Skaviory
  • Skaviory
  • Advanced Member Topic Starter
2013-11-20T17:15:46Z
Hello, everyone.

I would like to have every AI BETA build gathered in one place in order to increase the workflow among AI developers. Every build should provide information related to what has been changed and why, so others know the exact progress.

I use AI BETA, written by Sebrian , which was updated on 16 November 2013 as the backup (build 000). Here is the download link: http://www1.datafilehost.com/d/de6e0d80 . Builds apart from this right now include either bug fixes or small (sometimes huge though) improvements.

Here they are.

[Latest Build]

- Build 007:

[Archives]

Snarky
2013-11-27T07:24:55Z
I cannot access Skaviory's Post, so I will just use this one and hope, people see it:

LATEST VERSION: Build 017 

GitHub Repository: YGOPro AI Script 

Archives:

Sebrian
2013-11-27T15:24:14Z
Originally Posted by: Snarky 

Since Sebrian seems to be very busy at the moment, I will attach an update here, which includes the script for a FireFist deck, as well as various other cards and bugfixes. It includes your Switchhitter fix and hopefully any updates up to that point, so I assume you could call it Build 0.08. Notable fixes include a fix for crashing Summoner Monk, scripts for some widely used cards like Effect Veiler, Maxx "C", Breakthrough Skill, and script for the Firefist cards used in the deck.

I would appreciate, if you could test the Firefist AI a bit and leave some feedback.
Script , and the Deck .

€ messing with GitHub currently, I have a hard time even following the tutorial xD. Looks useful, though.

*click* 



Yeah, thanks man.[:wink:] And i will do change notes for whole new AI thingy, but only when it's finished and all bugs fixed.
Snarky
2013-12-02T14:10:28Z
Alright, so I playtested the AI a lot to find any remaining bugs that need to be fixed before an eventual release. So far I only found 2 issues that need fixing:

The attack target selection thing, that was mentioned before. It seems to be a problem with defense position monsters on my side of the field. If I control defense position monsters, the AI doesn't attack the correct targets anymore. Without any attack target restrictions, it rams its monsters in stronger attack-position monsters or in defense position monsters with more defense. I think someone mentioned a fix for this before already? Skaviory maybe?

And the target selection for some cards using specific helper functions. In my Firefist AI, I sometimes use the provided helper functions (like Index_By_Loc(cards,2,"Highest",TYPE_MONSTER,nil,"==",LOCATION_MZONE) to get the strongest available target), however those don't seem to work properly in all situations. They don't select the strongest target, but a seemingly random one instead, I observed the same behavior for cards of other decks, which probably use the same functions. Some of my other cards use custom functions and/or filters, those usually work properly. So I think there might be a bug in some of these helper functions.

€ this is probably caused by this:

The highlighted parenthesis should be the problem, I deleted them on my end and will continue testing.
€ seems to work properly now, according to my tests. Committed the change to GitHub
Sebrian
2013-12-02T18:50:28Z
Originally Posted by: Snarky 

Alright, so I playtested the AI a lot to find any remaining bugs that need to be fixed before an eventual release. So far I only found 2 issues that need fixing:

The attack target selection thing, that was mentioned before. It seems to be a problem with defense position monsters on my side of the field. If I control defense position monsters, the AI doesn't attack the correct targets anymore. Without any attack target restrictions, it rams its monsters in stronger attack-position monsters or in defense position monsters with more defense. I think someone mentioned a fix for this before already? Skaviory maybe?

And the target selection for some cards using specific helper functions. In my Firefist AI, I sometimes use the provided helper functions (like Index_By_Loc(cards,2,"Highest",TYPE_MONSTER,nil,"==",LOCATION_MZONE) to get the strongest available target), however those don't seem to work properly in all situations. They don't select the strongest target, but a seemingly random one instead, I observed the same behavior for cards of other decks, which probably use the same functions. Some of my other cards use custom functions and/or filters, those usually work properly. So I think there might be a bug in some of these helper functions.

€ this is probably caused by this:


The highlighted parenthesis should be the problem, I deleted them on my end and will continue testing.
€ seems to work properly now, according to my tests. Committed the change to GitHub



I will be checking out the targeting logic today, and fix some crashes with older scard scripts.
Percival18
2013-12-21T16:36:52Z
Originally Posted by: Snarky 

Since Sebrian seems to be very busy at the moment, I will attach an update here, which includes the script for a FireFist deck, as well as various other cards and bugfixes. It includes your Switchhitter fix and hopefully any updates up to that point, so I assume you could call it Build 0.08. Notable fixes include a fix for crashing Summoner Monk, scripts for some widely used cards like Effect Veiler, Maxx "C", Breakthrough Skill, and script for the Firefist cards used in the deck.

I would appreciate, if you could test the Firefist AI a bit and leave some feedback.
Script , and the Deck .

€ messing with GitHub currently, I have a hard time even following the tutorial xD. Looks useful, though.

*click* 


I tried the script from AI_008.rar and from github. But in both versions the AI never summons any monsters.
marik
2013-12-21T17:00:59Z
Originally Posted by: Percival18 

Originally Posted by: Snarky 

Since Sebrian seems to be very busy at the moment, I will attach an update here, which includes the script for a FireFist deck, as well as various other cards and bugfixes. It includes your Switchhitter fix and hopefully any updates up to that point, so I assume you could call it Build 0.08. Notable fixes include a fix for crashing Summoner Monk, scripts for some widely used cards like Effect Veiler, Maxx "C", Breakthrough Skill, and script for the Firefist cards used in the deck.

I would appreciate, if you could test the Firefist AI a bit and leave some feedback.
Script , and the Deck .

€ messing with GitHub currently, I have a hard time even following the tutorial xD. Looks useful, though.

*click* 


I tried the script from AI_008.rar and from github. But in both versions the AI never summons any monsters.



yup, and it ofter chashes to :)



Snarky
2013-12-21T22:13:26Z
Heh, my bad, forgot to update one file. Try it now 
Only took almost a month for someone to mention it :D

Currently working on implementing a Heraldic Beast deck, btw, but its very rudimentary for now. Its not included in that file yet.
Percival18
2013-12-21T23:16:06Z
Originally Posted by: Snarky 

Heh, my bad, forgot to update one file. Try it now 
Only took almost a month for someone to mention it :D

Currently working on implementing a Heraldic Beast deck, btw, but its very rudimentary for now. Its not included in that file yet.


Thanks, the fire fist ai is nice. Great work!
sredoje
2013-12-23T05:34:14Z
Yea fire fist deck is great cant wait for heraldic and maybe blackwings in future.Just a few things.
first:i think summon of tigen king should't always be priority when he have better option
second and only real problem is that when i have nimber 39 on field ai does't attack at all even if he have monster with higher attack
third: AI always target lowest attack monster on my field with arc knight effect
fourth:when ai have 2 tiger kings on the field he will use the effect of both even if he dont need
fifth and final ai never use effect of ptolemy m7 who shold be used to return players xyz or synchro monster to hand(deck)
But i rly like your script for maxx c and all fire formation cards rly great work.
Snarky
2013-12-25T19:24:58Z
Originally Posted by: sredoje 

Yea fire fist deck is great cant wait for heraldic and maybe blackwings in future.Just a few things.
first:i think summon of tigen king should't always be priority when he have better option
second and only real problem is that when i have nimber 39 on field ai does't attack at all even if he have monster with higher attack
third: AI always target lowest attack monster on my field with arc knight effect
fourth:when ai have 2 tiger kings on the field he will use the effect of both even if he dont need
fifth and final ai never use effect of ptolemy m7 who shold be used to return players xyz or synchro monster to hand(deck)
But i rly like your script for maxx c and all fire formation cards rly great work.



Thanks for the feedback. I am aware of these issues and will work on improving them.

giga137
2014-01-21T13:22:06Z
Snarky are you still working on this? If so, this has been a problem for a while; the AI crashes whenever Constellar Kaust is summoned or activates its effect. Not sure which.
Snarky
2014-01-21T15:35:34Z
Wasn't very motivated to work on this for the past weeks, will probably pick it up again. Thanks for the report, I will look into it.

€ alright, found the issue.
Snarky
2014-01-24T16:23:48Z
Alright, a couple of updates to the Firefist AI, most notably:

  • Updated target selection for some effects like Bear or Gorilla, also they use the formations more willingly now.
  • Can now use Tensen offensively
  • Can now wait until MP2 to make an XYZ/Synchro play.


Fixed some other small issues, including the Kaust bug mentioned before.

Lets call it Build 0.09 . Changes are added to GitHub as well.

Also updated the deck  for 3 Tenki format.

The AI now includes script for some Heraldic Beast cards, but it is not finished yet, so I didn't add the deck. Shouldn't interfere with the other decks, though.
sredoje
2014-01-24T19:34:49Z
Nice.Can you maybe say what heraldic beast cars ai can use so that i can make HB deck for him.
Snarky
2014-01-24T22:22:30Z
This  would be my preliminary draft for the deck. I wanted to include RUM, since Heraldics are one of the very few archetypes that can actually use it well.

He can use most of the monsters, he can go into Plain Coat and Genome and use their effects somewhat effectively. He can use RUM, but is not too smart with it. He uses Safe Zone to protect his monsters and attempts to chain it to take your monsters with it, if you destroy it. He uses Foolish, Chain or Plain Coat to dump Leo etc, he can use the recycle effects of Aberconway and Unicorn. There is some logic to determine, which Heraldic to add to the hand or dump to the grave for various situations, but its probably not perfect yet. But it should aim to dump Leo whenever possible as long as his effect wasn't used this turn already.

He cannot use AHA or the field spell currently. No Twin-Eagle, no Basilisk-Safe Zone interaction. Also hardly any limits on the summoning for now, he will just summon until most options are exhausted. Since Heraldics can spam 3-4 XYZs a turn with proper setup, I definitely want to set some limits here.
giga137
2014-01-26T04:11:55Z
May I request some things?
Can you program the Constellar AI to make use of Sombre? Like forcing it to never set Constellar Sombre. Exempt Constellar Sheratan for an additional Summon.

Also the link for the Heraldic deck is broken, I think.
Snarky
2014-01-26T06:05:20Z
Originally Posted by: giga137 

May I request some things?
Can you program the Constellar AI to make use of Sombre? Like forcing it to never set Constellar Sombre. Exempt Constellar Sheratan for an additional Summon.



I could try, but Constellars is Sebrian's deck, I won't interfere unless he wants me to

Quote:


Also the link for the Heraldic deck is broken, I think.



You are correct, good sir! Fixed the link.
AtlasPhoenix
2014-01-26T14:47:43Z
Snarky, your hereldic deck returns nil value script errors when it uses rank up magic. Thought you'd like to know 🙂
Snarky
2014-01-26T19:53:45Z
Originally Posted by: AtlasPhoenix 

Snarky, your hereldic deck returns nil value script errors when it uses rank up magic. Thought you'd like to know :)



I know, thanks. I was unable to track down the error so far, RUM seems to be used correctly.
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