Title: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 11, 2013, 08:43:46 AM (http://i.imgur.com/HoJW3fS.png) AIScriptpad2.0 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34163&Moderated=All&facebook=true) Hello, I'm Bero, author of AIScriptpad.Have you ever been interested in AI coding? AIScriptpad is a program for making AI. I developed version 1 two years ago. And this time, AIScriptpad evolved drastically including new coding language, which was developed only for AI. The syntax of this language is so simple that you can learn it within 2 days. Graphical tutorial is included in the program, but I write them down here. In the program this tutorial is a lot easier to read. Please feel free asking me any questions about AI coding here. Also, when you find some bugs in this program, I'll be grad if you tell me how it occurred. Screen shots: Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: pikazz on September 12, 2013, 09:05:07 AM wow! this looks awesome! finally time to edit some AI!
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 12, 2013, 12:05:12 PM Thank you:D
In fact, I made version 1 two years ago. It didn't gain so much popularity and people forgot its existence. No one seems to be interested in this version too. lol Do you have any questions? Questions not related to coding are OK. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Shun_One on September 12, 2013, 12:17:56 PM I think no one knows what the heck to even do with this.
Would it be possible to adjust which character is a computers primary target with this? Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 12, 2013, 12:30:27 PM We couldn't set targets of CPU from AI scripts. It is decided by the game.
With this program, we could make characters recover well, use weapons, play more aggressive . I should have made an example first. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: pikazz on September 12, 2013, 12:52:38 PM Thank you:D I do actually remember that you (and possible dant) did this by playing with the AI and did program to make them more easy to edit!In fact, I made version 1 two years ago. It didn't gain so much popularity and people forgot its existence. No one seems to be interested in this version too. lol Do you have any questions? Questions not related to coding are OK. and yes, I do remember you helped brawlbox at some point before bj96 took over x3 right now, I dont have any question Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 12, 2013, 01:08:18 PM Oh thanks.
This summer I made a lot of discoveries and this version includes them. So making good AI became easier. I think people cannot see how this program works, so I'll make an example soon. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Tailsmiles249 on September 12, 2013, 06:12:36 PM If it weren't for the older version, I wouldn't have made that AI mod for L-canceling. I'm surprised you even continued working on this! I'll be using this in the future and hopefully I can be more efficient with it.
I like that it looks like C++ by the way. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: SonicBrawler on September 12, 2013, 06:18:17 PM so wit this, someone could make it so that the cpu dont team up on you, and will go after each other?
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Eternal Yoshi on September 12, 2013, 06:25:58 PM so wit this, someone could make it so that the cpu dont team up on you, and will go after each other? That's not controlled by the AI files sadly. It's hard coded elsewhere in the game. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: SonicBrawler on September 12, 2013, 06:44:24 PM That's not controlled by the AI files sadly. It's hard coded elsewhere in the game. *flips desk* Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 12, 2013, 06:46:01 PM @Tailsmiles249
I'm very surprised to see a person who uses AIS except for KingClubber. I repeatedly stopped and resumed researching AI these 2 years. I hope you like this new version. @SonicBrawler As Eternal Yoshi says, it isn't controlled by AI files. Surprisingly, the developer of this game intentionally made CPUs target human players. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: NEWB on September 13, 2013, 12:21:31 AM Man this is great! So much vocab though! it is going over my head, and I onl want to make slight edits across the board. Can I get help? I play brawl minus and our Mario can use up special twice in succession. The AI won't do it. Still trying to learn everything.
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 13, 2013, 08:17:59 AM If you could tell me more specifically I would be willing to help you:)
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: NEWB on September 13, 2013, 09:31:58 AM Basically, I don't want to change his overall behavior, but every instance he uses upb, I want him to use it again, taking into account the ledge for recovery or me when he uses it as an attack. Just slight edits to some characters. From what I understand, I need to find the var in which he would do upb and edit that?
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 13, 2013, 10:50:27 AM To implement that feature, we need to do following things:
Copy recovery routine(ID:2010 and 2040) from Fighter.pac Edit up b section Basically, when you perform some attack, the system automatically quits current script and arbitrarily goes to other scripts. Thanks to your post, I noticed that Pikachu could use up b properly though it needs another input after up b. It is worth looking into and after I find something, I will tell you how to make Mario use up b properly. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: DoctorFlux(Mariodk) on September 13, 2013, 11:49:15 AM this program will sure be usefull for me
so i can make a AI for goku moveset to use kamehameha right also is it possible to make a AI to use Taunt if a Mode is actived? like if the CPU flashing yellow and thats a sign on the mode is actived (like SSJ mode for vegeta PSA) or if the PSA got moveset changer on PSA as a taunt the AI will use that taunt sometimes and the AI know how to use the new moves ? and is it possible to change OlimarĀ“s AI since i heard that one was hard code so even if got someone over olimar like a .rel port it will keep using N-B all time Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 13, 2013, 11:57:10 AM CPU's taunt is controlled by the system and cannot be controlled by scripts by default.
Also, to know variables used in PSA, we have to make codes to get the information. But yes, you could make Goku use Kamehameha using this program if it doesn't require complicated input. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Leon Exodio on September 13, 2013, 12:05:53 PM i may mess around with this looks interesting
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 13, 2013, 12:18:17 PM @Leon Exodio
I hope you would like it:) @NEWB Could you tell me the second-input frame? Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: NEWB on September 13, 2013, 03:54:56 PM Figuring that out. Do you want my motionfile?
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 13, 2013, 04:36:10 PM It would be helpful if you could give it to me.
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: StupidMarioFan1 on September 13, 2013, 04:58:42 PM Damn it'd be nice to figure this out once I finish SM64 Moveset, or one of my other WIP severally modified movesets, like Dream Luigi over Bowser or Mario & Luigi over Ice Climbers. Plus we can finally make it so CPUs don't constantly use the Mario Tornado to try and load Fludd when they're on the other side of the map. XD
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: NEWB on September 13, 2013, 05:37:33 PM The link to it is here. https://www.dropbox.com/sh/v3xj8wxabn239mj/fmasIsEZ5z/private/wii/app/rsbe/pf/fighter/mario (https://www.dropbox.com/sh/v3xj8wxabn239mj/fmasIsEZ5z/private/wii/app/rsbe/pf/fighter/mario)
Post Merge: September 14, 2013, 07:55:16 PM Does this work for bosses? Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 14, 2013, 08:30:46 PM Sorry, I haven't worked on it yet. I may work on it in a day or two.
As for bosses, I'm not sure but I think it won't work. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Akeno/Archer on September 15, 2013, 11:41:07 AM I heard there was a contest of which one would make the best CPU character... Is it with this program that the CPUs were "made"?
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: DarkPikachu on September 15, 2013, 12:22:42 PM *looks at screenshots*
*mashes the download button* Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 15, 2013, 10:55:23 PM @Akeno-sempai
Yes, this must be. AIS is the only AI editor that is published. @DarkPika Thank you. If you have any requests, feel free posting it! @NEWB https://www.dropbox.com/s/2yeumu4b0pogs4e/ai_mario.pac (https://www.dropbox.com/s/2yeumu4b0pogs4e/ai_mario.pac) Please replace FitMarioMotionEtc/FitMarioEtc/ai_mario with this. All I did is to write 1 line to a script from Fighter.pac which handles recovery. This is the part of source: Code: label _2 I added this line:Button B With this line, Mario holds B button while using up B. I tested this code and confirmed Mario used second up B. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: NEWB on September 15, 2013, 11:57:20 PM Thanks so much! Still studying the tutorials. I want to learn how this works to help the brawl minus team. When I need help understanding it, I will ask.
Post Merge: September 16, 2013, 12:40:40 AM Does Mario know that he can reverse directions? That he can go left and then go right with the second upb? Does he also know that if he overshoots the ledge that he doesn't need to use it twice? Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 16, 2013, 12:54:04 AM No, I have little time now and didn't implement them.
To implement direction change, I would write like this: label _2 if Rnd < 0.5 //50% right var4=1 else //50% left var4=-1 endif label ... //the same as previous post Button B AbsStick var4 1 //input stick To implement only 1 input, I would write like this: label _2 ... GetNearestCliff var0 //var0=Nearest Cliff X coordinate, var1=Nearest Cliff Y coordinate if YCoord < var1 Button B endif However I didn't test these codes. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: NEWB on September 16, 2013, 01:55:33 AM So bero, you basically exported AImario.pac with brawl box and opened it using the AIScriptpad? As you can tell, I don't want to make AI from scratch, there are just some additions that I want to make. Is this how I would take and edit the existing AI?
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 16, 2013, 02:05:04 AM As I wrote in tutorial, AIScriptpad loads FitChar(Motion)Etc.pac, common3.pac, and Fighter.pac. After the program loads these pacs, it automatically exports scripts. After that, you can edit them.
After you make a project, you won't have to do these steps next time. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: DarkPikachu on September 16, 2013, 08:15:55 AM Thank you. If you have any requests, feel free posting it! indeed ;) I havn't installed it yet due to massive amounts of web cleanup and reorganization I'm trying to perform... (especially with my forum) but once I install it, I hope you don't mind me requesting convenience features. :) (some of them may be complex) Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: NEWB on September 16, 2013, 10:13:29 AM No, I have little time now and didn't implement them. To implement direction change, I would write like this: label _2 if Rnd < 0.5 //50% right var4=1 else //50% left var4=-1 endif label ... //the same as previous post Button B AbsStick var4 1 //input stick To implement only 1 input, I would write like this: label _2 ... GetNearestCliff var0 //var0=Nearest Cliff X coordinate, var1=Nearest Cliff Y coordinate if YCoord < var1 Button B endif However I didn't test these codes. So, do I edit what you edited to look this? And when you say same as previous ost, I squeeze that in there? Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 16, 2013, 01:57:43 PM @DarkPika
I'm a little feared by your word 'complex' :) But I will do my best when you give me feedback though I cannot touch my PC for 2 weeks from now. @NEWB Yes, please place correspond part there. To be more specific, lines after "label _2" and before "Button B". However the code isn't tested so you may have to do trial-error. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: ??_? on September 16, 2013, 05:44:43 PM I heard there was a contest of which one would make the best CPU character... Is it with this program that the CPUs were "made"? That was mine from like 2 years ago back when v1.0 was released. Nobody submitted anything though.Good to see you bero, looking forward to some AI submissions in the vault soon Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Tailsmiles249 on September 16, 2013, 05:47:44 PM I managed to clean up my L-canceling code for Project M by a lot. It still only works for individual attacks but it's much made progress. Unfortunately, there are some issues when dealing with platforms. I would assume the Y Coordinate is relative to what's directly below a character. This is still a good thing since it won't end up only L-canceling at the very ground. However, when moving around, the Y coordinate (assuming I'm correct) changes drastically when moving over a platform (ground is lowest -> platform is lowest).
Here's an example for Marth's Nair: Code: if FrameGE 1 && !(FrameGE 2) Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 16, 2013, 06:20:39 PM @ NaOH
My previous version had many problems like complex syntax, UI bugs, and this is the largest, lacked much information which was necessary to implement AI. This version solves these problems. So I hope many people use this. @Tailsmiles249 If you would like to know distance between platform and the CPU, "GetNearestCliff" is useful. It returns nearest cliff coordinates into specified variables. For example, GetNearestCliff var3 results in that var3=nearest cliff x coordinate, and var4=nearest cliff y coordinate. If the stage is flat, this will work fine with your code. Have you already learned AI coding!? Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Tailsmiles249 on September 16, 2013, 06:43:24 PM In a sense I did; I can at least read it without much problems.
So are you telling me "Cliff" doesn't refer to a ledge? It simply refers to an sort of floor? Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 16, 2013, 07:05:31 PM It doesn't always return ledge coordinate. Stages like Summit don't have ledge and this command returns the left or right end of the floor on which CPU is.
If you want to get coordinates of ledge, use GetNearestHangable. I didn't know the term 'ledge' when I found this command so I named like this. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: DarkPikachu on September 16, 2013, 07:41:15 PM @DarkPika I'm a little feared by your word 'complex' :) But I will do my best when you give me feedback though I cannot touch my PC for 2 weeks from now. lol not in my terms of complexity, is what I mean. XD it's the normal terms of complexity, meaning things shouldn't be 50x more complex than average ;) (at least... this is what I hope for) and pardon my curiosity, but may I ask why?? ._. or would you rather feel better not explaining it?? Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 16, 2013, 08:05:23 PM It's very personal reason that I have club activity event in my university.
After that, I return home for 1 week. I usually work using desktop PC so I cannot touch it. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: NEWB on September 16, 2013, 08:27:40 PM So, I found where you made the change in 2040.as, only it said label _0 not 2. I am now trying to change it.
Post Merge: September 16, 2013, 09:09:58 PM Can you show me what the whole code should now look like, so I can compare? Not sure I did it right... Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Tailsmiles249 on September 18, 2013, 08:50:41 AM Alright, I've redone my L-cancel code a bit, but I think I found the real issue: Looping. While it does seem that the code is looping, the AI will only press 'R' either on the 3rd frame or on a fast fall frame when close to the ground.
Marth's Nair: Code: if FrameGE 1 && !(FrameGE 2) Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 18, 2013, 03:22:25 PM @NEWB
I'm sorry but I am using smart phone to post here and cannot use my PC for 4 days. When I return home, I will post the script. @Tailsmiles249 It's an inherent issue. The AI system cancels execution when the character performs attack. To avoid it, you have to edit AIPD to load only 1 routine when on stage. However, it means you have to write all the moves in one script. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: NEWB on September 18, 2013, 04:46:43 PM I know. You said you couldn't a few posts ago. Don't worry about it.
Man this thing is awesome! I can't wait to have the minus AI coded better! I will really be able to get behind this once I figure it out. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 24, 2013, 02:57:41 AM https://www.dropbox.com/s/4usnwtgfl2grg29/FitMarioMotionEtc.pac (https://www.dropbox.com/s/4usnwtgfl2grg29/FitMarioMotionEtc.pac)
I haven't tested this so I can't guarantee if it works. I can use my PC now but can't use wii until September 30th. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Kneato on September 24, 2013, 11:49:10 AM Hey Bero. Kudos on making such a slick program. I have a problem though and googling around hasn't helped that much.
1: Where is the AIMain file located? When I open up a character's MotionEtc, all I see are the AIPD, ATKD, and routine files. 2: One of your comments says this program utilizes common3, MotionEtc, and Fighter.pac files. Where are fighter.pac files located? They aren't the "FitCaptain.pac" or "FitLuigi.pac" type files are they? Thanks! Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 24, 2013, 05:26:20 PM A.
1. AIMain file is located in FitChar(Motion)Etc/FitCharEtc/ai_char/MiscData[2]. BJ's BrawlBox displays it as "CE", which is a name based on my misunderstanding 2 years ago. 2. You can find Fighter.pac in Disc/fighter/Fighter.pac. Fighter.pac is also buried in common3 so editing Fighter.pac is the same thing as editing common3. File Patch Code cannot load Disc/fighter/Fighter.pac and you will have to edit common3 if you would like to change overall AI behavior. Further questions are of course OK. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: NEWB on September 25, 2013, 12:14:08 AM Thanks Bero! Works much better now. I will now try to tell the AI to do side b for some other characters in minus. Will come back for assistance if needed.
Post Merge: September 25, 2013, 10:10:06 AM Having an issue with squirtle's AI. I want to copy paste you did to Mario and put it in squirtle, but the poketrainer is organized differently. If you can point me to where squirtle uses up b to recover, I can make the change. Probably. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Albafika on September 25, 2013, 10:12:49 AM Ohh boy, now I know how I'll waste my free time. Thanks for sharing, Bero!
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Kneato on September 25, 2013, 02:26:18 PM Thanks Bero! That makes much more sense. Another question sir. What exactly is the function of * in this language? For example this snippet "var14*=-1" what exactly does it do?
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 25, 2013, 04:32:29 PM @NEWB
Squirtle doesn't overrides default recovery AI so you have to take 2040 from common3 and paste it in Squirtle's source folder. Then, you can edit it as you'd like. @Albafika The language is easy to understand so you may not waste so much time ;) @Kneato It works like other programming language. * means "multiply" so "var14*=-1" means "change sign of var14". Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: NEWB on September 25, 2013, 05:38:44 PM I take the entire 2040 and paste it in squirtle's motion or poketrainer's motion? I assume squirtle's.
Post Merge: September 25, 2013, 05:56:06 PM I'm not sure how to add it in with brawl box. I exported 2040 from common3, fighter, aicommon, events. That is the 2040 I found. I don't know how to add into squirtle's motion. I know how to replace existing things, but not add them in. Do I just play with the import button? I should probably upgrade brawl box from 0.68c to 0.68d. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 25, 2013, 08:22:32 PM Please use AIScriptpad2.0. Rebuilder of BrawlBox is made by me and it contains bugs.
First, create project specifying common3. It automatically exports scripts into source folder. Then, create project of squirtle and copy 2040.as from common3 source folder and paste it in squirtle's source folder. Then, press Tool->Full build and squirtle's pac file is built in "Build" folder. EDIT: Squirtle's pac file is FitPokeZenigameMotionEtc.pac Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: E-scope12 on September 27, 2013, 12:11:41 PM What about Brawl stages for this program?
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Mr. AI | Sluigi123 on September 27, 2013, 04:26:31 PM Let's say you're modifying Fox's Up-B recovery tactics. If I want to have the AI have a limitation of directing Fox between angles during startup of his UpB, how would you code it for it work?
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 27, 2013, 05:44:21 PM @E-scope12
Could you explain what you mean by "stage" more specifically? @sluigi123 I would find the position where Fox uses up B and write like this: if var0 > 0.5 var0=0.5 elif var0 < 0.3 var0=0.3 endif if var1 > 0.5 var1=0.5 elif var1 < 0.3 var1=0.3 endif AbsStick var0 var1 I'm not sure if I answered your question though. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: NEWB on September 28, 2013, 04:16:44 PM Having issues with squirtle. For using up b, like Mario, do I need to edit the same label number?
Squirtle's up behaves like Mario!s in minus, except holding b gets him more air instead of the attack repeating. I added button b like you did to Mario at the end before Finsh and now, he uses Neutral instead of up b. I assume I edited the wrong label. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on September 28, 2013, 05:23:41 PM I think yes.
If I remember correctly, the label number was 2. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: E-scope12 on October 01, 2013, 11:33:05 AM @E-scope12 Could you explain what you mean by "stage" more specifically? @sluigi123 I would find the position where Fox uses up B and write like this: if var0 > 0.5 var0=0.5 elif var0 < 0.3 var0=0.3 endif if var1 > 0.5 var1=0.5 elif var1 < 0.3 var1=0.3 endif AbsStick var0 var1 I'm not sure if I answered your question though. I mean The Brawl stages in brawl like Battlefield, Final Destination, Delfino Plaza, Bridge of Eldin, Halberd & Spear Pillar.Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on October 02, 2013, 12:23:37 PM AI works on every stage if it is coded properly.
Is this answering your question? Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: E-scope12 on October 02, 2013, 12:40:01 PM AI works on every stage if it is coded properly. Sure I guess that helps.Is this answering your question? Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Kneato on October 03, 2013, 05:16:01 PM Hey Bero, another question. Do you have a general list for what each .as protocol controls? Like is 2010 recovery, 3030 grabs etc etc
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on October 03, 2013, 11:33:45 PM They are defined in Routines.h.
Routines which start with "Unk" are unknown. But using Dantarion's visualizer code, you may figure out something. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Kneato on October 04, 2013, 03:45:47 PM I'm sorry I have so many questions, but I'm just trying to get the hang of this and haven't done any AI work before. What is Dantarion's visualizer code? Or could you at least give me a link to it and I'll figure it out. Thank you :)
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Bero on October 04, 2013, 04:36:20 PM I included small debug codeset in AIScriptpad zip.
Visualizer code is this: Training Mode AI Super Debuggah ALPA v0.1xgt [Dantarion] * C2918964 00000010 * 901900B8 90820000 * 90A20004 90C20008 * 90E2000C 91020010 * 90620014 91420018 * 9162001C 91820020 * 3C00803F 600089FC * 7C0903A6 3C608167 * 606375AB A099007C * 3C809014 60840000 * 4E800421 38800001 * 98860005 80820000 * 80A20004 80C20008 * 80E2000C 81020010 * 80620014 81420018 * 8162001C 81820020 * 2C050000 00000000 * 4A000000 90000000 * 14140000 25303458 Go to training mode and turn on information window. One of them shows current executing routine. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: GenRJ on April 06, 2014, 01:44:49 AM When I try to rebuilt the log shows this error: System.OutOfMemoryException'.
What does it mean? Thanks. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: DarkPikachu on April 18, 2014, 09:02:31 AM I'm still interested to figure out how Brawl's AI is capable of learning and adapting...
(it's a proven fact, and I have experience in fighting my CPU and training it) ^ my CPU no longer edge-hogs and now fights with a more TAS-like fighting style. for the skeptics: I havn't made any mods to my AI and have no reason to lie to anyone here. ;) the actual "learning" code may not be located in the local character's AI but maybe in the games's script... I just find it interiguing how you can actually train your CPU. :3 I just wish it was easier to train them. XD anyone know anything towards this?? :) Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: PPXEXE on March 30, 2015, 12:29:43 PM AI Do Not Learn, they are programmed.
Sorry for necroposting. Please fill free to PM me if anyone has any questions. Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: teh-myuutsu on August 17, 2015, 05:14:34 AM Why don't people do more guides on this? Also, I'm sorry for necroposting, it's just that this is the only place where I will be able to learn.
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Alexarah2014 on December 14, 2015, 10:30:51 PM Hi Bero do you know if this awesome tool you made will work with Project M? The Project M team heavily altered the AI somehow for them to tech the way they do in the latest releases.
Title: Re: [AI coding]AIScriptpad2.0 Support Thread Post by: Ebola16 on December 19, 2019, 09:24:52 PM I used the latest version of this program for a quick fix that can be further customized for better results: AI teleporting recovery for custom movesets based on non-teleporting characters (http://forums.kc-mm.com/index.php?topic=81003.0)
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