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I HAVE FOUND AN IDEA!!! (AI Solution)NOT A TUTORIAL (Read 8786 times)

Started by Looney Tooney, June 14, 2014, 08:38:59 pm
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I HAVE FOUND AN IDEA!!! (AI Solution)NOT A TUTORIAL
#1  June 14, 2014, 08:38:59 pm
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Using more than just one method of AI.
(this is only useful for 1.0)

here is how I did mines:
and this is a shout out to Star fucker's method to AI And DNZR.

first, no activation and NO DEACTIVATION!
then add triggerall = !ailevel to human attacks because if you don't you won't punch, you wont kick you wont do anything while playing without !ailevel
it's almost like romeotantan's method but very different.

This I got off by the electbyte wiki

[State -1]
 Type=Changestate
 Triggerall=Inguarddist ; Guard when in guard distance
 Triggerall= Ailevel ; just changed var(59)>0 into Ailevel
 Triggerall=ctrl ; and we have control
 Trigger1 = random< ((AiLevel)*30) ; chance is higher than for attacking, but not by too much.
value=120
 

[State -1] ; The engine will still guard by through pressing the back button, we need to disable that.
 Type=Assertspecial
 Triggerall=StateNo!=[120,160]
 Trigger1= Ailevel :this one too
 flag=noairguard
 flag2=nocrouchguard
 flag3=nostandguard


then add triggerXXX = !inguardist to the Ai commands (which I will show you how to code now).

[State -1] ; weak punch
   type = ChangeState
   triggerall = roundstate = 2 && Ailevel : there is no need to add AIlevel to this one. belive me I tried it without it's works good without
   triggerall = !Inguarddist
   triggerall = Ctrl && (statetype = S)     
   trigger1 = random <= 350
   triggerall = p2statetype != L                       
   trigger1 = p2bodydist X <= 0                               
   value = 200                                                 

AND I UNDERSTAND HOW TO DO RANDOM NOW!!!
here's how it works. Basically random <= 350 is  %35 chance of it having to start. whoever said this the same way or differently is right.
so using random is pretty much important for your AI.
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Last Edit: June 19, 2014, 02:18:48 am by toonar12X
Re: I HAVE FOUND IT!!!
#2  June 14, 2014, 08:44:39 pm
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That's not how it works.
My shitty mugen stuff:
Re: I HAVE FOUND IT!!!
#3  June 14, 2014, 08:46:00 pm
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It's been pretty much universally accepted here that IMT doesn't really know how to do things.
Re: I HAVE FOUND IT!!!
#4  June 14, 2014, 09:08:38 pm
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pretty much accepted anywhere
Hell,even MMV started making fun of Kongs coding and I did not expect that there
Re: I HAVE FOUND IT!!!
#5  June 14, 2014, 09:21:14 pm
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...??? WHAT?!?
When christans be on thot patrol...

whores need to learn to keep their legs closed.
Re: I HAVE FOUND IT!!!
#6  June 14, 2014, 09:23:40 pm
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When christans be on thot patrol...

whores need to learn to keep their legs closed.
Re: I HAVE FOUND IT!!!
#7  June 14, 2014, 10:04:27 pm
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I see what you're trying to say, you're mixing a few known AI methods for guarding/combo etc. with the following conditions:

triggerall = AILevel
triggerall = roundstate=2
etc.

however when you're trying to show a method, you're required to be more explicit with your methods, carefully explain things so people don't get confused and people who have more experience don't end up questioning your methods. Your post doesn't give the impression you understand what random, AILevel and all those things mean.

It's been pretty much universally accepted here that IMT doesn't really know how to do things.

These AI codings IMT gave aren't really bad, just nothing special and not suited for stellar AI.
Yeaaaah im shootign ducks wiht the paino
Last Edit: June 14, 2014, 10:12:44 pm by Daniel Gajardo
Re: I HAVE FOUND IT!!!
#8  June 14, 2014, 11:27:10 pm
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good idea. i'll do an update tommorow. i'm real busy tesing out my char(stick fighter sam) with my new AI method.
When christans be on thot patrol...

whores need to learn to keep their legs closed.
Re: I HAVE FOUND IT!!!
#9  June 15, 2014, 02:32:42 am
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Why in hell would you use a variable to activate and desactivate AI depending on AILevel, instead of coding the AI with AILevel directly :???:

Hey look, I'm performing a pro combo!
BAM, AI turns off.
Opponent becomes a dummy for 5 seconds, getting pounded like a pornstar's ass.
BAM, AI turns back on.
Parry, 25 hit combo, Kara Cancel into ...
BAM, AI turns off.

LOL
Re: I HAVE FOUND IT!!!
#10  June 15, 2014, 07:41:20 pm
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Okay, so I'm not a pro, but what da hell is this? =/

Code:
[State -1, AI Activation]
type = varset
triggerall = AILevel > 2
triggerall = (roundstate = 2) && (var(59) = 0)
trigger1 = Random <= ((AILevel-2)*100)
v = 59
value = 1

[State -1, AI Deactivation]
type = varset
triggerall = AIlevel < 7
triggerall = var(59) = 1
trigger1 = Random > ((AILevel-2)*100)
trigger2 = roundstate != 2
v = 59
value = 0

It just totally pointless. And also, who still use p2movetype, and p2statetype, instead of enemynear? =/
Re: I HAVE FOUND IT!!!
#11  June 15, 2014, 09:16:01 pm
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that code just turns on the AI randomly, from 10% to 60% of the times (except on easiest levels that is impossible to activate), and will turn it off randomly after the fight, except on the harder AI levels, which would never deactivate

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Re: I HAVE FOUND IT!!!
#12  June 15, 2014, 10:33:15 pm
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I understand what it does, I mean it completely illogical and useless. Who wants to turn on and off the AI randomly, in a middle of a fight? =/ Write some well triggered selfstates in -3, that's the best.
Re: I HAVE FOUND IT!!!
#13  June 15, 2014, 11:07:08 pm
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Re: I HAVE FOUND IT!!!
#14  June 15, 2014, 11:23:56 pm
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Okay, so I'm not a pro, but what da hell is this? =/

Code:
[State -1, AI Activation]
type = varset
triggerall = AILevel > 2
triggerall = (roundstate = 2) && (var(59) = 0)
trigger1 = Random <= ((AILevel-2)*100)
v = 59
value = 1

[State -1, AI Deactivation]
type = varset
triggerall = AIlevel < 7
triggerall = var(59) = 1
trigger1 = Random > ((AILevel-2)*100)
trigger2 = roundstate != 2
v = 59
value = 0

It just totally pointless. And also, who still use p2movetype, and p2statetype, instead of enemynear? =/

This is the Infinity MUGEN Team's AI Actication Code, right?

That must be the most inelegant way of activating AIs. Not to mention that randomly turning off in the middle of a battle is rather weird, don't you think?

But then again, I have to remember that this is Infinity MUGEN Team, where quality coding is thrown to the backburner in favor of being a yes man to Kong's substandard coding.

At least their sprite packs' ok.
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Re: I HAVE FOUND IT!!!
#15  June 15, 2014, 11:32:08 pm
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Actually, about the spritepacks... eeeeeeh...
Re: I HAVE FOUND IT!!!
#16  June 16, 2014, 12:03:53 am
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Re: I HAVE FOUND IT!!!
#17  June 16, 2014, 01:31:43 am
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Re: I HAVE FOUND IT!!!
#18  June 16, 2014, 01:32:44 am
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How did they end up so different???
Re: I HAVE FOUND IT!!!
#19  June 16, 2014, 01:34:30 am
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Kong was a man of mysterious ways. Ways we're probably better off not understanding.
Re: I HAVE FOUND IT!!!
#20  June 16, 2014, 04:03:41 am
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How did they end up so different???
I'd imagine Kong's artmoney method just rips the sprites exactly on screen in-game. That's also to say nothing of the other issues like random sprite group orders, missing frames, missing animations, color issues, clipping issues, and more.
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