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version.log
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v. 3.68
* Revert movement direction, when approaching to enemy or fire position
v. 3.67d
* Recalculate movement path every tick, when no bullets in air
v. 3.67c
* More accurate gun heat waves processing
v. 3.67b
* Time profiling improved
v. 3.67
* revert to v3.65
* increase distance against weak guns
v. 3.63
* Use bullet fire pos as center for surfing
v. 3.62
* Increase distance after enemy death
* Bullets per log count increased to 11 in movement
v. 3.60a
* Dead code for zero lateral directions processing in movement removed, minor refactoring
v. 3.58
* Flattener enabling algorithm changed - now flattener enabled only if enemy hit rate > 5%
v. 3.57f
* bug introduced in version 3.57e with visit logs processing fixed
v. 3.57e
* bug in wave hit interval fixed
* bug with using incorrect enemy pos for my waves launching fixed
* calculate visit logs efficiency from start of battle (earlier, visit logs are added to processing only after enemy's 4 hits)
v. 3.57d
* adaptive data views weighting in gun removed
* anti-surefer dataview #3 removed
v. 3.57c
* Bug with using incorrect danger for BO in gun because caching fixed
v. 3.57b
* Normalize log efficiencies by bullet flight time in movement
v. 3.57a
* My bullets launch position calculation bug fixed
* Use correct snapshot in movement
* Some assertions added
v. 3.57
* Bug with using outdated position fixed in TSes, future bullet creation & simple BOs calculation.
But fixing this bug in movement decrease performance because some reason...
v. 3.56
* Major code clean up
* LXXRobot* hierarhy rewrited
* TurnSnapshots rewrited
v. 3.55
* adaptive views weighting system implemented in gun
* anti-surfer #3 view added
* firstBulletFlight time attribute removed from distance and timeSinceDirChange views
v. 3.54a
* data analysis refactored
v. 3.54
* filtering out of entries following each other in time in gun fixed
* hit rates length in AEGM increased to 9, 45 & 5000 correspondly
v. 3.53c
* heap sort fixed
v. 3.53b
* intersection calculation in RTree optimised: do not calculate intersection for children, if parent intersection is FULL; calculate intersection only on step from parent to child
* heap sort fixed
v. 3.53a
* use step by step heap sort to select only needed entries in movement (sort time reduced by 4 times)
* rectangles overlaping in RTree preventing added
v. 3.53
* PSTree removed
* RTree implemented
* Range search in movement fixed
v. 3.52b
* updating prediction data for bullets in air reworked
* getSimilarEntries optimised
v. 3.51
* CPU usage profiling added
* prediction data management reworked: now do not unnecessary calculations and update bullets in air with data from bulletHitBullet and hitByByllet events
v. 3.50a.opts.3
* use distance square for points generation loop break
* dist to enemy danger component calculation optimised
* enable avoiding collisions with enemy only when distance between is less than 100
v. 3.50a
* work with walls (smoothing, distancing etc.) optimisation
* limits container in PSTree changed from map to array
* isEnemyRammingNow() optimised
* angle calculation in DistanceController optimised
* RobotImage speed & absoluteHeading optimised
* waves processing optimised
* MovementDecision optimised - explicit collisions with walls avoiding removed
* getPointDanger() optimised
* wall smoothing optimised - do not smoothing if min distance to wall greater, than wall stick
* avoiding with enemy collisions optimised
v. 3.50
* use projected position on first bullet flight time for calculating enemy BO on first and second bullet attributes
v. 3.49
* use 3 best logs in terms of log hit rate - log miss rate and 3 best logs in terms of enemy hit rate
v. 3.48c
* revert to v3.48
* lateral* usage reworked
* lateral velocity calculation bug refixed
v. 3.48b
* lateral velocity calculation bug fixed really now:)
v. 3.48a
* lateral velocity calculation bug fixed
v. 3.48
* reselect orbit direction, when enemy velocity signum changed, instead of acceleration signum
* do not reselect orbit direction, when distance between changed more than 25px
* sort predicted bearing offset to points danger calculations optimisation
* remove calculation danger on second wave and enemy attack angle
* multiply danger of bullet to bullet power
* increase same orbit direction multiplier to 0.95
* points generator clean up and refactoring
* reuse points generation method in pif method
* bug -8 acceleration in movement decision applying fixed
* evaluate second wave surfing for 6 safest points in both directions
v. 3.47b
* movement mechanics reworked - select orbit direction to destination point every tick
* use exactly same code for real movement and movement prediction
v. 3.47a
* antiSurf2 data view in gun fixed - second lastVisitedGF1 changed to lastVisitedGF2
v. 3.47
* WaveSurfing refactored
* multiply wave surfing implemented
v. 3.46
* revert to v. 3.44
v. 3.45
* enemy visits history gathering added
* added data view to gun with 2 last visited gfs and hi time importance
v. 3.44
* divide point danger by (1 - robot's shadowed interval length)
v. 3.43
* bot effective interval doubled in gun
v. 3.42
* best logs management reworked
* use 4 best logs in each category
v. 3.41o
* everything, that has influence optimised. Now Tomcat is fast almost as nano:)
v. 3.41a
* bug with using incorrect turn snapshot to recalculating prediction data fixed
* bug with not reselecting orbit direction after bullets on air updated fixed
* use stop distance + 8 to determine time to stop
v. 3.41
* bug fix in danger calculation function - now distance to center and attack angle really has influence
* distance to enemy component added to danger function
* remove danger from future waves, if time to fire more than time to stop or predicted fire time passed
v. 3.40
* bullet shadows processing reworked - now in WS use all predicted bullets, but at prediction time shadowed bullets add with danger 0.01
* lxx bullet search in bullet manager fixed
v. 3.39c
* npe in removing intercepted bullets shadows removed
* do not throw exceptions, when attribute value exceeds attributes limits
v. 3.39b
* reselect orbit direction, when bullet shadows changed
v. 3.39a
* bug fix with not removing shadows of intercepted bullets
v. 3.39
* bullet shadows implemented
v. 3.38
* Movement Chellenger mode added
* enemy turn rate attribute added to common gun views
v. 3.37
* increase desired distance to 650
v. 3.36
* revert to v. 3.34
v. 3.35
* add data view to gun with high time importance and attributes: speed, acceleration, lateral dir, bearing
v. 3.34
* use kNN search for data analysis in gun
v. 3.33
* Use 5 bullet per log instead of 3 in movement
v. 3.32
* update prediction for bullets on air after bullet intercepted, hitted and missed events
v. 3.31
* my distance last 10 ticks attribute added to hit logs
v. 3.30
* revert to v3.27
* fill visit logs in wave broken events
* calculate all logs bearing offsets on prediction time
* getRobotWidthRadians optimised
v. 3.29
* bug with not use visit logs fixed
* avoid of filtering out all entries in targeting added
* limits fixed
v. 3.28
* minor optimisations
* minor refactoring
* new tree for range search
v. 3.27
* turn snapshots by time comparing optimised
* reselect orbit direction on bullet prediction data updated
* increase future danger interval to +\- 120 degrees with step 1 degree
* unused sort data by distance removed
* linear all entries storing removed from PSTree
v. 3.26
* antiram tweaks
* first wave danger weight increased by 50%
* logs generation fixed
v. 3.25, internal rating: 81.25 (v3.0)
* add ram avoiding (to allow turn)
* attack angle boundaries fixed (was little attack angle for escape and big for come near)
v. 3.24, internal rating: 81.61
* add uniform 0.2 danger to future bullets with fire delay more than 2 ticks
* increase min attack angle to 70 degrees
* decrease attack angle base to 30 degrees
* danger calculation changed to "not discrete"
* opponent attack angle to danger function added
* smooth walls only in orbit direction
* distance to wall threshold decresead by 22 "pixel"
* wall sitck buffer removed
* wall stick decreased to 120 "pixel"
* if wall smooth needed, then always smooth angle at least on 4 degrees
* multiply danger of prediction same as prev prediction on 0.9
* increase robot effective widths to 75% for full danger and 255% for half danger
* skip bullet with travel time less than 2 tick if there another bullets
* add breaking if robot going directly to opponent
* distance to enemy removed from danger formula
* use clear distance to center in danger formula
* ramming detection fixed
v. 3.23
* bug in get robot width radians fixed
v. 3.22, internal rating: 81,04; 49,90; 65,47 (v.2.0)
* use enemy miss data in log selection algorithm
v. 3.21, internal rating 74,59 (rating version: 2)
* change log selection algorithm
v. 3.20, internal rating 72,98 (rating version: 2)
* change log selection formula
v. 3.19.183
* revert to v. 3.17.169
v. 3.17.169, internal rating: 71,45 (rating version: 1)
* another stupid bag fix: movement data is not updated by bulletHitBullet events
v. 3.16.167, internal rating: 77.35
* getFuturePosition optimised
* stupid LinkedList addAll and sorting removed
* effective bearing offset interval in targeting reduced to 75%
* angle step in targeting reduced to 0.5 rad
v. 3.15.155, internal rating: 76,511; 85,230; 1865; 4003; 1499; 6900;
* initial release
* sort data by time in movement data analysis added
* hypercube calculation for movement data analyses improved (use different side lengths for different dimensions)