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Adding AI To Mids, The MVP


magicjtv

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Understanding Generations And Iterations

Generations and Iterations are two numbers you're asked to set in the AI Wizard. This post let's you know what these numbers do.

 

The Easy Answer

Generations * Iterations = Number of Mutations the AI Wizard will perform on each power of your toon.

Snapshots are taken every 10 Generations, so increasing the number of Generations can increase the number of snapshots. Iterations have no effect on the number of snapshots.

 

A Bit More Detail

A Generation is when the AI Wizard makes a pass over every power in your toon. For each power it will mutate it n times, where n = Iterations.

Build.PNG

 

Recommended Practice

When you're evolving a toon for the first time, start with the minimum number of Generations and Iterations. This lets you quickly see the final results.

 

If these final results don't seem to have stabilized, meaning that in every snapshot there's significant differences in the bonus, try increasing the number of Generations and/or Iterations until the results stabilize.

Edited by magicjtv
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Saving And Loading AI Wizard Choices

A new feature in version 0.0.3 lets you save and load your AI Wizard choices, allowing these choices to be easily reused over multiple sessions. This feature allows you to load and save your selected bonus information and Generation and Iteration values.

 

Loading AI Wizard Choices

A new button appearing in the lower left of the first screen of the AI Wizard will let you load previously saved choices from a .aiw file.

AIWizard Load Saved Choices.PNG

 

Once you've loaded an .aiw file, the wizard will set the values of the controls on the remaining screens with the values stored in the .aiw file. You then use the AI Wizard like normal, including changing the settings if you wish.

 

Saving AI Wizard Choices

The third screen is where you'll find the button to save your settings to a .aiw file. This feature takes your currently selected bonuses and Generation and Iteration settings and saves them to disk.

AIWizard Save Choices.PNG

 

Recommended Practice

Use this feature when you have one set of settings you'd like to use on multiple toons, or when you think you'll be running the AI Wizard multiple times against the same toon.

Edited by magicjtv
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Teheh so i tried your AI out on some more esoteric AT builds like the Tri-form Warshade and the Crabbermind. Don't let this sound like i'm putting your work down and such, but the AI failed pretty spectacularly, which is to be expected methinks. 😄

Cool ideas though magic keep plugging at it should you feel the desire to continue.

brentrambo.gif.1c25c6b8e3b249c542e3a9ce90cbfaab.gif

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13 minutes ago, Fortuneteller said:

Teheh so i tried your AI out on some more esoteric AT builds like the Tri-form Warshade and the Crabbermind. Don't let this sound like i'm putting your work down and such, but the AI failed pretty spectacularly, which is to be expected methinks. 😄

Cool ideas though magic keep plugging at it should you feel the desire to continue.

brentrambo.gif.1c25c6b8e3b249c542e3a9ce90cbfaab.gif

If you let me know how it failed, I may be able to improve it.

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6 minutes ago, magicjtv said:

If you let me know how it failed, I may be able to improve it.

For the Crabbermind it didn't seem to want to prioritise minion IO's in minion powers.

For the Warshade build, the AI fails to realise the importance of perma Eclipse. Perhaps a toggle setting in the wizard to demand the AI ensure recharge times are equal to the cooldown of a certain power or powers, perma essentially.

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10 minutes ago, Fortuneteller said:

For the Crabbermind it didn't seem to want to prioritise minion IO's in minion powers.

For the Warshade build, the AI fails to realise the importance of perma Eclipse. Perhaps a toggle setting in the wizard to demand the AI ensure recharge times are equal to the cooldown of a certain power or powers, perma essentially.

Thanks for this Crabs and Lobsters just moved to the top of my TO DO list.

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2 minutes ago, magicjtv said:

Thanks for this Crabs and Lobsters just moved to the top of my TO DO list.

Well i think the AI knowing the importance of Pet IO's in pet slots is of more importance to MM's but yeah. The prioritisation of a perma power could benefit a lot of builds, something like being able to ensure that a generated build has perma dom. 🙂 It is a tricky thing you're trying to accomplish here i got mad respect for it.

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4 hours ago, Fortuneteller said:

Well i think the AI knowing the importance of Pet IO's in pet slots is of more importance to MM's but yeah. The prioritisation of a perma power could benefit a lot of builds, something like being able to ensure that a generated build has perma dom. 🙂 It is a tricky thing you're trying to accomplish here i got mad respect for it.

So I've had a chance to look into this a bit more.

 

Perma-Dom

I had a Plant/Fire Dom with 161% recharge (done by hand), which I believe is more than enough for perma-dom. I cleared all the IOs and ran it through the AI Wizard for recharge bonuses and it came back with 181% recharge. So the AI Wizard can do perma-dom.

 

Pet IOs

Here I think you're refering to things like Pet Defense and Pet Resistance. The AI for those types of enhancements, the ones wit the special bonuses, isn't done yet.

 

Kalidians

There's some pretty serious bugs with how I'm handling them (or, more correctly, not handling their special powers). I'm working on fixing this now. Once I get that done, I'll test perma-eclipse.

Edited by magicjtv
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I had a fun time testing this on a "tried and true" build -- localman's ill/rad perma-pa (Phantom Army with less than 60 secs recharge) with 213.75% recharge rate, PA at 58.67 sec recharge. 

 

Spoiler

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Illusion-Radiation Guide: Level 50 Mutation Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Blind -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(15), BslGaz-EndRdx/Rchg/Hold(29), HO:Nucle(31), Dmg-I(36)
Level 1: Radiant Aura -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(9), DctWnd-Heal/EndRdx/Rchg(17), DctWnd-Heal(27), DctWnd-Rchg(40)
Level 2: Spectral Wounds -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Acc/EndRdx/Rchg(5), Dcm-Acc/Dmg/Rchg(5), Dcm-Build%(29), HO:Nucle(36)
Level 4: Deceive -- CrcPrs-Conf/Rchg(A), CrcPrs-Acc/Conf/Rchg(15), CrcPrs-Acc/Rchg(27), CrcPrs-Conf/EndRdx(31), CrcPrs-Conf%(40)
Level 6: Accelerate Metabolism -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(7), EffAdp-EndMod/Acc/Rchg(7), EffAdp-Acc/Rchg(34), EffAdp-EndMod/Acc(34), EffAdp-EndMod/EndRdx(50)
Level 8: Superior Invisibility -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(9), RedFrt-EndRdx/Rchg(13), RedFrt-Def/EndRdx/Rchg(34), RedFrt-Def(37), RedFrt-EndRdx(43)
Level 10: Radiation Infection -- HO:Enzym(A), HO:Enzym(11), HO:Enzym(25)
Level 12: Hover -- LucoftheG-Rchg+(A)
Level 14: Fly -- EndRdx-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 18: Phantom Army -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(19), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-EndRdx/Dmg/Rchg(21), SlbAll-Dmg/Rchg(21), SlbAll-Build%(23)
Level 20: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 22: Lingering Radiation -- Acc-I(A)
Level 24: Flash -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(25), BslGaz-Rchg/Hold(31), BslGaz-Acc/EndRdx/Rchg/Hold(36), EssofCrr-Acc/Hold/Rchg(37)
Level 26: Spectral Terror -- UnsTrr-Acc/Rchg(A), UnsTrr-Acc/EndRdx(37), UnsTrr-Fear/Rng(40), UnsTrr-Acc/Fear/Rchg(50), UnsTrr-Stun%(50)
Level 28: Recall Friend -- BlsoftheZ-ResKB(A)
Level 30: Mutation -- RechRdx-I(A)
Level 32: Phantasm -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), HO:Nucle(46)
Level 35: Combat Jumping -- LucoftheG-Rchg+(A)
Level 38: EM Pulse -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(39), BslGaz-Rchg/Hold(39), BslGaz-Acc/EndRdx/Rchg/Hold(39)
Level 41: Fire Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(42), Dcm-Dmg/Rchg(42), Dcm-Acc/EndRdx/Rchg(42), Dcm-Acc/Dmg/Rchg(43), Dvs-Acc/Dmg/Rchg(43)
Level 44: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dam%(46)
Level 47: Fire Shield -- ResDam-I(A)
Level 49: Group Invisibility -- LucoftheG-Rchg+(A)
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment 
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- NmnCnv-Heal(A), NmnCnv-Regen/Rcvry+(46), Mrc-Rcvry+(48), Mrc-Heal(48)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(11), PrfShf-EndMod/Acc(13), PrfShf-End%(48)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
------------


| Copy & Paste this data into Mids' Hero Designer to view the build |
		|-------------------------------------------------------------------|
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		|-------------------------------------------------------------------|

 

 

Test #1 conditions: Max generations, max iterations. No enhancements slotted, 100pts to Recharge rate.

Result #1: 212% recharge (1% less than localman's), and lesser resistances.

 

Test #2 conditions: 125 generations, 17 iterations. Used slotted results for Test #1. 100 pts to recharge, 10 pts to smashing resistance.

Result #2: ~233% (?) recharge, and better resists.

 

With a little tweaking, I was able to get Perma-PA to about 56 seconds, or 2 seconds less than orignal. The biggest tweaks I had to make was to add more Luck of the Gambler 7.5% enhs. Somehow, powers with 1-slot available were being filled with generic IO's instead of LotG. I also suspect setting another constraint "minimum" forced a better solution (it was likely falling into a local optimal recharge rate that setting an additional constraint kicked it out of). 

 

I haven't tested the build on test, but darn that was fun. Really cool work here. Ofc it's not an "I win" button, but it does help a lot to help me re-think some cemented notions such as health slotting, stam, etc.  Soon I will test the build for playstyle!

 

Spoiler

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Blind -- FrtHyp-Sleep(A), FrtHyp-Sleep/Rchg(7), FrtHyp-Acc/Sleep/Rchg(9), FrtHyp-Acc/Rchg(9), FrtHyp-Sleep/EndRdx(11), UnbCns-Dam%(43)
Level 1: Radiant Aura -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(13), Prv-Heal/Rchg/EndRdx(15), Prv-Absorb%(15)
Level 2: Spectral Wounds -- Dcm-Acc/Dmg(A), Dcm-Build%(7), Dcm-Dmg/EndRdx(17), Dcm-Dmg/Rchg(17), Dcm-Acc/EndRdx/Rchg(19)
Level 4: Deceive -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(21), CrcPrs-Acc/Conf/Rchg(21), CrcPrs-Acc/Rchg(23), CrcPrs-Conf/EndRdx(23)
Level 6: Accelerate Metabolism -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(25), EffAdp-EndMod/Acc/Rchg(25), EffAdp-Acc/Rchg(27), EffAdp-EndMod/Acc(27), EffAdp-EndMod/EndRdx(29)
Level 8: Superior Invisibility -- Rct-Def(A), Rct-Def/EndRdx(29), Rct-EndRdx/Rchg(31), Rct-Def/Rchg(31), Rct-Def/EndRdx/Rchg(31), Rct-ResDam%(33)
Level 10: Radiation Infection -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(33), DarWtcDsp-ToHitdeb/Rchg/EndRdx(33), DarWtcDsp-Rchg/EndRdx(34)
Level 12: Hover -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(34), RedFrt-EndRdx/Rchg(34), RedFrt-Def/EndRdx/Rchg(36), RedFrt-Def(36), LucoftheG-Def(36)
Level 14: Super Speed -- Run-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 18: Phantom Army -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(37), ExpRnf-Dmg/EndRdx(37), ExpRnf-Acc/Dmg/Rchg(37), SlbAll-Dmg/Rchg(43), SlbAll-Acc/Rchg(46)
Level 20: Enervating Field -- EndRdx-I(A), EndRdx-I(46)
Level 22: Lingering Radiation -- RechRdx-I(A), RechRdx-I(42)
Level 24: Flash -- UnbCns-Hold(A), UnbCns-Hold/Rchg(39), UnbCns-Acc/Hold/Rchg(39), UnbCns-Acc/Rchg(39), UnbCns-EndRdx/Hold(40)
Level 26: Spectral Terror -- GlmoftheA-Acc/Rchg(A), GlmoftheA-EndRdx/Fear(40), GlmoftheA-Acc/EndRdx(40), GlmoftheA-Fear/Rng(42), GlmoftheA-Acc/Fear/Rchg(42)
Level 28: Maneuvers -- LucoftheG-Rchg+(A)
Level 30: Combat Jumping -- LucoftheG-Rchg+(A)
Level 32: Phantasm -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(45), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-EndRdx/Dmg/Rchg(45)
Level 35: Fire Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(46), Apc-Acc/Dmg/Rchg(48), Apc-Acc/Rchg(48), Apc-Dmg/EndRdx(48)
Level 38: EM Pulse -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(50), BslGaz-Rchg/Hold(50), BslGaz-EndRdx/Rchg/Hold(50)
Level 41: Fire Ball -- Ann-ResDeb%(A)
Level 44: Fire Shield -- ImpSki-Status(A)
Level 47: Group Invisibility -- LucoftheG-Rchg+(A)
Level 49: Tactics -- GssSynFr--Build%(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/EndRedux(A), Pnc-Heal/Rchg(3), Pnc-Heal/EndRedux/Rchg(3), Pnc-Heal(5), Pnc-Heal/+End(5)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43)
------------


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		|-------------------------------------------------------------------|

 

Edited by Olly
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Those are some pretty impressive results, Oily.

 

The LotG Global Recharge fall into the category of "procs", which the AI Wizard doesn't know about yet. I'll add them as soon as I can, but right now I'm focused on the bugs I found with how I'm handling warshades and peacebringers after talking with Fortuneteller.

Edited by magicjtv
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Understanding Snapshots

Snapshots save the state of the toon while it evolves. Snapshots are taken for the first and last generation of a run and every 10 generations in between. You can view a summary of a snapshot and save it out to disk in normal Mids format.

 

Viewing And Saving Snapshots

Use the View And Save Snapshots button on the fourth screen to access your snapshots. You can do this even while the toon is still evolving.

AIWizard View And Save Snapshots.PNG

 

Clicking the View And Save Snapshots button brings up a list of snapshots. Each snapshot is listed along with buttons that let you view a summary of the snapshot or save it to disk in Mids format.

AIWizard View And Save Snapshots 2.PNG

 

Clicking the View Summary button brings up a small window that summarizes the bonuses that snapshot has.

AIWizard View And Save Snapshots 3.PNG

 

Recommended Practice

Making a "good toon" is a somewhat subjective process. If you see a snapshot that you like more than the final result of the AI Wizard, this feature lets you save it off for further use.

 

Edited by magicjtv
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10 minutes ago, magicjtv said:

Understanding Snapshots

Snapshots save the state of the toon while it evolves. Snapshots are taken for the first and last generation of a run and every 10 generations in between. You can view a summary of a snapshot and save it out to disk in normal Mids format.

 

I'm just glad your annoyance at the code did not drive you completely away.  This is shaping up to be a fun tool. At some point in the future we will just add lil checkboxes and click simulate.

 

'So.. I'd like.. um... 45% defense, and perma hasten. And... hmm.. At least 30% to all res. ROBOT WOMAN, MAKE IT SO!'

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Current release

Mids AI MVP Installer version 0.0.4 - Added Support for Khelidians. Added Pet Defense and Pet Resistance bonus options. Added support for some special IOs. Added speech to Robot Woman.

 

Now supporting the following special IOs:

  • Aegis: Psionic/Status Resistance  As Psionic Resistance Bonus  As Mez Resist Bonus
  • Blistering Cold: Recharge/Chance for Hold  As Mez Enhance Bonus
  • Call to Arms: Defense Bonus Aura for Pets   As Pet Defense Bonus
  • Coercive Persuasion : Contagious Confusion  As Mez Enhance Bonus As Confuse Enhance Bonus
  • Command of the Mastermind: Recharge/Pet +AoE Defense Aura   As Pet Defense Bonus
  • Devastation: Chance of Hold  As Mez Enhance Bonus
  • Edict of the Master: Defense Bonus  As Pet Defense Bonus
  • Expedient Reinforcement: Resist Bonus Aura for Pets  As Pet Resistance Bonus
  • Gift of the Ancients: Run Speed +7.5%   As Run Bonus
  • Gladiator's Armor: TP Protection +3% Def (All)  As Any Damage Defense Bonus
  • Impervious Skin: Status Resistance  As Mez Resist Bonus
  • Impervium Armor: Psionic Resistance  As Psionic Resistance Bonus
  • Karma: Knockback Protection   As Knockback Protection Bonus
  • Kismet: Accuracy +6%  As Accuracy Bonus
  • Luck of the Gambler: Defense/Increased Global Recharge Speed  As Recharge Time Bonus
  • Mark of Supremacy: Endurance/Pet +Resist +Regen  As Pet Resistance Bonus
  • Miracle: +Recovery  As Recovery Bonus
  • Numina's Convalesence: +Regeneration/+Recovery  As Regen Bonus  As Recovery Bonus
  • Panacea: +Hit Points/Endurance  As Heal Bonus  As Regen Bonus  As Recovery Bonus
  • Performance Shifter: Chance for +End  As Recovery Bonus
  • Preventive Medicine: Chance for +Absorb  As Heal Bonus  As Hit Points Bonus
  • Reactive Defenses: Scaling Resist Damage  As Any Resist Damage Bonus
  • Regenerative Tissue: +Regeneration  As Regen Bonus
  • Sovereign Right: Resistance Bonus  As Pet Resistance Bonus
  • Shield Wall: +Res (Teleportation), +5% Res (All)  As Any Resist Damage Bonus
  • Steadfast Protection: Knockback Protection  As Knockback Protection Bonus
  • Steadfast Protection: Resistance/+Def 3%  As Any Deense Bonus
  • Superior Blistering Cold: Recharge/Chance for Hold   As Mez Enhance Bonus
  • Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura  As Pet Defense Bonus
  • Superior Mark of Supremacy: Endurance/Pet +Resist +Regen  As Pet Resistance Bonus
  • Unbreakable Guard: +Max HP  As Hit Point Bonus
Edited by magicjtv
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Doing a bit of testing with my main, Ill/Rad Controller.   Recharge 77, Accuracy 20.  25 Generations, 250 Iterations.

 

1. Iterations show 10 until the slider is touched.

2. Crashes if you cancel.  (Known bug)

3. Iterations do some odd counting.  Guessing this is from adding the specials.

4. AI seems to favor Resistances over all else, regardless of what is picked as primary bonus.  See attached Mids files.  AI Build (Starting point) , AI Build 1 (10th Gen), AI Build Final (Final Gen) 

5. AI doesn't know about slotting Brawl as a mule.  Not sure about Health and Stamina.

6. If you don't have all slots/powers, the warning dialog comes up once, but no subsequent warning from the Robot Woman dialog after the first.

 

#4 is not a bad thing, just not expected.

 

It's looking better!

 

 

 

Controller - Ill - Rad - 3 (AI Build).mxd Controller - Ill - Rad - 3 (AI Build 1).mxd Controller - Ill - Rad - 3 (AI Build Final).mxd

Edited by Ura Hero
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5 hours ago, Ura Hero said:

Doing a bit of testing with my main, Ill/Rad Controller.   Recharge 77, Accuracy 20.  25 Generations, 250 Iterations.

 

1. Iterations show 10 until the slider is touched.

2. Crashes if you cancel.  (Known bug)

3. Iterations do some odd counting.  Guessing this is from adding the specials.

4. AI seems to favor Resistances over all else, regardless of what is picked as primary bonus.  See attached Mids files.  AI Build (Starting point) , AI Build 1 (10th Gen), AI Build Final (Final Gen) 

5. AI doesn't know about slotting Brawl as a mule.  Not sure about Health and Stamina.

6. If you don't have all slots/powers, the warning dialog comes up once, but no subsequent warning from the Robot Woman dialog after the first.

 

#4 is not a bad thing, just not expected.

 

It's looking better!

 

 

 

Controller - Ill - Rad - 3 (AI Build).mxd 5.48 kB · 0 downloads Controller - Ill - Rad - 3 (AI Build 1).mxd 5.03 kB · 0 downloads Controller - Ill - Rad - 3 (AI Build Final).mxd 4.88 kB · 1 download

  1. 10 is the minimum number of iterations. What's it do when you touch the slider? I'm not seeing any unusual behavior.
  2. Yup. It'll get fixed, but I want to wrap up adding all the special IOs first.
  3. Threading.
  4. It has to do with weights. While the recent change I made improved how weights work, I'm still not happy with them. I have another change in mind that I hope to try soon.
  5. I'll add this.
  6. I'll fix this.

Thanks for the feedback. It really helps.

Edited by magicjtv
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On 5/20/2020 at 3:22 AM, magicjtv said:

Perma-Dom

I had a Plant/Fire Dom with 161% recharge (done by hand), which I believe is more than enough for perma-dom. I cleared all the IOs and ran it through the AI Wizard for recharge bonuses and it came back with 181% recharge. So the AI Wizard can do perma-dom.

 

Kalidians

I'll test perma-eclipse.

I think what was being Suggested when this was said:
 

Quote

The prioritisation of a perma power could benefit a lot of builds, something like being able to ensure that a generated build has perma dom🙂 It is a tricky thing you're trying to accomplish here i got mad respect for it.


(apologies I failed at mutli quote)

Is that instead of Setting recharge to 100% priority so the AI finds as much recharge as possible -- at the expense of other things --  you'd select a power to "perma", and it Focuses on recharge as 100% priority until it has effectively hit that point.

Using hasten as an example to "perma" (because I know the numbers), if you selected "Hasten" as the only power to perma ideally it'd gun for ~110% Global recharge (+2 Recharge IOs), then if no other high recharge powers were listed to be permad it'd completely stop trying to get recharge, and focus on the other priorities.


In your Dom example, if you selected dom+hasten it'd get to that 110 point then instead of pushing up to 181 recharge it'd focus on what ever other high priority stats you listed.


Honestly, I wish I had more experience in C#, this is a super neat project, but most of my Tensor experience is Java...

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Quote

Is that instead of Setting recharge to 100% priority so the AI finds as much recharge as possible -- at the expense of other things --  you'd select a power to "perma", and it Focuses on recharge as 100% priority until it has effectively hit that point.

I see. My response is that sounds like a bit too much work for an MVP (which stands for minimal viable product).

 

On the plus side, the new weight algorithm will be vaguely similar to that. I should have it implemented Soon (TM).

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Current release

Mids AI MVP Installer version 0.0.5 - Added support for optionally slotting Brawl. Added support for some special IOs. Redesigned the weight system.

 

I'll talk about Brawl and the new weight system in separate posts.

 

Now supporting the following additional special IOs:

  • Blaster's Wrath Recharge/Chance for Fire Damage  As Damage Bonus
  • Superior Blaster's Wrath Recharge/Chance for Fire Damage   As Damage Bonus
  • Defiant Barrage: RechargeTime/+Status   As Mez Resist Bonus
  • Superior Defiant Barrage: RechargeTime/+Status As Mez Resist Bonus
  • Brute's Fury Recharge/Fury Bonus   As Damage Bonus
  • Superior Brute's Fury Recharge/Fury Bonus   As Damage Bonus
  • Unrelenting Fury: RechargeTime/+Regen/+End As Regen Bonus As Recovery Bonus
  • Superior Unrelenting Fury: RechargeTime/+Regen/+End  As Regen Bonus As Recovery Bonus
  • Overpowering Presence: RechargeTime/Energy Font   As Damage Bonus
  • Superior Overpowering Presence: RechargeTime/Energy Font   As Damage Bonus
  • Will of the Controller: Recharge/Chance for Psionic Damage   As Damage Bonus
  • Superior Will of the Controller: Recharge/Chance for Psionic Damage   As Damage Bonus
  • Malice of the Corruptor: Recharge/Chance for Negative Energy Damage   As Damage Bonus
  • Superior Malice of the Corruptor: Recharge/Chance for Negative Energy Damage   As Damage Bonus
  • Scourging Blast: RechargeTime/PBAoE +End  As Recovery Bonus
  • Superior Scourging Blast: RechargeTime/PBAoE +End  As Recovery Bonus
  • Defender's Bastion: Recharge/Chance for Minor PBAoE Heal  As Heal Bonus
  • Superior Defender's Bastion: Recharge/Chance for Minor PBAoE Heal  As Heal Bonus
  • Vigilant Assault: RechargeTime/PBAoE +Absorb  As Heal Bonus As Hit Points Bonus
  • Superior Vigilant Assault: RechargeTime/PBAoE +Absorb  As Heal Bonus As Hit Points Bonus
  • Ascendency of the Dominator: Recharge/Chance for +Damage   As Damage Bonus
  • Superior Ascendency of the Dominator: Recharge/Chance for +Damage   As Damage Bonus
  • Dominating Grasp: RechargeTime/Fiery Orb   As Damage Bonus
  • Superior Dominating Grasp: RechargeTime/Fiery Orb   As Damage Bonus
  • Essence Transfer: RechargeTime/Global Heal  As Heal Bonus
  • Superior Essence Transfer: RechargeTime/Global Heal  As Heal Bonus
  • Kheldian's Grace: Recharge/Form Empowerment   As Damage Bonus As Hit Boints Bonus  As Any Damage Resistance Bonus
  • Superior Kheldian's Grace: Recharge/Form Empowerment   As Damage Bonus As Hit Boints Bonus  As Any Damage Resistance Bonus
  • Critical Strikes: RechargeTime/+50% Crit Proc   As Damage Bonus
  • Superior Critical Strikes: RechargeTime/+50% Crit Proc   As Damage Bonus
  • Scrapper's Strike: Recharge/Critical Hit Bonus   As Damage Bonus
  • Superior Scrapper's Strike: Recharge/Critical Hit Bonus   As Damage Bonus
  • Opportunity Strikes: RechargeTime/Chance for Opportunity   As Damage Bonus
  • Superior Opportunity Strikes: RechargeTime/Chance for Opportunity   As Damage Bonus
  • Sentinel's Ward: RechargeTime/Chance for +Absorb  As Heal Bonus As Hit Points Bonus
  • Superior Sentinel's Ward: RechargeTime/Chance for +Absorb  As Heal Bonus As Hit Points Bonus
  • Dominion of Arachnos: Recharge/Chance for -Dmg and Terrorize  As Mez Enhance Bonus
  • Superior Dominion of Arachnos: Recharge/Chance for -Dmg and Terrorize  As Mez Enhance Bonus
  • Spider's Bite: RechargeTime/Global Toxic   As Damage Bonus
  • Superior Spider's Bite: RechargeTime/Global Toxic   As Damage Bonus
  • Assassin's Mark: RechargeTime/Rchg Build Up   As Damage Bonus
  • Superior Assassin's Mark: RechargeTime/Rchg Build Up   As Damage Bonus
  • Stalker's Guile: Recharge/Chance to Hide   As Damage Bonus
  • Superior Stalker's Guile: Recharge/Chance to Hide   As Damage Bonus
  • Gauntleted Fist: RechargeTime/+Absorb  As Heal Bonus As Hit Points Bonus
  • Superior Gauntleted Fist: RechargeTime/+Absorb  As Heal Bonus As Hit Points Bonus
  • Might of the Tanker: Recharge/Chance for +Res(All)  As Any Damage Resistance Bonus
  • Superior Might of the Tanker: Recharge/Chance for +Res(All)  As Any Damage Resistance Bonus
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I hope you don't mind a post to just cheer you on. Not gonna lie I don't understand about half of what ya'll saying in here but this is so intriguing to me,I can't wait to see how it turns out. 

 

Edited by SuperPlyx
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This is such a great idea, many times have I been using mids thinking wish i could just push a button and have an optimised build pop out.

Ultimately this could progress into being able to select specific requirements from a build, such as perma-dom (as has been talked about), selecting what powers will and will not be used in a build, what specific attack rotations will be used, the possibilities are almost endless.

As someone who does not have the encyclopaedic knowledge of enhancements and how all the bonuses, proc's synergise together this tool will be extremely useful to me and those like me to come up with a decent build that will enable us to play a character without being apprehensive about even starting that character because the learning curve is too daunting to be able to match those with tweaked builds out there.

I guarantee there is a lot more interest in this project than there seems to be, please continue with the excellent work!

Thankyou for your efforts for this community.

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Understanding Brawl

You can now tell Robot Woman to include Brawl in the powers she slots.

 

Slotting Brawl

To turn on slotting Brawl, just click the Slot Brawl checkbox on the 3rd screen. If you save your choices to an .aiw file, your Brawl choice will be saved along with the other choices.

AIWizard Brawl.PNG

 

Recommended Practice

Brawl is the last power in the build to get slotted. This means that sometimes brawl won't be slotted because the other powers got the bonuses. The easiest way to get Brawl slotted is to select multiple bonuses.

 

Edited by magicjtv
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20 hours ago, magicjtv said:
  1. 10 is the minimum number of iterations. What's it do when you touch the slider? I'm not seeing any unusual behavior.
  2. Yup. It'll get fixed, but I want to wrap up adding all the special IOs first.
  3. Threading.
  4. It has to do with weights. While the recent change I made improved how weights work, I'm still not happy with them. I have another change in mind that I hope to try soon.
  5. I'll add this.
  6. I'll fix this.

Thanks for the feedback. It really helps.

 

#1 Seems to be working correctly in 0.0.5.  *shrug*

 

#3 I hadn't considered that would affect the view, but it makes sense now that you mention it.

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