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ai:customrules [2014/10/27 13:07]
Mistermind
ai:customrules [2014/12/05 10:33] (current)
Mistermind
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 And so on... And so on...
  
 +{{ :ai:ai_fuzzytranslation.jpg?nolink |}}
  
 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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 Events contain conditions. A Rule is active when at least one of the events is **valid**. Events contain conditions. A Rule is active when at least one of the events is **valid**.
  
-**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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 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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        * //Still//: 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 variations can be defined under [[ai:definitions|Definitions]]).+     * Movement Speed: The speed the target is moving (numeric values for this option can be defined under [[ai:definitions|Definitions]]).
  
   * //Vertical Movement//: Condition valid if the target is moving vertically.   * //Vertical Movement//: Condition valid if the target is moving vertically.
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        * //Crouching//: is crouching.        * //Crouching//: is crouching.
        * //Standing//: is __not__ moving vertically.        * //Standing//: is __not__ moving vertically.
-       * //Jumping//: is jumping (or moving vertically through applied force).+       * //Jumping//: is jumping **or** moving vertically through applied force.
  
-  * //Health Status//: Condition valid if the target's health matches the ''Health'' variation set here (numeric variations can be defined under [[ai:definitions|Definitions]]).+  * //Health Status//: Condition valid if the target's health matches the ''Health'' variation set here (numeric values for this option can be defined under [[ai:definitions|Definitions]]).
  
   * //Gauge Status//: Condition valid if the target's gauge/meter matches the ''Gauge'' variation set here.   * //Gauge Status//: Condition valid if the target's gauge/meter matches the ''Gauge'' variation set here.
  
-  * //Distance//: Condition valid if the target's distance matches the ''Proximity'' variation set here (numeric variations can be defined under [[ai:definitions|Definitions]]).+  * //Distance//: Condition valid if the target's distance matches the ''Proximity'' variation set here(numeric values for this option can be defined under [[ai:definitions|Definitions]]).
  
   * //Attacking//: Condition valid if target is playing a move matching the conditions below.   * //Attacking//: Condition valid if target is playing a move matching the conditions below.
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   * //Idle//: Stop pressing inputs.\\   * //Idle//: Stop pressing inputs.\\
  
-  * //Move Forward|Back//: Attempts to move forward|back.+  * //Move Forward/Back//: Attempts to move forward/back.
  
   * //Crouch//: Attempts to crouch.   * //Crouch//: Attempts to crouch.
  
-  * //Jump Straight|Forward|Back//: Attempts to jump Straight|Forward|Back.+  * //Jump Straight/Forward/Back//: Attempts to jump Straight/Forward/Back.
  
   * //Crouch Block//: Attempts to crouch and block at the same time.   * //Crouch Block//: Attempts to crouch and block at the same time.
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-**Desirability:** Tells the AI how desirable (or not) this reaction is (numeric variations can be defined under [[ai:definitions|Definitions]]).+**Desirability:** Tells the AI how desirable (or not) this reaction is (numeric values for this option can be defined under [[ai:definitions|Definitions]]).
  
  
ai/customrules.1414429633.txt.gz · Last modified: 2014/10/27 13:07 by Mistermind