-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathversions.txt
123 lines (91 loc) · 3.64 KB
/
versions.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
v0:
conquer unmanned planets √
v1:
attack to closest enemy planet when all planets occupied √
v2:
if in docking range but can't dock, aim at nearby enemy ships √
improve collision detect from huizew √
Search and Attack in all cases √
v3: 37.22, rank 179
first priority attack docking/docked ships within 84 units √
timeout control √
v4: 36.95 rank:310
- Improve judge starting with rush with distance threshold
- before docking, if enemy exists nearby, don't dock -> attack enemy ship (not best choice but still better than docking )
- count rush (undock all and charge)
- simple close combat, attack nearby enemies
v5: 38.81, rank :245
- better planet finding
- rewrite the prioirt control for ship command
v6:
- comment rush mode since there appears to have some bugs
(fix version records)
v12:
- try to fix the rush decision
v13:
- fix bug
v15: 34.01, rank 529
- when attacking incoming enemy, consider their past speed to intercept instead of chasing
- sort all ships based on distance to closest enemy before issuing commands, by modifying get all free ships function
v16: 37.92, rank 278
- fix minor bug
v17: 38.67 rank 245
- keep task consisteny by remembering conquer and defense task and resume them when no close by threat
- first iterate through task than ships, make sure no time out and easier to control task priority
- store the task on each ship, don't let it seems to be hesitant (only allow turn to more prioritized task)
v18: 33.48, rank 561
- change constants if 4 players
v19: 41.87, rank 167
- fix no rush bug
v20: 44.75, rank 106
- add battle status assessment to "combat", smart retreat and rescue
v21: 47.92, rank 62
- improve close combat
v22: 50.6, rank 50
- add auto grouping
v23:
- grid search a lot of parameters, thounds of test on rush parameter
- fix bug in any ratio and no ratio, which stops the ship under these two commands
- when retreat, add a factor to replace the current mid point of escape point and ally point
- fix bug in time control
- haven't finished grid search and tuning
v24:
- continue grid search, tuning grouping and retreat balance
- 2nd level time control
- grid search 2p planet factor
- grid search when to rush
v25:
- improve 4p parameters
- grid search 4p planet factor
- differnt hunting range for 2p and 4p (play more conservative for 4p)
v26:
- total rewrite navigation system, use field retreat to replace original retreat; didn't replace the original
- haven't fixed the boundary angle direction when retreating
v27:
- roll back to v25, but remove suicide
v28:
- retreat to cloeset point (WEAPON+ MOVE +1) + 0.5 allypoint grouping
v29:
- compute field_score for all ships in begining
- improve close combat choice
- rush optimize path, multiple calc the navi
v30:
- remove rescue
- optimize 4p parameters, basically same as 2p
v31:
- no rescue
- steal
v32:
- turn off steal
v33:
- improve time control
todo:
- tempo, soften nto1 ratio sometimes
- * improve attack weak enemy by adding avoid incoming ships function!
- improve 4p with special tactics, rush the cloest one when in advantage/close distance, allow switch back from rush to
- use movement field to avoid enemy, improve the current keep_from as well
- what should the ship do when stealing task is finished?
- similar idea: allow split one ship to rush in the first place (let ALLOW_DOCK be a property of ship?)
# todo: we can try curve+field to close combat
future features:
- dock more when 4p