AI v1.0 Completed

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Okay, I admit, there is still a tiny bug or two in the AI, but it’s essentially completed. No actual development required, just:

  • After thorough testing, replace n = 2 with n = getAIDepthForBeltRank(…)
  • Fix nullPointerError in resetMatchVariables() when attempting first roll
  • Fix stackOverflowError due to excessive “RE-DOING TARGET NODE FOR…” calls for the SAME faulty targetNode
    • Need to examine if/why the ignoreList is not doing its job

While I’m at it, I may as well include some things that will need to go into AI v2.0:

  • Temporary recording of failed moves in a HashMap<String, HashMap<Integer, Integer>>
    • Where the String is the player name, the first int in the sub-HashMap is the moveID, and the second int is the number of times in a row it has failed
    • Any subsequent successful move for that player (or indeed a failure at a different node) will reset this value
    • NEED TO INCLUDE THE NUMBER OF PREVIOUS FAILS AS A FACTOR IN ATTEMPTING THAT PARTICULAR MOVE AGAIN
  • Possibly the temporary learning of the opponent’s tendencies??
    • Sounds like one for a bit further down the road there…

A couple of other bits I intend to do at some point this week:

  • Implement “standalone” video recording, without OK button, to allow user to film and save specific sequences (without interfering with Option Map), such as promotions etc.
  • Implement that “moves which still require sequence” count at top of screen in exploreMode with nodeHighlightingOn
  • Put pacing control into getting next frame of player profile anims
  • Implement backup/restore
  • Finish off sponsorship logic

And non-programming related:

  • Test the lights work
  • Do complete inventory of current equipment
    • Order in whatever else is required
  • Possibly modify those body suits

 

I think that will do, I don’t wanna get greedy 😉

 

TRP

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