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ai:customrules [2014/10/26 19:03] Mistermind |
ai:customrules [2014/12/05 10:33] (current) Mistermind |
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Here you can design your own fuzzy rules with an intuitive logic process. | Here you can design your own fuzzy rules with an intuitive logic process. | ||
- | Fuzzy Logic operates with [[http:// | + | Fuzzy Logic operates with [[http:// |
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This interface was created to better emulate linguist variables into UFE through its events and conditions. From a logical operator point of view, think of events, conditions and reactions with the following operators: | This interface was created to better emulate linguist variables into UFE through its events and conditions. From a logical operator point of view, think of events, conditions and reactions with the following operators: | ||
- | '' | + | '' |
Where:\\ | Where:\\ | ||
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And so on... | And so on... | ||
+ | {{ : | ||
The linguistic variables used by the engine are a direct translation of this system, and they can be seen by clicking on //Generated Fuzzy Rules//. | The linguistic variables used by the engine are a direct translation of this system, and they can be seen by clicking on //Generated Fuzzy Rules//. | ||
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{{ : | {{ : | ||
==== Event ==== | ==== Event ==== | ||
- | Events contain conditions. A Rule is valid when at least one of the events is **valid**. | + | Events contain conditions. A Rule is active |
- | **Valid when all conditions are**: Allow you to invert the logic of this event. If set to //FALSE//, this event will be considered as a valid entry for the Reaction weight manipulation if its __not__ //TRUE//. | + | **Valid when all conditions are**: Allow you to invert the logic of this event. If set to //false//, this event will be considered as a valid entry for the Reaction weight manipulation if its __not__ //true//. |
**Enabled** If disabled, this event will not be considered for validation. Use this option for debugging purposes. | **Enabled** If disabled, this event will not be considered for validation. Use this option for debugging purposes. | ||
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---- | ---- | ||
{{ : | {{ : | ||
- | === Condition === | + | ==== Event: |
An event is only valid if all of its conditions are **valid**. | An event is only valid if all of its conditions are **valid**. | ||
- | **Valid when condition is**: Allow you to invert the logic of this condition. If set to //FALSE//, this condition will be considered to be valid if the dictated entry is __not__ //TRUE//. | + | **Valid when condition is**: Allow you to invert the logic of this condition. If set to //false//, this condition will be considered to be valid if the dictated entry is __not__ //true//. |
**Enabled** If disabled, this condition will not be considered for validation. Use this option for debugging purposes. | **Enabled** If disabled, this condition will not be considered for validation. Use this option for debugging purposes. | ||
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* Direction | * Direction | ||
* //Moving Forward//: is moving forward. | * //Moving Forward//: is moving forward. | ||
- | * //Sill//: is __not__ moving horizontally. | + | * //Still//: is __not__ moving horizontally. |
* //Moving Back//: is moving back. | * //Moving Back//: is moving back. | ||
- | * Movement Speed: The speed the target is moving (numeric | + | * Movement Speed: The speed the target is moving (numeric |
* //Vertical Movement//: Condition valid if the target is moving vertically. | * //Vertical Movement//: Condition valid if the target is moving vertically. | ||
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* // | * // | ||
* // | * // | ||
- | * // | + | * // |
- | * //Health Status//: Condition valid if the target' | + | * //Health Status//: Condition valid if the target' |
* //Gauge Status//: Condition valid if the target' | * //Gauge Status//: Condition valid if the target' | ||
- | * // | + | * // |
* // | * // | ||
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* //Active Frames//: move being played is on its active frames. | * //Active Frames//: move being played is on its active frames. | ||
* //Recovery Frames//: move being played is on its recovery frames. | * //Recovery Frames//: move being played is on its recovery frames. | ||
- | * Attack Type: Move matches the classification | + | * Attack Type: Move matches the classification under [[move: |
* Gauge Usage: Move uses a certain amount of gauge/ | * Gauge Usage: Move uses a certain amount of gauge/ | ||
* Hit Type: Move matches this classification under [[move: | * Hit Type: Move matches this classification under [[move: | ||
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When the conditions for one of the events is true, how likely is the AI to attempt the following reaction. | When the conditions for one of the events is true, how likely is the AI to attempt the following reaction. | ||
+ | **Reaction Type:** Tells the AI to execute the following command | ||
+ | * //Idle//: Stop pressing inputs.\\ | ||
+ | |||
+ | * //Move Forward/ | ||
+ | |||
+ | * //Crouch//: Attempts to crouch. | ||
+ | |||
+ | * //Jump Straight/ | ||
+ | |||
+ | * //Crouch Block//: Attempts to crouch and block at the same time. | ||
+ | |||
+ | * //Stand Block//: Attempts to block while standing. If your game is set to have "hold back" as potential block, the character will also move backwards. | ||
+ | |||
+ | * //Jump Block//: Attempts to block while jumping. | ||
+ | |||
+ | * //Play Move//: Attempts to play a move with the following characteristics: | ||
+ | * Attack Type: Move matches the classification under [[move: | ||
+ | * Gauge Usage: Move uses a certain amount of gauge/ | ||
+ | * Hit Type: Move matches this classification under [[move: | ||
+ | * Hit Confirm Type: Move matches this classification under [[move: | ||
+ | * Startup Speed: Move matches this classification under [[move: | ||
+ | * Recovery Speed: Move matches this classification under [[move: | ||
+ | * Attack Range: | ||
+ | |||
+ | * //Change Behaviour//: | ||
+ | |||
+ | |||
+ | **Desirability: | ||