YesNoOk
avatar

New Methods to activating AI in MUGEN 1.0 (Read 19387 times)

Started by DNZRX768, September 15, 2011, 03:00:59 pm
Share this topic:
Re: New Methods to activating AI in MUGEN 1.0
#21  October 02, 2011, 03:04:32 am
  • *****
  • Hug Pikachus!
    • USA
Wait, I'm confused.

Does the Ailevel screw up the survival mode difficulty?
Hug the Pikachus!

Hug A Pikachu Today!
Re: New Methods to activating AI in MUGEN 1.0
#22  October 02, 2011, 03:13:37 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
No. But AIramp will change how your AI reacts if you use the current trigger to scale it.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: New Methods to activating AI in MUGEN 1.0
#23  October 02, 2011, 05:29:24 am
  • ******
  • [E]
    • Mexico
it will act like it is supossed to act so I don't see what's the fucking problem.
Re: New Methods to activating AI in MUGEN 1.0
#24  October 17, 2011, 10:21:16 pm
  • ****
    • Hungary
    • seravy.x10.mx/Wordpress
Quote
No need for any AI activation shit with variables and all, AiLevel alone does the job.
The variable is necessary though if you want
-To be able to disable your AI under specific conditions. (after the end of the round, or while a certain striker does something you don't want to interrupt by your AI attacking the opponent, etc)
-To be able to activate the AI from code (like when the character can summon a clone that is controlled by AI)
-To be able to activate the AI on a helper with keyctrl (AIlevel returns 0 when used by helpers if I remember well.)
-To be able to adjust difficulty of each level of difficulty individually instead of using a formula.
-To be able to adjust difficulty easily while making progress in testing it.

Also, when removing the variable (which I don't recommend but it's your choice), keep in mind that AI does appear in files other than the .cmd. Guard, jump, other common states, and any attack state that requires player interaction (holding buttons for example) can have AI related code in it.
Additionally, the original Ai might not had exactly 8 difficulty levels or they might not correspond to the levels in the difficulty menu (1 might be normal, 2 might be hard and 3-8 might be ultra/extreme/nightmare etc, while hard should appear at 6+ instead)
In short, if you just replace the variable with AIlevel, don't expect to get a balanced, good AI.

Quote
This is a streamlined AI activation code when you are too lazy to completely redo your entire AI.
Too bad it only activates the AI if the difficulty is set to maximum, and does nothing otherwise. You are better off without an AI if it only has a "Hardest" difficulty level and nothing more reasonable.

More about AI here : http://elecbyte.com/wiki/index.php/AI
Re: New Methods to activating AI in MUGEN 1.0
#25  June 14, 2014, 07:19:06 am
  • avatar
  • ***
  • still a shitposter at heart
    • USA
ailevel? that's some really simple thinking there.
the shit worked for me.
When christans be on thot patrol...

whores need to learn to keep their legs closed.