This shows you the differences between two versions of the page.
Next revision | Previous revision | ||
ai:definitions [2014/10/26 20:48] Mistermind created |
ai:definitions [2014/10/26 21:36] (current) Mistermind |
||
---|---|---|---|
Line 6: | Line 6: | ||
---- | ---- | ||
- | ====== Damage: ====== | + | ===== Damage ===== |
- | + | In opponent' | |
- | In opponent' | + | Default Values |
- | + | | |
- | 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' | + | |
- | + | * Very Strong: 0.25 (25% damage) | |
- | Very Strong: 0.25 | + | |
- | An attacking move that deals a total of 25% damage | + | |
- | + | ||
- | + | ||
- | {{ :ai: | + | |
---- | ---- | ||
- | ===== 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 |
- | + | | |
- | **Rest On Location:** If toggled, the character will try to remain still when it reaches its destination. | + | |
- | + | * Mid: 0.5 | |
- | **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. | + | * Far: 0.8 |
- | + | * Very Far: 0.95 | |
- | **Move Frequency:** On a scale from 0 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 occasions. If //Auto Move// is toggled on, the AI decision to jump may be affected by the preferable distance chosen. | + | Default Values |
- | + | | |
- | **Jump Back Frequency:** How often should the AI jump back. | + | |
- | + | | |
- | **Jump Straight Frequency:** How often should the AI jump straight (this decision is not affected by preferable distance). | + | |
- | + | * Desirable: 0.6 | |
- | **Jump Forward Frequency:** How often should the AI jump forward. | + | * Very Desirable: 0.8 |
+ | * The Best Option: 1 | ||
---- | ---- | ||
- | ===== 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 |
- | + | | |
- | **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 '' | + | |
- | + | | |
- | **Attack Frequency:** How often should the AI attempt to play a move. | + | |
+ | * Seriously Wounded: 40 | ||
+ | | ||
+ | * Almost Dead: 10 | ||
+ | | ||
---- | ---- | ||
- | ===== 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 moves. Blocking 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: | + | Default Values |
- | + | | |
- | **Use Hit Type Filters:** If enabled, the AI will attempt to read '' | + | * Slow: 1 |
- | + | * Normal: 3 | |
- | **Stand Block Accuracy/ | + | * Fast: 5 |
- | + | * Very Fast: 7 | |
- | **Crouch Block Accuracy/ | + | |
- | + | ||
- | **Jump Block Frequency:** How often should the AI attempt to block while jumping. | + | |
---- | ---- | ||
- | |||
- | |||
- | ** 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. | ||
- | |||
- | ---- | ||
- | |||
[[ai: | [[ai: |