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 An AI method I recently discovered - More responsive AI

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Minun

Minun


Posts : 142
Join date : 2015-03-08

An AI method I recently discovered - More responsive AI Empty
PostSubject: An AI method I recently discovered - More responsive AI   An AI method I recently discovered - More responsive AI EmptyJuly 28th 2015, 4:41 pm

The usual Winane CPU method is pretty bad and weak alone. But it's really great when you combine Combo Condition checker, Kamek's HomeTeam AI, Latroy6's method, and my own made up which is basically Latroy6's only simpler.


The first thing to do is add this (Credit to L6)

Code:
;-| AI |--------------------------------------------------------------------
[Command]
name = "cpu1"
command = U,D,U,F
time = 1

[Command]
name = "cpu2"
command = D,U,D,F
time = 1

[Command]
name = "cpu3"
command = U,D,D,F
time = 1

[Command]
name = "cpu4"
command = U,D,U,F
time = 1

[Command]
name = "cpu0a"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,x,x,x,x,x
time = 1

[Command]
name = "cpu05"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,y,y,y,x,x
time = 1

[Command]
name = "cpu06"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,z,z,z,x,x
time = 1

[Command]
name = "cpu07"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,a,x,x
time = 1

[Command]
name = "cpu08"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,b,b,b,x,x
time = 1

[Command]
name = "cpu01"
command = U,D,U,F,a+s
time = 1

[Command]
name = "cpu02"
command = D,U,D,F,a+s
time = 1

[Command]
name = "cpu03"
command = U,D,D,F,a+s
time = 1

[Command]
name = "cpu04"
command = U,D,U,F,a+s
time = 1

[Command]
name = "cpu5"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,y,y,y,x,x,a+s
time = 1

[Command]
name = "cpu6"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,z,z,z,x,x,a+s
time = 1

[Command]
name = "cpu7"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,a,x,x,a+s
time = 1

[Command]
name = "cpu8"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,b,b,b,x,x,a+s
time = 1

And then the AI activation trigger
Code:
[State -1, AI Activation]
type = varset
triggerall = RoundState != 9
trigger1 = command = "cpu1"
trigger2 = command = "cpu2"
trigger3 = command = "cpu3"
trigger4 = command = "cpu4"
trigger5 = command = "cpu05"
trigger6 = command = "cpu06"
trigger7 = command = "cpu07"
trigger8 = command = "cpu08"
trigger9 = command = "cpu01"
trigger10 = command = "cpu02"
trigger11 = command = "cpu03"
trigger12 = command = "cpu04"
trigger13 = command = "cpu5"
trigger14 = command = "cpu6"
trigger15 = command = "cpu7"
trigger16 = command = "cpu8"
trigger17 = command = "cpu0a"
v = 59
value = 1

value = 0
[State -1, Combo condition Reset]
type = VarSet
value = 100
trigger1 = 1
var(1) = 0
;Combo condition Check
[State -1, Combo condition Check]
type = VarSet
value = 100
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 420 ;Insert  sweep attack here. The edit I am currently doing has Stateno 420 as it's sweep attack.
trigger2 = movecontact
var(1) = 1

This helps the AI to notice the special or super moves. This is how the common Winane AI method comes along. I see people randomly input triggers or repeat single buttons over and over again. It does make them recognize special moves, but slightly. It also makes the AI sometimes randomly dance in the middle of the stage.

Kamek's Hometeam AI method and the Combo Condition method also makes the AI a little more responsive. Add if you want.


Now that the Engine will tell the AI to listen to EXACTLY what you command it to do instead of doing it's own thing, it's time to make an AI changestate version of the Player commands. Make a triggerall for !win and !lose and as usual, var (59) = 1 or just var (59).

For example (Credit to Latroy6)
Code:
 [State -1, ThunderAI]
type = ChangeState
value = 901
triggerall = var (59)
triggerall = !lose
triggerall = !win
triggerall = P2BodyDist X >= 100
trigger1 = statetype = s
trigger1 =  ctrl
trigger1 = random <= 10
trigger1 = life >= 750

This is telling the AI to trigger when you didn't win or lose (Basically means AT ALL COSTS... But the AI doesn't ALWAYS remember to do it at all costs. It slowly reverts to it's usual "I'm not doing what you want me to do" state and then all of the sudden back to it's listening state once it comes back to 100 distance between P2.)

In order to prevent them from doing it all the time is to add a random trigger (Trigger# or Triggerall depending on how you want them to activate moves.) so they won't spam it  too much for less cheap AI

But that doesn't make them responsive enough to the point where they're gonna be the champion of your roster of a thousand Mario, Ronald Mcdonald and KFM edits, POTS wannabes, and your MLP characters that think they're from Megaman. That is where CNS chimes in.

In your CNS, go to any of your moves, add a changestate for the AI (Var(59) = 1) that tells it, "Hey, I want you to do another punch or a special attack once you do this attack" which is simply movehit or Movecontact (I see no difference in these two. Help yourself) Remember to add a !movehit && var(59) = 1 changestate that reverts it to 0 for it to not repeat the attack over and over again and change ctrl from 0 to 1 while you are at it.

Also make sure to make the player's changestate to have && var(59) != 1 or else you probably won't have any control over your attacks anymore.

Example:
Code:

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S            ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A            ;Move-type: A-attack, I-idle, H-gethit
physics = S            ;Physics: S-stand, C-crouch, A-air
juggle  = 1            ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0         ;Set velocity (x,y) (Def: no change)
ctrl = 0            ;Set ctrl (Def: no change)
anim = 200            ;Change animation (Def: no change)
poweradd = 40         ;Power to add (Def: 0)
sprpriority = 2         ;Set layering priority to 2 (in front)
[State 0, VelAdd]
type = VelAdd
trigger1 = animelem = 1
x = 2
y = 0
;ignorehitpause =
;persistent =




[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA         ;Attribute: Standing, Normal Attack
damage = 23, 10         ;Damage that move inflicts, guard damage
animtype = Light         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 3, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default
               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 5         ;Time attacker pauses, time opponent shakes
sparkno = 0            ;Spark anim no (Def: set above)
sparkxy = -10, -76      ;X-offset for the "hit spark" rel. to p2,
               ;Y-offset for the spark rel. to p1
hitsound = S5000, 0         ;Sound to play on hit
guardsound = 6, 0         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5      ;Time that the opponent slides back
ground.hittime  = 12      ;Time opponent is in hit state
ground.velocity = -2      ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High         ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 0,-1      ;X-velocity at which opponent is pushed,
               ;Y-velocity at which opponent is pushed
air.hittime = 12         ;Time before opponent regains control in air



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 10000


[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 200, 5]
type = ChangeState
trigger1 = movehit && var(59) = 1
value = The next move that the AI will do
ctrl = 0

[State 200, 5]
type = ChangeState
trigger1 = !movehit && var(59) = 1
trigger1 =animtime = 0
value = 0
ctrl = 1

Go to  your next state  and add a changestate that tells the AI to combo into another attack, rinse, repeat until you have like 3 or 4 collections of combos (Recommended amount).


You can also copy an attack, change it's ID and write an AI only changestate if you think of adding a combo that already has another move associated with the previous AI combo commands so there won't be any conflicts.

Take this with a grain of salt. I only did this to an edit of a character and I haven't changed my own character, Littlepip to have this AI method though it would be pretty good because she was built as a camper. However, the edit who originally was unplayable and was IMPOSSIBLE to play with and even have battles with went from a beast defeating Mario, Pikachu (Lore wise, it's Ironic.),  and most Ryus while stile maintaining the ability to play the character. Though... *sigh* DJHANNIBALROYCE's characters can still beat the crap out of it. His AIs are hard af.

R.I.P Fightermaker 2K lol ffffffffffffffffffff44444444.
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Werewood

Werewood


Posts : 5691
Join date : 2014-08-11

An AI method I recently discovered - More responsive AI Empty
PostSubject: Re: An AI method I recently discovered - More responsive AI   An AI method I recently discovered - More responsive AI EmptyAugust 2nd 2015, 1:25 pm

Since I moved to MUGEN1.0 totally, I don't need to do that unofficial A.I. detection/activation in MUGEN any more:

Code:
trigger999 = command = "cpu999"

The MUGEN1.0 AILevel Trigger is 100000x more reliable! yes

Yes, some times you can add A.I. only ChangeState in any active states like StateDef 200.
And it is good to add some Triggers to ensure the A.I. does its work during the right time:
Code:
[State 200, ChangeState]
type = ChangeState
triggerall = AIlevel != 0
triggerall = RoundState = 2
triggerall = NumEnemy != 0
triggerall = Alive = 1
........
I say this because, before times, my MUGEN A.I. was acting weird when it was put in some state that gave A.I. the control when I didn't use those Triggers......................... tongue 

Also, I find it not a bad MUGEN idea (yet it might cause you more work...) to make A.I. only states.
For example, make a [Statedef 20059] in contrast to [Statedef 200] just for A.I. only.  Some state ending states like the landing state [Statedef 52] can be duplicated as [Statedef 52059] just for A.I. only and you can freely give your control decision to it.  Arrow

There should be a lot more ways to do A.I. in MUGEN.  I think it only benefits you more by trying to study other MUGEN creators'/authors' MUGEN A.I. code for some interesting MUGEN inspiration. study
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Minun

Minun


Posts : 142
Join date : 2015-03-08

An AI method I recently discovered - More responsive AI Empty
PostSubject: Re: An AI method I recently discovered - More responsive AI   An AI method I recently discovered - More responsive AI EmptyAugust 2nd 2015, 1:42 pm

borewood2013 wrote:
Since I moved to MUGEN1.0 totally, I don't need to do that unofficial A.I. detection/activation in MUGEN any more:

Code:
trigger999 = command = "cpu999"

The MUGEN1.0 AILevel Trigger is 100000x more reliable! yes

Yes, some times you can add A.I. only ChangeState in any active states like StateDef 200.
And it is good to add some Triggers to ensure the A.I. does its work during the right time:
Code:
[State 200, ChangeState]
type = ChangeState
triggerall = AIlevel != 0
triggerall = RoundState = 2
triggerall = NumEnemy != 0
triggerall = Alive = 1
........
I say this because, before times, my MUGEN A.I. was acting weird when it was put in some state that gave A.I. the control when I didn't use those Triggers......................... tongue 

Also, I find it not a bad MUGEN idea (yet it might cause you more work...) to make A.I. only states.
For example, make a [Statedef 20059] in contrast to [Statedef 200] just for A.I. only.  Some state ending states like the landing state [Statedef 52] can be duplicated as [Statedef 52059] just for A.I. only and you can freely give your control decision to it.  Arrow

There should be a lot more ways to do A.I. in MUGEN.  I think it only benefits you more by trying to study other MUGEN creators'/authors' MUGEN A.I. code for some interesting MUGEN inspiration. study

I think this AI method can be really bad if you're trying to not make it spam so much... My edit on Weegeeisgoingtokillm's Pichu has this tendicy to spam different types of projectiles of and over again, and giving it a run state for the AI would only make it "slide" endlessly and NEVER, EVER stop and his characters tend to spam a whole lot. However, unlike his AI "methods", you can still play Pichu without the AI butting in to fight.
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