#Adventure AI v3.5
1866 messages ยท Page 2 of 2 (latest)
First question: Can you repro it?
2nd question: Can you still repro it if you reimport a fresh copy? XD
with my own compilation
not with yours
WONTFIX NO_REPRO
๐
Random thought but I realised once you have the boots of phasing it can lose a lot of efficiency as it can sometimes leave one chest near the exit and then grabbing all the others and pathing all the way back to the chest before leaving which makes sense without the boots of phasing as it is going to have to take those steps back anyway.
However once you have them adding a new path finding algorithm that basically finds the shortest path to collect all the chests but not to get the exit included, counting the steps for doing so and then adding the number of steps to get to the exit using phasing rather than the tpyical pathfinding distance will be faster in these situations.
Method would be:
- Finds path using current method and records steps.
- Finds path using shortest chest collection path (not including going to exit after collecting all chests), then adds phasing steps to get to exit for total.
- Chooses shorter of these 2 paths and performs it.
Could probably rewrite it myself but honestly doesn't matter to me too much, just in case anyone feels like updating it to be more efficient, the idea is there.
Yeah I actually know the optimal pathing taking phasing into effect, I've just been too lazy to put it in because the pathing is the ugliest part of the code XD
Yeah, I fully know the feeling, mainly why I don't want to try it myself either 
I know it can be even more efficient by checking shortest path for each chest being the final one then adding in phasing but not sure how badly a performance hit that would have.
Never tried to do pathing inside of the games AI, just in C programs Ive made in cmd xD
Is there any way to disable the ability to kill constraint so it will go to difficulties with higher damage than my armour?
no I don't think so
then again, it would pretty much die immediately if that didn't exist. it doesn't have much logic for killing enemies
if you can outdamage them, you can just increase max difficulty
Fair enough, may run out manually to get more armour and attack thyen come back and run the levels
technically yes, the highest difficulty as of now is set by the swords
armor is capped at 50
(mana armor doesn't count since it's extra health)
sword 30?
Yeah currently at 38 so can get more atm
60
wow
what distance?
97 rn
you got lantern?
Not yet, need to run out manually to get that too
the last like 100 distances probably wouldn't be possible with 30 swords
no, do diamonds around d95
does it matter?..
that's where it drops
drops anywhere from d95-99, possibly even higher, but we can't explore higher without it
ALready done 81-95, doing 96 and 97 right now manually
Drop chance is 1% for me so guess I got real unlucky on 95
I wonder what's the farthest we could get without lantern
probably like d100
if you can do it in C, you might be able to do it in the AI too XD
a small mockup, ofc
You will die very quickly at d100 without lantern. Source: I had a bad time

Question: is there a specific prerequisite I need to find the Relics? I'm on Stage 97 and haven't found any of the three
treasure bag drops past d100 ||(from mimics)||
other two are unknown
how much Armor do I need for that?
39
so one more cheat armor for you (since you're at d97)
you can get it right now if you have the lantern
lantern?
oh, I have it
noice
you can run to d100 then
just grab 1 peace of armor/1 sword from d100 and let the AI do its thing
I think you would need more than 1 sword
also piece*
I see, will try
probably yes
wait 48?
you need 39
well, good.
now you can just run ai here and you'll be fine
aye
256 (top-right)
yes
Higher chances for it to be found or is that just completely random?
what are you trying to get?
other two will magically show up when we've said hi woot over 1000 times
hey d0s, will you ever add adventure AI to your main Perfect Tower repo?
probably not because of the copyright
they're under apache 2.0, which pretty sure is the default license
specifically noting
- Redistribution. You may reproduce and distribute copies of the
Work or Derivative Works thereof in any medium, with or without
modifications, and in Source or Object form, provided that You
meet the following conditions:
... (skipping a.)
(b) You must cause any modified files to carry prominent notices
stating that You changed the files; and
(c) You must retain, in the Source form of any Derivative Works
that You distribute, all copyright, patent, trademark, and
attribution notices from the Source form of the Work,
excluding those notices that do not pertain to any part of
the Derivative Works; ...
which source is defined as
"Source" form shall mean the preferred form for making modifications,
including but not limited to software source code, documentation
source, and configuration files.
Even putting that aside, I'd leave it where it is for source control reasons, migrating across repos is a pain for version history
can't you do the same thing you did with turbo exec and just put the link on your main repo so it's easier to find it?
Yeah, I should do that
thank you :D
set the notification settings?
okay but it should at least give the new message thingie
like sometimes a one appears on #1093895780865163284
ey d0s, would it be hard to change the AI's diamonds to squares?
honnestly, I should probably @jovial gull ping you XD
hard? Maybe... not? But I wouldn't do it because it involves too much difficulty fluctuation
wonderful, that's all I needed to hear XD
I'll do it myself, I just wanted to know if you'd think it's too hard
I think you can just mess with the direction-selecting code and it shouldn't be that bad
I dunno how I messed it up, but at some point, it switches between rooms and tries killing off a golden ghost. And redownloading the bundle didn't help me. :/
also I don't think I've ever seen someone refer to enemies as ghosts
(do you get bombs off of golden ghosts?)
yes
huh.
they drop a bomb upon death
also have a chance to drop a phoenix feather
Oh, on second glance, I see these are skulls, my absolute bad.
(I'm trying to get to 100 without buying any cheat armor, and I wanna cry.)
you have to play yourself starting from d94 then
which means manual farming for lantern
But the AI can/will still help you when you teleport back to get more health/bombs, just not as much of a help when you're pushing high-distance rooms
wait what?
you're gonna update it again? XD
Maybe someday, but that's not what I meant at all
oh wow, big misunderstood XD
if you do that, idk if it helps but have like different scripts for the strats that the AI should use?
You can press K to clear the current room (also engages bomb/health/key farming if you are in the doorway IIRC) without moving on from there
Can the AI complete the game alone after getting the lantern and the swords and armor from D100?
it can safely go up to distance ~ 125
It's stuck between 119 and 120.
that's to be expected
you'd preferably get cheat armor at this point
It's in the millions the cheat armor now, those are ridiculous amounts of tokens now.
I would have to do Space hundreds of times at this moment, that's impossible ๐ฑ
Guess I'll never finish Adventure ๐ญ
yea... it's pretty hard to finish adventure, considering how some rooms are literally impossible
you could go to like d160 to get more swords to farm up to 140
I'm guessing that module and those last 12 books that I'm missing are in the last rooms ๐ญ
the module isnt in chests, the cards im assuming are boss cards, you need to beat their respective bosses first
The cards are 12 cards that are in the Adventure rewards, the ones that I'm missing.
I can't even get to 127 without being almost dead ๐คฃ , let alone 160.
which card set(s) do they belong to?
It doesn't say.
which card set(s) are you missing cards from?
12 that are in the adventure rewards, I don't know which ones, ehy only have ??? on it, they don''t have a name.
go to the cards menu, then show me it
not the rewards menu in adventure, the cards tab on the side bar of arcade
aren't those bosses?
though it does seem quite likely that those are boss 4 (mt10) and boss 5 (mt15)
Yup, it seems that are the bosses. Still MT9.
But yeah, going back on the conversation, stuck on 119 and 120 ๐ญ
47 armor and 50 sword
I went manually to 127 and almost died ๐คฃ
So, getting to 160 seems way too impossible.
Is the module in there very important ?
its very op, no one uses it though because its annoying to use
to get it, you need to be bad at adventure
Why is it annoying?
You mean great instead of bad ๐คฃ
if you are great at adventure youll never get it unless you start pushing too far
well, 1/1000 to get a big buff on use, can stack up to 5 times, but you also have a 1/1000 chance to die instantly on use
this AI can be modified to farm it by removing just 1 line
Well, guess I don't need to do Adventure anymore then, unless I want to have 100% of the modules eventually.
I don't know coding.
welp, that's a shame...
I can't give you the modified code or else the modules creator will send nukes to my house
assuming he can't see in DM's?
@narrow crescent this mf thinks he can hide stuff from ya
but thats not the modules creator?
No one can see private messages from others, this is not NSA pfffffffff ๐คฃ
well, the original was removed
it's under new management
Just kiddiiiiiiiing ๐คฃ
Wouldn't do that to my boyfriend
buddo, not in the post of adventure AI
No idea what you're talking about ๐
its not hard to get the module, just get bad at adventure
mods do
and a lot of the rest of us
They would need to get past my boyfriend first pffffffffffffff
you'll be obliterated
fellas please...
you think that would do something
anyway
for the module just be trash at adventure
think about something
how is it determined for someone to be bad at something
I'm already trash at it, where's my module?
read
at this point, it's better to move to the corresponding progression channel
Going to farm the 800+ skillpoints that I'm still missing from there ๐คฃ
well, make sure to farm below 100 so you dont run out of rooms for the last set of 200
someone thought they could hide from you
๐ฆ
can't wait for d0s to wake up and see what happened to his post
Something has gone terribly wrong when rak is trolling me in my own thread
you don't even like adventure
technically the module is in the chests
just very far away, but it is
rak loves adventure
that's where he gets the most kills
Incorrect
hey d0s, why does the AI leave the room with chests at times?
That's weird, try to get a video next time? Definitely shouldn't happen
it seems that i have to adjust max difficulty at certain points
it's intended right?
alternatively, you can wait until the ai does a loop at the set difficulty, after which it will auto increase the max difficulty by 2
you don't have to
the AI does it by itself, it just needs to complete a full diamond and if it can survive the higher distance, it'll increase by itself
you can also just skip this entirely by setting the internal difficulty_max to 200 and pressing i in arcade
no i'm not that strong i'll at least get the lantern thank you
dw, the AI doesn't let you enter areas you can't survive anyway
it won't go past 100 without lantern
also i resets the difficulty counter
why would i press it
wait
internal difficulty?
is it in the ai itself?
yes
it's local, so it doesn't show up on the top-right
you go into the AI inside of "init" and change the value of leon.adventure_max.Init
how is the variable called again?
just be aware that it's just an extra safety precaution put in place in case the AI manages to do something stupid, somehow
maxDifficultyInit I guess
I'm currently running v3 and it's not increasing it's max Difficulty any ideas?
Is it stuck at 93 or whatever?
No it's stuck at 2
oh, that's weird. max difficulty shouldn't be 2 to begin with
That's all I changed cause I wanted it to full clear for me
It should increase it once it does a full loop
It's just sitting in a death loop at 2 it's never reaching the North East South or west points is my guess
It's not moving from a single room?
That is the expected shape
Did it fail to acquire enough sword?
There is a low but possible chance of that
It got to 2 sword
I would try manually increasing maxDifficulty to 3 and see if that improves matters
There are keybinds for increase/decreasing it
Yeah u and j
still not auto increasing
the auto-increase system doesn't work if you don't have the map
that was it
that's odd, since it does work from 0 for me
Do you have the map?
Now? yes. Back when I had it start? Obviously not
though I dont recall if I manually fucked with it before the map
this is the check that must return true for the AI to automatically increment
{cur_difficulty(1.0)} > i2d(leon.adventure.maxDifficulty) && adventure.isCompleted(adventure.roomCoords())
If you don't have the map, adventure.isCompleted(adventure.roomCoords()) returns false, even if the room is completed
this is to say that you either started with leon.adventure.maxDifficulty at a value above 0 and you're mis-remembering, or you started the run, got the map and then set the value to zero afterwards
Or you're saying "since it does work from 0 for me" to mean that it works without any modifications to the code, which is what it should do
Ooh good catch. I never thought about that because I hadn't tested/thought about trying to do full clears from the very start, so I'd forgotten about how isCompleted doesn't work without the map.
if you want to make it compatible without a map, you could change the check to if (entity.count("chests") == 0)
yeah that didn't exist when I first made it, but it should work
I probably should've told you XD
I noticed it the first time I looked at the code, so I assumed you did too
You know what they say, when you assumed it was as sum Ed.
The only code in the AI I altered is line 2 of Adventure v3.3:Init changing it to Set Local MaxDifficultyInit to 0, because I had to hit J to much for what I wanted. So while I know for sure that I manually set it to 2, I dont think I've set it to higher.
Then again: the code says otherwise, and I hardly remember what I did 8 hours ago.
I just had an idea: what if you use Identify Room and then build the path optimized for dealing with mimics, since you know their locations? Could that be done?
It could be, but it would be a lot harder. Also (more importantly), identify room takes mana, and you'd have to recover that mana by re-farming it; I think that would more than offset any gains
Every time I run the script, The little bot guy flashes between rooms to farm keys, and then dies instantly
i imported the last posted version of the script... maybe it broke between updates?
nevermind... Figured out my issue
๐ค
when max diff is set to 0, dummy tries to farm for keys, yet flashes between rooms, set to 1, he dies
I can hop in general vc to show what I mean @dull lance
nvm
ok?
I can repro the distance 0 behavior. I'm not inclined to try and change that; if you ask for 0 distance, you can't go anywhere, so OK. When set to 1, I'm not dying, but just looping between the first 4 rooms forever. (Which also seems acceptable to me; without the compass, the AI can't tell where it's been.)
So run the full Leon script until I get the compass and switch from there?
If it says "leon."anything then it is old, and not what you should be using
Current version looks like this when it is running
The AI won't be able to tell what rooms have been cleared (and thus auto-increase the difficulty, to continue making bigger diamonds) until you get the map, which happens at distance 10. So I wouldn't recommend starting with a minDifficulty less than 10, unless you want to babysit it a lot.
Yeah, I think wrong turbo version can cause death glitches like you were seeing
Where is the current version?
Tysm @jovial gull
is there a way to have the adventure runner increase difficulty automatically after completing the last one?
The last diamond? It should already do that.
I set it to maxDifficulty 10 and have been letting it run since we spoke before, this is what it looks like now (it progressed to maxDifficulty 24)
still no clue why the AI leaves those gaps in the diamond?
Oh, I know why it does. But the nature of... math... means you have to have gaps, or double back over some rooms. Doubling back would make it a lot more complicated.
is it normal that the bombs are not automatically dropped?
no
if the AI doesn't clear rocks, something has gone wrong
the little guy is going pretty slow, am I doing something wrong?
How much time does this Ai need to get all the key items ?
infinite, because it'll kill itself first
the later distance key items require manual work
It takes a couple of hours to get to the point where it typically need manual intervention to get further (which is ~D93)
And how much time does it need to complete the whole map?
I have afkd for around 8/9 hours and most of the center has been filled out
It can't, past ~D120 requires manual play. If you managed to get the relics from the corners, then it could probably afk everything but I have no idea how long it would take
without the relics, it'd probably be a lifetime of it just circling the same diamond XD
Hey i imported the script at the start of this thread but it doesnt do anyhting, anyone know where a working script is? or if maybe im doing something wrong
Do you have Turbo Exec?
there it is thanks
the diamond shape does not exceed 94 and have this weird gap that does not full it self what is going on?
You need more damage or armor.
As for the inside, it just doesn't because it wants to go to the max difficulty.
the gaps on the corners are typical. The little blob gap is slightly unusual, but probably an artifact of "it looks like it went to the outside edge two different times" (probably you changed the max distance or were playing with teleport)
Can this script be sped up and/or can I leave the arcade while it runs
@muted ore has earned the Ember role!
what do you want to speed up?
no, ai only works with the same things you can
I feel that the time it takes to find a path is kinda slow
Can I give it more actions per tick to speed it up?
set budget to -1 if it isnt already
for all the scripts or only some of them
i think all
anyone else getting stuck at ~92?
You need more armor.
7 cheat armor (37 total) can bring you to 94.
8 cheat armor - to 97.
9 cheat armor - to 100 125.
That's not enough.
oh right, health + armor tho
but as long as i can 2-hit an enemy, they would not be able to damage me right?
They will damage you if you're clearing with AI.
ah i gotcha
man
the script keeps raising the max difficulty automatically
does it not know that i've cleared all these rooms?
i wish it's second priority after minmaxing difficulty would just be room sweeping
No, it does not.
left it on all night to find that it's been re-runnning old rooms
that sucks :\
usefulness down like, 80% lowkey
does TPT2 not have a condition to access that info?
like adventure.room_cleared or something?
hmm
im trying to think of how to redesign the script to focus on rooms
mathematically, the number of rooms on each difficulty is preset
pretty sure it only checks the current room
Apparently, there is one.
so if you start on difficulty 1, there's 1 room. 2, there's 4 rooms. 3, there's 8 rooms, etc
if im reading it correctly
You start on 0, and difficulty values are 1 less, but yes.
ah gotcha
so then theoretically you know exactly how much you need to travel at each layer
without even needing to read room completion status
at 128 you lose 2 and past that you lose more until it gets back to the start
lose more what
rooms
oh right, coz it hits the edge
but still
while it would require a lot of hardcoding i imagine, you could set it to loop around the entire thing once instead of having the max difficulty system
which would guarantee you get legit all the loot
the script is made to reach the highest difficulty it's able to survive without taking damage
It does so by moving in a diamond pattern, it is not made for full map completion
would probably be more efficient to do its current behavior and then switch to completion mode
yeah i get that, but it would be nice if once it's plateau'd it goes for completion instead
once it plateaus and all upgrades are bought, it can teleport you to 0,0 and begin trying to minmax maybe
i'll have to see if i can write an addon for that sometime
127,127, 0,0 is the 254 corner
It doesn't really know when it plateau'd, it just keeps trying to increase the max difficulty until you shut it off or it gets killed by a mimic
yea, they don't spawn bellow d100
gotcha
i mean it could easily be extended to know when you plateau
catch: you have plateaued```
trust me bud, I tried XD
It's just complicated
damn ๐ญ
that sucks, it sounds tedious but simple
but most programming issues do
"oh this should be an easy implement"
10 hours later
it most definitely is tedious... idk about that simple part tho
then i think i'll make a simple modification that will require me to check in every once in a while
but i'm just gonna disable the line of code that increments max difficulty
so i just manually control it
that way it's basically just a "loop a diamond shape" script
and i can just increment when i see it's done with the current layer
should be like line 12 I think?
bet
the AI cannot move to a distance it cannot survive
Your best bet would be to decrement it instead
well i know
i mean below 93 lol
but yeah less "increment" and more "move it to a empty or mostly empty ring"
i'm currently at d84 because this layer is mostly unharvested and all i need below d100 is skillpoint grinding which can be gotten anywhere
the last 100 skillpoints can only spawn after d100 iirc
200, but yes.
last 200 skillpoints after d100, right?
rip
honstly
lowkey kinda dumb that you have to cheat in armor to win
i get that's kind of the joke with arcade games
but still
kinda annoying
Well, you could just play manually.
Nah, just utilize bombs.
imagine getting to one of the corners
the only arcade game that's even remotely fun is perfect space lol
adventure is a neat concept but it starts way too slow and is way too uninvolved
the other two are just extraordinarily grindy gambling
would love to see them replaced by more firesword adaptations on classic cabinets
you could make the false case decrement maxDifficulty, but that requires some debugging
Enough people seem to want a "full clear" mode that it seems like something worth adding someday... although it would surely be a pain
Not line 3. (And I believe you have to decrement all gotos that go past line 12.)
See?
I knew it was line 12
no need to delete, just change line 12 to be leon.adventure.maxdifficulty + 0 instead of + 1
alright found my new adventure strat
i can barely scrape through 100 and 101
so i'm gonna utilize teleport to make expeditions in
tp back to early room, max out everything
then go in and clear a 100
tp out, rinse repeat
yup, that's generally how you do it manually. With more smarts the AI could probably do the same, but adding in teleports and stuff would be a lot of new logic.
yeah definitely
i finally got the d100 armor and sword drops tho
so i can clear a lot of adventure now
enough that i could get all the skill points at least
once i max cheat armor ill go for that module and the rest of the relics
then iโm just gonna try and full clear adventure because why tf not ๐
hey @jovial gull idk how hard this would be, but as a suggestion, after opening any chest and before attempting to open room chests, and the player can safely tank enemy damage at the current difficulty, can you set the ai to farm hearts to 99 before opening chests?
this will increase loot yield while hurt by a large margin by taking hearts out of the pool
worst case, you only lose whatever the mimic drops
I'm pretty sure that would slow down (useful) drops/second considerably. Maybe not, it's tough to evaluate, but you have to spend the extra time leaving the room and clearing enemies again, and you can't use boots of phasing until you've cleared all the chests.
Once again, this is the tension between the AI as a farming script (what it is designed for right now) and a "clear everything" script. For the latter, you are trying to... well, I'm actually not sure exactly what you're optimizing for. Make a pretty pattern? Certainly, if you clear every room you will exhaust the drop table no matter how you go about it.
a "clear everything" script would be to adventure what d0s.factory is to factory XD
once activated, it'll calculate and do everything so you don't have to
What I meant was, it's a different goal. The current script doesn't try to clear every room, it just clears rooms in the most efficient order it can (roughly).
That's what you want if your goal is to get all the drops, but not what you want if your goal is for the map to look nice
yea, comparing your script to a "clear everything" script is like comparing adventure to factory XD
they have things in common, but they're fundamentally different
line 12 doesn't increment by 1
it does whatever tf this is doing
it increments by 2, mb, I forgot XD
or do i just change the "then 2"
just change the 2 into a 0
that way, if statement is true, it gets incremented by 0, otherwise, it gets incremented by 0
it's the change that requires the least ammount of effort
yeah i got it
thanks!
script logic is so much harder to read ๐ญ
can't wait to get Python (or any language really) support
i know someone made a visual editor to turn written code into script blocks but that's an external tool
we do have language support bud... the external editor
I doubt the ingame is gonna get any language support
true
outside of someone modding in the external editor via mods
yeah i was gonna say mods most likely
integrated editing can only happen with modding, otherwise use the external editor
crazy thought
I might implement A* pathfinding to this AI XD
implementation hell is gonna be real
I don't even know how to A*
I vaguely know how to BFS XD
I just try to do a lot of things I have no clue how to
does this script get you all the modules for adventure ?
@clever hound has earned the Ember role!
only if you edit it a little bit
but the modules are in one of chests right?
so how do i find the module than ?
hint is ||just don't get good||
so this script is making me to good ?
yeah
i think what your putting down
Does this auto play?
I just have to buy some cheat armor then right?
The only requirement for it to work is keeping #adventure open, assuming you imported Turbo Execute v2.2 already.
You would need 9 to access the areas past D100.
Which costs ~3.1 million Tokens.
Unless you want to play manually, that is.
Ah
As in the channel or the minigame?
I feel like it's having problems, it pauses for awhile to run "find path" or "analyze loot" for a noticeable amount of time
The minigame.
That should be instantaneous...
I don't see Turbo Execute.
tturn on te2.2
its crossed out on that screenshot
Oops
The turbo start and turbo stop scripts are for backwards compatibility, and this script just calls the scripts in the TE2.2 folder directly.
first time trying out the bot, do i need to configure something? it's going in a square, idk if it's looking for something or if i'm meant to change a variable value
also, is it safe to stop it at resume later?
it might need more armor
do i just use all my coins
yes
cool ty, hit a wall at 5e4 coins, 35 armor
the leon.adventure.maxdifficulty is at 81 and the bot is going around 81, should i touch that or not supossed to. I think i started the bot with I not R
theother option is to manually go to 100 to get more armor
this is what i did
works well
It can go to 93, but I think you should let it farm past 80 for skillpoints, unless you already got 800 of them.
Did something break? i cant seem to get this to work. Im pressing R and nothing is happening
nevermind
hi, any idea why running this script makes my own scripts start multiplying? on their own they run fine, but when I press r in arcade to start this up my own scripts start having dozens of copies running at the same when I turn off the hide active scripts option. their only impulse is wake up
possibly something to do with turbo, turbo causes scripts to skip lines and sometimes ignore conditions
I'd need to see your script to know for sure
it assigns tasks to workers, to cycle through the mine, then restarts itself
3ZZNa4NAEIb/Slh6DMuapC30VHrvuYcaZFxHWdSN7AemhPz37q5UgrUQqNSay8A4s+/s+yg4J6K5Eo3R5Gn1fiLAjTjIkJDYMhZt24MqUWkKWotCUgk1xil3PQak8S1sFxsDuqS1kMPSJkQ2EocSPqZvYVby6oTIejXdBaIrLpBfDN+E6XmBEpXgtAVhBv3bH41dxLvnSV2MwfxTjGOml4dxNzfG+5vA+DA3xsfFY0znRGgWj0/O/QVe8/7+AUIf894JzZSoqmn/07+21MXeF+sF8YjcmlFPUeTtJJ3zhH/wCsneCaQ2K9C4DYa5xB3LRL/S+LKoG1tp7FacFkq0TTjm0bln5LuoKzbASyhC3adW48vXlByc2nl//gQ=
don't make it execute itself again, just put a goto 1 at the end
also those wait lines will be ignored because of turbo
yeah the execute is something I've been thinking about changing since noticing there was a goto, but didn't really have a reason to do it so far. as for the wait lines I don't think they are ignored completely, because the task assignments are still being spaced out
turbo execute is messing with the script then
changing the executes to goto seemed to solve it, so I guess for some reason it made them trigger more than once?
it was pretty much making the script lag behind and execute multiple times
I see, thanks for the help
So when Iโm running this, it plateaus at 92-93 difficulty and if I try to push it to 94 it just dies instantly, whatโs going on at 94 that is making the AI so bad/mad?
They get 1 more damage than your armor.
Oh damn okay, and you canโt like just buy more armor to offset it?
You can, you just need 8 cheat armor.
What is happening?
@plucky tartan has earned the Spark role!
Why the bot doesn't move
how did you manage to get 2 instances of Follow Path running
How do I add turbo
it's linked in the post that has the import code
Ok, I added it, now time to leave it afk while I'm sleeping
So how will the ai do if I try to force it into the corners?
Not good.
it's guaranteed dead eventually
(It'd die immediately at the corner, and it would drain the health way before getting there.)
I got it to 130 and it was doing fine so just curious when it falls off
when mimics are going to kill it
I don't understand how can you get armor, you can buy them but that quite expensive and i don't have any token, is there any other ways ? Like im stuck at 80 atm
You have to buy it at this point, as the next set of 10 armor only spawns at distance 100 or above, for which you need 39 total armor. To get Tokens, play #perfect-space with Town Perks on Token Rewards.
I hate perfect space ๐ญ
Well, you don't have to win, but winning doubles the Tokens you get.
its better to go endless ? or stop at the boss ?
You gain the Tokens at the same rate in Endless as in pre-Endless if you beat the boss, so up to you.
same for the cards i guess ?
Cards are dropped from the boss.
oh there no boss in endless ?
No, there isn't.
You just fight normal enemies until you die, but their health and damage scales with the survival time.
make sense
the phrasing on the top post is a bit weird, War131's Adventure doesn't support the latest adventure updates but this one does, or are they both outdated?
This one supports the updated #adventure.
this one supports it
thanks
Is there any reason for the default leon max diff to start at 81?, could it be possible to change the script to start at 2 and still autoincrement at the end of the lap? if I lower the difficulty manually using the "j" key it get stuck at that distance
do you have the items compass and map?
I just started a new game so I only have the compass
yea, you need the map too
I didnt know you need the map, the script takes you correctly to distance 81 on default without it
I am trying to read the code but it is a little bit hard ehehe
the script needs to check if the room you're in is cleared to increment leon.adventure.maxDifficulty.
This check is done with adventure.isCompleted(adventure.roomCoords())
adventure.isCompleted returns true if the room is completed and the player has the map and the compass
Default is distance 81 so you go through enough rooms that you've likely got both compass and map
I see, It makes sense, with that 81 base you have 140 screens aprox to get the map, fair enough. Ty so much for the explanation ๐
The other reason the default is 81 is because you get more rewards at farther distances, but there's also a limit of 93 I think where the AI gets stuck without cheat armor, so 81+ gives you a good amount of farming. And that's what the defaults are set for, optimized farming for drops.
but yea, I don't think there's any reason to still use adventure.isCompleted instead of chests <= 0
does the latter work without map or smth?
Well, it should be able to see the amount of chests in a room you're in without the map.
yes, the function doesn't need any items in order to work
if adventure.countEntities needed map/compass to work, kill enemies would've been broken and lead to instant death
Cod did you ever get that full map clear script? i tried combing through the thread and couldn't find it
sort of
it's really hard to automate it, so the best solution is to just do it manually
ah that's unfortunate
this is kinda the best way to do it
Start at difficulty 0 with this script and use u to increase the maximum difficulty
You'll sadly have to be the one that increments it, but this makes it so you don't lose progress anymore if you shut down the AI overlay
hi, when i try to import the 3.4 bundle (link in pinned message) i get just this
pretty sure something is missing, no?
Are you triple clicking the import code?
(Or just pressing the copy button on GitHub?)
(Wait... that doesn't look like the original script. Are you sure you're in the correct post? There's #1215715983541403678 as well.)
-# And it does look like a thing CodBoy would do...
yea, d0s's doesn't have the script movement
that's my version
Well, since we've discovered that you're not importing the AI from here...
2 scripts is normal.
I made a pr but I changed it so much that d0s didn't want it... I also wanted this post to be the only link to adventure AI
aight thanks! ill get the other part
what other part?
the entire package is 2 scripts big
nvm lol for some reason it bugged the 1st time i tried turning it on
its working now! cheers
happy adventuring
i mean, its not reaching for the chest when it uses a key
stands 1 square away
and leaves, then comes back for it before leaving the room
ah, so that update is 3.4.1
sorry for that bug, I fixed it on my end but got caught up in other AIs and forgot to push it
what are you saying sorry about xd i'm the one thats lazy ahah
but just wanted to leave you aware!
the limit of 15 tries is too small, I increased it to 50
Adventure AI v3.4
as the script didnt seem to be buying mana armor when you were out of it, i added that feature to the script, if anyone else wanted it too, then here it is:
the nightmare that is adding mana armor to the script XD
it keeps going back and forth
wdym?
The script doesn't buy mana armor because it's a pain. With the script active, you'll never get hit unless you're farming for bombs, in which case you never run the risk of dying because you won't farm for bombs if an elite could kill you
Having the script buy mana armor is useless because you'll need to buy it again after you re-fill on bombs, and then you won't get hit anymore bc the script doesn't enter rooms it can get hit in
The hard part is that, while the script has no use for mana armor, the player needs it in order to advance into regions the script can't, where having the script buy mana armor will be helpful
So you're fighting the problem of the script is wasting time on buying mana armor, but it's a valuable qol feature that players would like, but they don't like having their time wasted either
im using the script in d100< though
with mimics
so i prefer not dying overnight because of encountering 3 mimics in a row due to unlucky me
cant you do a thing with if maxdifficulty>100, then auto mana armor script?
you can, but the script isn't even made to handle mimics
it works fine though. as long as i have the mana armor so i dont accidently die
it will still die tho, at a late enough difficulty
any script will die in a late enough difficulty though
nah, it's actually pretty easy not to, given you use rng manip to have infinite bombs, but that's not here yet, and I don't think d0s will do it either
by do it, I mean implement it
but what do we need bombs for in late difficulties?
I don't think the AI uses them at all, but for manual play past D128.
what do i need them for at >d128 then?
To kill enemies?
the damage
i havent been in d128 since changes :') so idk whats up there i guess
it's the only way for you to damage enemies without getting damaged yourself
i havent really done adventure yet. i waited for someone to make a script first xd
ic
well, see you in 2035 where I finish C0D.Adventure and it can get you to the corners
2035 might be too soon tho
255x255
256x256*.
off by like 257 rooms?
Difference between x^2 and (x+1)^2 is 2x+1, so... 2*255+1 = 511.
close enough to 257 ig XD
thx
Yes, although incredibly tedious and one single mistake can kill your run, so make sure to make backups if you want to get there.
but if you get the armor relic at least, then couldnt you just make a run where you get all of the resource drops, and then have 100% drop chance of tokens? :x
would take a bit of time though
Also yes.
can you exit adventure and return later with script picking up where it left?
sure?
I cant seem to get this to work
I have imported it pressed r, k, u, j and basically every impulse button
any tips?
did you press f4?
are you in arcade?
I am in arcane but pressing f4 worked thank you
BRUH
is the pinned script the updated one?
yea
Yes.
buddy likes to yawn
Bro's too sleepy for this typa thing
Fun hack: because the script uses contains checks on impulses for performance reasons you can call it from your own script as long as your script's name includes "key.r" and it (mostly) just works. XD
yup, same thing with d0s.factory
covered here if you want
#1094056086585213008 message
i have set my max difficulty to 95, but it just keeps going between 93 and 92, is this because the script know it would die if it went further out? And if thats the case, will it automatically update the max afterwards if it progresses?
yes. It will not go to d95 if you don't have enough armor for the enemies to deal 0 damage.
hmm alright, i dont have any chance to get any armor from chests tho, so how will i progress?
manually get the lantern + 1 sword from d100, or buy cheat armor
alright thanks
how much armor do you have?
35 and 35 mana armor
yea. You're gonna have to get 3 cheat armor to reach d97 and 4 cheat armor for d100
would i be able to do it manually without getting the extra cheat armor?
and do you know at what distance i can get the last cards and the module?
yea. At worst you'll end a room with 3 * 12 = 36 damage taken.
module doesn't need distance.
Card, I think you can already see it in the loot table.
i cant for some reason
and the module is just random or do i need to explore a certain amount of rooms?
for the module, the hint is to be bad at adventure
so im guessing either spend enough tokens on cheats or die without collecting a chest?
You need to beat Boss 5 and be past distance 50.
oh... i see thanks
i wonder if it would be possible for an ai to push past current limits using the teleport spell to return to low level areas to restock its health and mana, use mana armor, then teleport back to go to the next room, thus allowing it to survive higher level areas.
That's already getting pretty complicated, I think.
fair enough, just wondering what type of scripting would be required to have it try that
oh the ai script editor actually has a teleport function and cast spells for mana armor.
guess the main issue would be setting up the logic for when it decides to teleport back and how it would figure out what room to teleport back to. but i know the ai for power stones stores data as the first workers name so possibly storing the room data as a name or some other easily editable group?
again all theoretically.
The main issue is divergence in goals. The primary goal of the AI is to farm, not to push for higher distance. You can kind of use it for both, but things (like mana armor) that hurt farm speed in favor of distance aren't implemented.
Im stuck at like 93, no matter what I do or even if I buy cheat armor it wont go past this. do I have to manually take it to 95 then let it run again or will that also not work? Is there a specific way to get it to actually go past 100 to get mimic drop? I am setting the difficulty to 100 but it wont pass 92/93 ish just hovers around there
It's entirely based on how much armor you have. If you go higher and don't play manually, you will probably get yourself killed because you will be taking damage from every enemy.
is this script set so that i can run it and itll get me all the cards, and the artifact and mod if i let it run long enough while afk?
ah ok, so ill have to manually get the mod but itll passively farm everything else?
yes, assuming you've beaten the bosses in the Statue of cubos to get the cards
sounds good. is there any kind of fast forward button to speed it up or just the boots item?
just the boots
my guys just been farming on 81 difficulty for a while now. do i need to manually up it or will it eventually up it itself once its farmed enough?
It will eventually move on from 81, but it will get stuck around 92
Well, if the max difficulty is set to 81 it will only increase once it has done a full loop
That is on purpose because it's set that way so you can farm a lot
i inputed the script and nothing is happening
what am i doing wrong?
Is the AI overlay on? Are you pressing R to start the script?
ok i got
i had to press r
thanks
@jovial gull Is there a way to manually adjust/set the max difficulty, so that the only way for it to increase is through manual input? As a lazy man's stopgap to brute force clearing every single room?
I'm not sure I understand what you want. You can already change the max difficulty.
Never mind, found the set max difficulty in the init script
Basically I changed it so it cannot automatically increase the max difficulty, so it can only be manually increased, so I can brute force clear all the rooms.
Just missed it earlier
Just set the initial max difficulty to 1, and the bit that increases it by two to increase by zero instead. Just to go back after getting armor and attack to hopefully get skillpoints
The reason it increases it by two is because if it has completed a full ring, all the rooms in that ring are cleared. It is to allow it to clear all the rooms.
Basically, it makes circles, stepping up by two each time. If you set max difficulty to a very small number, it should clear everything starting from the center. It won't be very efficient, because it will take you a very long time to get the boots of haste and the spellbook. Also, you won't be able to clear everything no matter what (unless you get to the corners, which is a severe undertaking and not one that can be automated)
Yeah, just realized that myself, I confused myself because when setting max difficulty low, it kept going back up just trying to get to the low difficulty I had set. I completely misunderstood how it worked.
Thanks regardless
I just need to start it on that sooner, but took way too long to
The only thing I would need for a fresh run to do this is to set the initial max difficulty to 1 or 0
Adventure AI v3.5
I'm not quite sure if i did anything wrong, but the ai stopped at around 38 difficulty and kept going in circles
can you send a screenshot of the adventure map? (the big one)
38 is the limit without Market and without cheat armor.
With 1 armor (no Market) that jumps to 81.
Oh, i see, thank you
Theย AI shouldย support reโcasting manaย armour whenย itย farmsย mana orย elites forย bombs atย safeโishย distances.
Also, pleaseย enable GitHubย issues onย theย repository.
Huh, I guess that's a consequence of forking it. Issues enabled.
The AI doesn't farm mana armor because that would strictly make it slower. Mana armor gets stripped off when farming elites for bombs, and it would then need to get replenished. Since the AI only ever fights in 0 damage situations (we'll ignore mimics for the moment), mana armor is useless to it.
The AI has secondary purposes for doing other stuff, but its main purpose is farming for skillpoints (and other drops) autonomously. I won't make it worse at its main job in order to accomplish the secondary tasks better.
(This tension also frequently comes up between what it is designed for vs people who want to fill in the whole map, or at least everything they can access.)
How long does it take to finish?
first time doing adventure
A few days, I think.
Is there a way to diel it, instead of staying here to watch it?
AI cannot interact with #adventure while not in the minigame, so not really.
what is the max difficulty reachable?
with the ai? how much prep do you want to do to reach higher difficulties?
Depends on your armor. Before 9 cheat armor, the AI will not go to 100+.
i am now like this:
then you'll need manual progress or more cheat armor to go further
Here you either play manually or grind Tokens via #perfect-space for 5 more armor upgrades.
whats the best items in market?
AI will buy them automatically, so you don't need to worry about that, but probably the three sword upgrades.
ok
when do i unlock last 3 and module
beat the respective bosses and ||suck at adventure||
man im never gonna die how many floors will i get to
@ebon magnet has earned the Ember role!
the ai started going in rooms its already cleared im at f3826 should i just start a new one
what is f3826?
oh floor
what's your distance not floor
93
yeah you'll have to push manually for more
well you can't get the last 200 skillpoints below distance 100
if that's what you're going for
dam
you have to push manually for the rest
il just wait with the 100 distance until i get the other 800 at like 200 now
Ohh, I found this place. Hello.
You can have the ai get to distance 100 and up but it requires significant investment into armor or to manually obtain the required amount, you need 39 iirc
Or manually move up one room at a time, using teleport, and then going back to safety to recharge. Just don't mess up :-)
Unless you buy significant quantities of cheat armor, it will eventually stall around distance 92. Getting past this will require manual farming for the Lantern first, and then more swords/armor past distance 100. It will handle mimics past d100, but in a minimal and not-entirely-safe way: It is not 100% rated for high-distance pushing yet.
What is the lantern, and where do I find it?
Lantern is a chest drop from distance 95+.
I thought there was an improved map feature that could be used once dos.boots was unlocked. Was I mistaken, or how is it used?
its just the same as the ingame map but bigger
https://discord.com/channels/488444879836413975/1207327222361235466
Reason: Posted a link
Is there a way to modify this script so that it can be initiated from a different script instead of a key impulse? I would like to see if I can trigger it from a timer/timer actions script (EG: d0sboots own Timed Task looping).
My thoughts are that it is not a trivial change as I think a lot of these scripts are written to assume that a "key" impulse will be the trigger, and various scripts exit based on that. But I figured I would ask just in case there's something I am overlooking.
you might be able to replace the instances of key.r with whatever you want, but i cannot guarentee it will work
Probably it can be done. It will be much easier to do in the external editor.
yeah, you could probably just ctrl F with that
You'd be looking for all the places impulse() are used and you'd want to augment them
Because due to the multi-purpose nature of the scripts, it's not enough to just respond to being exec'd, you'd need some extra global variable signal probably
yeah, im just assuming that the only thing being done is activating the script through another script (for some reason), its possible that the functionalities are other in some sense, in which case it would be other instances of impulses being modified
Gotcha, so I'd set up a global variable in my timer script and reference it. Then change the places that check for impulse key.r or impulse key. to check for either the impulse or the global variable.
This would preserve the functional elements of the scripts that look for a manual "key.r" or "key." impulse but also bypass them when there is a specific global variable.
well impulse key. is all of the impulses
Ended up with a different solution. I created a local variable within Adventure v3.5:init to input the name of the script that would trigger it. Then wherever Adventure v3.5:init checks the impulse against key.r I also checked against the local variable.
It does limit the number of scripts that can execute Adventure v3.5:init to whatever the local variable is (its effectively a whitelist of 1), But it works without creating a global variable that would otherwise have to be created outside of the Adventure package and has no impact on the core functionality at all.
Ty for this script i couldnโt imagine farming all this manually
Neither could I.
Would there be any way to essentially copy the "kill enemies" script but instead of waiting to be attacked have it place bombs down at the appropriate distance? In my mind it would work by a conditional if/then statement when beyond a certain distance, or maybe turned on by a toggle since the area you'd be using it for is a little dicey. You'd obviously need to babysit the bot as it goes on, but I don't know enough about coding to know if the idea in my head is plausible really
its possible
but to do it in a large room with lots of enemies it would be quite hard to calculate which enemy to bomb and how to wait to where each enemy is in a good spot to bomb them
wouldn't be hard to do with just one enemy
That's fair, I suppose the crux of it too would be moving to accommodate an additional bomb placement if there's more enemies than 1 bomb could handle
Would you accomplish this by changing the vectors referenced in the script to search for enemies 3+ blocks away?
the problem is that enemies are coming from 3 or 2 directions, you have to choose at what point to move in the right directions to where you can bomb most enemies to the point where you won't die, and this is different for every room as they're all randomly generated
finding a good solution that works for every room type is the hard part
The really hard part is that when enemies meet at a junction, you don't know which one will go first. If we had perfect information, this would have already been solved by now.
(This means that the pattern of enemies you'll have to deal with in the future depends on factors you can't know yet now, in the present)
its enough to take care of enemies a few at a time usually
So the scripts by ManyMiltonSticks does, in fact, do this. It uses bombs, it uses identify room to locate mimics (and bombs to take them out), and it uses magic armor to survive longer.
It's also a lot more complicated, can take multiple seconds per move in the hardest cases, and fundamentally requires having all possible cases known ahead of time (the core data structure basically encodes enemy patterns and resultant actions, because there are not enough lines for all the if-then logic.).
Oh, and the package is (previous version) 47 scripts. The newest version he sent me in DM is too big for discord to copy (61 kb).
i really do need to look at that script, it surely can be taken down from 47 scripts
Yeah, you definitely don't need to write out tons of cases. The base logic is pretty straightforward to simulate; the hard part is the part I said above.
my way to deal with that as a human is to just not look that far ahead unless things go badly, an alternative way would be to solve the spawning logic and use that with rng searching to figure out which enemies spawn where
Yeah, that was actually my motivation for looking into rng stuff
Unfortunately even if you peek or manip the spawns, doing that requires knowing the room layout, which is potentially a bigger problem
time to look at the way adventure makes rooms based on seeds then, and figure out either how to manip the seed or how to find the seed from an ongoing run
Yeah that's another big project
i am curious about my own adventure seed
just get cod to find it
wait what?
If you say "have cod do something" you should tell me in the corner
I kinda meant it as a joke
you uttered the name of he who shall not be named
also you already said no in the past
Any chance you could send me the updated script?
I could, but you'd be better off asking @pearl ferry directly (it's his code, not mine)
Is the message at the top the most updated version?
most likely
nice
i left it afk for a few hours and for some reason its constantly going back through cleared rooms and killing all the enemies? is that supposed to happen?
i looked at the world map and i just realised what path its taking, its like making a huge diamond shape around the whole map. but its in a loop and wont stop taking this path
i guess i just needed to turn it off briefly and manually force it to go to a new room
now its actually making progress again
I'm guessing you bought more cheat armor, the rooms it goes to are based on max distance and what it can safely kill
Im looking at the code and i dont understand what im reading.....
like im too dumb
i wanted to make my own room solving ai but i dunno
it feels to complicated
how does it find a path to take?
uses BFS to find where a chest is then the directions is a queue of UDRL (up, down, right, left) then the ai does those moves in the order of the queue to get to the chest
i... think i get it
maby?
it checks spaces next to the character, if no chest it checks spaces 2 away, then 3, 4 and so on
spaces if its not a wall
yeah?
bfs is a bit hard to explain but its something you can look up for a lot of resources
yea, but i realised it automatically raises the max difficulty before going in a full circle in each difficulty. im trying to find a way to make it explore all the rooms without skipping any
observe it doing a loop, when does it increase the leon.maxDifficulty?
um maybe ill test it later and see
if the max difficulty isn't visible in the overlay, you can use i to initialize it
u and j can be used to manually change the max difficulty
EDIT: didn't send the 1st time, before yoshi replied
theoretically it only increases when it reaches a cleared room, but if you have a straight line chain, it can just loop the difficulty increase back until the highest point it can go
no it was visible
it mightve been because of the default difficulty 81 then, and it beelining there in a straight line when i first initiated it
im thinking i should just restart the run
you can use the manual keys to force it all the way down to 1
well setting it up so that it will actually automatically clear all of the diamonds is going to require manual effort
yea
you don't need the master armor or master sword to get all cards, skillpoints and the bag artifact/relic, as you just need to get to distance 100+ for the mimics, as well as the last 200 skillpoints
you might be able to make a script that detects when the number changes, and then force the number back down to the value needed, so if the value exceeds your current distance plus 2, then you set the value to your current distance plus 2, and set that to be your new current distance
but the ai doesnt go to those areas
ohh
note that the script wont clear the corners of the diamond well
the what..?
i think yoshi means the corners of the world map (click the arrow to see your own world map (note the world map only refeshes when opened)
i meant the vertical and horizontal, the ai doesnt clear those well as far as i know
mm okay
like the vertexes of the diamond?
@fast bluff has earned the Ember role!
yes
so, the problem with setting the max difficulty to 1 when i run the script, is that the character is moving and doing stuff while im doing that and it takes awhile to get it from 81 the default to 1. is it possible i can just edit it to start at 1 instead ?
wait nevermind? when i turned off the script, the max difficulty variable is still there and i can change it. so i guess ill just change it to 1 before running it again
why did the difficulty jump from 1 to 3 when it was done with 1?
it jumps in increments of 2, this makes it clear faster without it looping back to rooms its been in before about half the time, but does allow it to skip the vertecies of the diamond
riight. i was sort thinking that
what do u mean by skip the vertecies?
the script will not properly clear the vertecies due to the way it clears in diagonal lines
what can i do about that?
not much, you could manually clear them later i suppose
yea i guess so
ill be able to just teleport next to them later. as these gaps build up, it might take awhile tho
im now trying to figure out how it actually paths this that causes problems
im assuming the vertecies are on one higher difficulty, while the inside is on one lower difficulty
the actual difficulty its aiming for is on a perfect diagonal, but obviously it cant go in that direction
i mean the outer vertecies
the vertical and horizontal are at least easy to clear manually
mmhm
The script isn't really designed for clearing every room because it's a bad strategy (aside from the metric of "I want my map to look pretty," which admittedly may be the only thing you care about). You will spend a much longer time without key upgrades like phasing or the boots of speed and such. For getting skillpoints, the best strategy is to quickly reach a reasonable level (~81 or such), do incrementing loops until you run out of new rooms, and then restart.
i'm trying to get all the rewards which includes like 20k of each resource and 1000 skill points, and the last card 6 times (which i still dont know how to get yet)
maybe ill do that strategy later
the boss cards require you to beat the respective boss
ooh
i didnt know that
Boss 5 isn't available till mt15, anyway
ya