
setMaxVelocity?(150.0 / getTurnRemaining?());Combine that with a large enough wall margin and you should be fine. For example, use 150.0 / getTurnRemaining?() and don't pick destination points that are within 25 pixels of the walls. Using a higher number than 150 will prevent you from slowing down so much when you turn, but will require a larger wall margin to ensure that you don't hit walls. --David Alves
But this is a risky business for a WaveSurfer unless you also build it into your movement predictor. CassiusClay too hit walls at times. I think it is my WallSmoothing algo that don't take into account that it takes quite a while to reverse direction. Jim, check if maybe DH has decided to reverse direction just before it hits the wall and see if you share the same glitch. -- PEZ
So build it into your movement predictor. ;-) --David Alves
Nah. It's complicated enough as it is. -- PEZ
Right now I am testing all of my "improvements" from the .70 line. It seems that for the most part they were anything but. Once I am done with that I will move on to new things. One of the first orders of business will be to protect myself from firing enemy waves when they collide woth the wall. I am not sure how to work that out though. -- jim
Lets see how I feel in a week. I was pretty burned out. This version will finally beat DT over 500 rounds. It is the only test I ran too. -- jim
So much for me having the top US bot. :-( Oh well. Congrats! --David Alves
Thanks. It was really just old code. Nothing new. Some small bug fixes. Still plenty of room between my score and infinity for you to slip into ;-) -- jim
Cool man, welcome back. ;] -- iiley
I would not read too much into it. I just had the day off work due to a snow storm in the region. Like I said last time, lets see how I feel in a week. -- jim
How do you weight your visit stats compared to hit stats? Do you roll the stats? How fast? I find it interesting that you gain lots of points by segmentation of the visit stats while I lose a few... -- PEZ
Hey PEZ. I segment my stats like this:
hits[accelIndex][outIndex][(int)Math.round(myLatVel)/3][distIndex]
fastHitsBuf[0][0][0]
The distance index is 5 buckets of 180 pixels, the out index is 5 buckets of 45 pixels. I am currently using 29 GuessFactors. I got a 6 point boost going from 41 to 29. I roll the stats using AndrewsCoolWay. My gun stats and my movement stats are indentical in most ways. My gun stats have more segments (a closingIndex and a timeIndex) and are not rolled. I have tried not rolling my movement stats but after about 15 or so turns I seem to get stuck between some local maxima and oscilate in place. As you are well aware, thats not so good =^> -- jim
Cool. And how (if) do you weigh the visit stats? Mine has weight 45. Unsegmented hit stats has weight 50 and most segmented hit stats weighs 100. I roll my movement stats using Paul's RollingAverage. -- PEZ