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ai:definitions [2014/10/26 20:48]
Mistermind created
ai:definitions [2014/10/26 21:36] (current)
Mistermind
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 ---- ----
  
-====== Damage: ====== +===== Damage ===== 
- +In opponent's life's normalized value (0-1), how much damage each linguistic variable represents.\\
  
-In opponent's life's normalized value, how much damage each linguist variable represents.\\ +Default Values  
- +  Very Weak: 0.05 (5% damage
-Examples:  +  * Weak: 0.1 (10% damage
-Very Weak: 0.05 +  * Medium: 0.15 (15% damage) 
-An attacking move that deals a total of 5% damage (based on opponent's total life points+  Strong: 0.2 (20% damage) 
- +  * Very Strong0.25 (25% damage)
-Very Strong: 0.25 +
-An attacking move that deals a total of 25% damage (based on opponent's total life points+
- +
- +
-{{ :ai:ai_predefinedrules.jpg?nolink |}}+
  
  
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-===== Movement =====+===== Distance ===== 
 +Based on an internal distance normalized value (0-1), how distance is represented by each linguistic variable.\\ 
 +0 meaning the character is as close as possible to the opponent, 1 meaning as far as possible on the screen.
  
-**Auto Move:** Toggle to make the AI move on its own until it reaches its desired position+Default Values  
- +  Very Close: 0.05 
-**Rest On Location:** If toggled, the character will try to remain still when it reaches its destination+  Close0.1 
- +  Mid0.5 
-**Preferable Distance:** The destination to which the character will want to move to. The further they are from the target, the higher is the desirability to move+  Far0.8 
- +  Very Far: 0.95
-**Move Frequency:** On a scale from to 6 (in correlation with the desirability options), how much priority should the AI decide to move.+
  
  
 ---- ----
  
-===== Jump =====+===== Desirability ===== 
 +On a scale of 0 to 1, how much weight does desirability impact on each decision. By default, every possible reaction has a weight of 0 (The Worst Option). When the AI sees nothing higher than 0 as viable option, it stays on //stand by// (idle).
  
-**Auto Jump:** Toggle to make the AI jump on occasionsIf //Auto Move// is toggled on, the AI decision to jump may be affected by the preferable distance chosen. +Default Values  
- +  The Worst Option: 0 
-**Jump Back Frequency:** How often should the AI jump back+  Very Undesirable0.15 
- +  Undesirable: 0.3 
-**Jump Straight Frequency:** How often should the AI jump straight (this decision is not affected by preferable distance)+  Not Bad: 0.45 
- +  Desirable0.6 
-**Jump Forward Frequency:** How often should the AI jump forward.+  Very Desirable0.8 
 +  The Best Option1
  
  
 ---- ----
  
-===== Attack =====+===== Health ===== 
 +How much health status percentage each linguistic value represents
  
-**Auto Attack:** Toggle to make the AI attempt to play moves. If //Auto Move// is toggled on, the AI decision to attack may be affected by the preferable distance chosen. +Default Values  
- +  Healthy: 100 
-**Use Range Filters:** When enabled, the AI will prioritize moves with range that match the distance they are in. Example: If you have a fireball with ''A.I. Definitions'' -> ''RangeFar'', the AI will prioritize that move over others if they are far from the opponent. +  Scratched90 
- +  Lightly Wounded: 80 
-**Attack Frequency:** How often should the AI attempt to play a move.+  Moderately Wounded: 60 
 +  Seriously Wounded40 
 +  Critically Wounded20 
 +  Almost Dead10 
 +  Dead: 0
  
  
 ---- ----
  
-===== Block =====+===== Movement Speed ===== 
 +Based on the weight of the character and the current game's physics, how much //force applied// is related to each linguistic values.
  
-**Auto Block:** Toggle to make the AI attempt to block movesBlocking will be attempted as soon as the opponent begins executing a move. The AI is also programmed to stop blocking When an attack reaches its [[move:activeframes|recovery frames]], giving it the ability to punish when there is [[move:activeframes|frame advantage]]. +Default Values  
- +  Very Slow0.5 
-**Use Hit Type Filters:** If enabled, the AI will attempt to read ''A.I. Definitions'' -> ''Hit Type'' from the opponent's move to determine if they should block high or low. If this option is toggled off the AI will attempt high or low based solo on the frequency set below. +  Slow1 
- +  Normal3 
-**Stand Block Accuracy/Frequency:** How often should the AI attempt to block standing. +  Fast5 
- +  Very Fast7
-**Crouch Block Accuracy/Frequency:** How often should the AI attempt to block low attacks. +
- +
-**Jump Block Frequency:** How often should the AI attempt to block while jumping.+
  
  
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- 
- 
-** Generated Fuzzy Rules **  
- 
-Allows you to read the result of all the rules being generated by these options. Useful to debug how each combination interact and the end result that is sent to the Fuzzy Core. 
- 
-This option is for debug viewing only and it has no impact on the game. 
- 
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- 
  
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ai/definitions.1414370883.txt.gz · Last modified: 2014/10/26 20:48 by Mistermind