Structure of Fighting Sense Technology
Study
Designed by: Gabor Szilagyi
- Use "Fighting Sense Technology" in "C" runtime environment, and using Allegro library -
Tested: M.U.G.E.N platform.
1.0 - The human factor. -
Nowadays more and more people rightly say, and accept that the human body can work wonders.
We also could prove this better than the way we live our daily life. We are thinking, care, love.
As individuals, we respond to the spiritual and other environmental impacts.
So we are divided into two parts, invisible to the eye values.
Behavior determining factors:
1. Neurology - based on data portability, upgradeable, less vulnerable.
2. spiritual, intellectual - initially carry some basic data, scalable, closely related to the first factor, and very vulnerable.
1.1 - The CMD (command) file, such as "invisible part of the body." The character features. -
(The following are controlled by artificial intelligence character is mentioned.)
A.I. Control (Var) 50 Control (Var) 30
These two factors greatly affects the physical functioning of the body, whose strength is affecting the following:
(A) Reaction time, problem-solving skills.
(B) fear, doubt, self-confidence.
If we are certainly aware of the fact that "there is order in our heads," then our bodies perfectly and back. In this case, combat and self-defense purposes.
1.2 - Martial Arts knowledgeable characters. -
I worked on the principle of a structure, program leader horse shows in the batch file (CMD) that the human body is built (neural networks, neural nets) in the following order:
Head, trunk and extremities. The head controls everything, as the program begins to read the program from top to bottom lines. Indirect paths to ensure the involvement of the other leg as well.
Head: Activators Var. - Reaction time-bound - influenced by the "A" variable. (neurological)
Body: Stored skills, special abilities - Their use depends largely on the effectiveness of the variable "B" can be influenced by reality. (spiritual, intellectual)
Limbs: Using hand and foot, depending on attack, defense and the distance of the opponents of action.
I think the latter, and both factors can not be deterministic.
1.3 - Enhancement factors. -
- Reaction time, speed - Power Immersion: allegedly connected to the motherboard RAM depending on the size.
- Opponent knowledge - the same "body composition", in our case structure. -
Only the character special abilities predetermined variable.
Since only individual special abilities of the characters are different from each other,
I think, as two characters interact with each other,
(controlled by one man, the other by the A.I.)
a kind of "spark of instinctive action" can be discovered once the A.I. will do everything to destroy the enemy by all available means.
With this method achieved very strong artificial intelligence activity, regardless of the game difficulty level.