For some, training a neural network might seem daunting - especially when it seems to not always learn what you want it to learn. Although they are very powerful models, it might not be the easiest start to AI Arena. As such, we created a much simpler model that’s easier to train!
At a high level, you can imagine this model as a table with multiple “cells”. Each of these cells stores information about what you showed the model in training. Before walking through how each of the cells are divided throughout our various “buckets” (which is another word for how we group things), we want to note a few things:
- When getting to the end of a sub-bucket chain, you will see “cell N”, where N represents the cell in which that specific sub-bucket belongs.
- If a sub-bucket has “(Inverted)” in it, that means that all cells within the sub-bucket will have auto-inverting applied to them. All inverted sub-buckets have the default as your fighter being on the left side.
- If a cell has “(Perception Delay)” in it, it means that cell has a delay applied to it, it delays the registering of the opponent’s attack so your AI does not immediately react, which is similar to how it works for humans.
- “(Rough Range)”, is a new term for projectile-related cells, when a projectile trajectory would be in-line traveling towards the opponent given some buffer range, this is considered within Rough Range. This buffer is to prevent the cells from acting as an aimbot.
Buckets
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Recovery (you off-stage)
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- Middle: Cell 0
- Near a side (invert): Cell 1
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- Near top (invert): Cell 2
- Below top (invert): Cell 3
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Vertical Combat
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- Far away: Cell 4
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- Lined up vertically: Cell 5
- Diagonal (invert): Cell 6
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- Far away: Cell 7
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- Lined up vertically, a ground is between the fighters: Cell 8
- Lined up vertically, unobstructed path between fighters: Cell 9
- Diagonal (invert): Cell 10
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Advantage (invert)
- Opponent below stage: Cell 11
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- Opponent on your ledge: Cell 12
- Opponent far off your side of the stage: Cell 13
- Opponent near your side of the stage: Cell 14
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- Opponent recovering: Cell 15
- Opponent face planted: Cell 16
- Opponent stunned: Cell 17
- Opponent in knockback: Cell 18
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- Elemental throw ready: Cell 19
- Strong elemental ready and opponent within rough range: Cell 20
- Light elemental ready and opponent within rough range: Cell 21
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Disadvantage (invert)
- Face planted: Cell 22
- Opponent’s projectile approaching: Cell 23
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Neutral (invert)
- Far Away from Opponent: Cell 24
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- Opponent attacking (perception delay): Cell 25
- Opponent shielding: Cell 26
- Opponent not attacking: Cell 27
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- Opponent attacking (perception delay): Cell 28
- Opponent not attacking: Cell 29