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import assert from 'assert' | |
import { NeuralNetwork, Model, Academy } from "reimprovejs/dist/reimprove.js" | |
const TIMEOUT = 1; // mins | |
const MAP_SIZE = 10; | |
function randomPoint() | |
{ | |
let min = 0; | |
let max = MAP_SIZE; |
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Intrinsic Variables 0 to 100 | |
Integrity - This variable is close to the common use of the term. Actors with high Integrity always keep their word, never tell lies, and never reveal secrets. Actors with low Integrity break their promises, lie and reveal secrets. | |
Virtue - This is the degree to which an actor takes other actors' needs and desires into account when making decisions. Actors with high virtue make choices based on what's best for other actors, themselves included. Actors with low Virtue are selfish, self-centred and egotistical. They always place their own interests ahead of other considerations. | |
Power - This variable represents the ability to wreak physical, financial, or social injury upon others. Actors with lots of Power have the capacity to do harm, but not necessarily the motivation. | |
Intelligence - this variable represents the ability to make correct decisions. Actors with high Intelligence often make the most efficacious and pragmatic choices. Actors with low Intelligence often makes |
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The personality model for Siboot has only three traits: Goodness, Honesty, and Power. Goodness is the propensity to do nice things to people. Honesty is the propensity to tell the truth and honor one’s promises. Power is more difficult to understand. Think of it as ‘force of personality’ or ‘dominating nature’ or even ‘self-confidence’. | |
Associated with each of these traits are several related traits. For example, Accordance is an actor's propensity to accord a higher value of a trait to another actor. The accordance value for Honesty is what we call ‘gullibility’. An actor’s perception of another actor’s traits comprises their relationship with that actor. For example, an actor’s perceived value of honesty of another actor is really just the trust they hold for the other. | |
Finally, the Siboot personality model includes moods, which are temporary versions of an actor’s feelings. If something angers an actor, then their mood for power will be increased. In other words, anger is really just the mood-version of |
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{ | |
"card_set":{ | |
"version":1, | |
"set_info":{ | |
"set_id":0, | |
"pack_item_def":0, | |
"name":{ | |
"english":"Base Set", | |
"german":"Basisset", | |
"french":"Ensemble de base", |
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{ | |
"card_set":{ | |
"version":1, | |
"set_info":{ | |
"set_id":1, | |
"pack_item_def":1000, | |
"name":{ | |
"english":"Call to Arms", | |
"german":"Ruf zu den Waffen", | |
"french":"Appel aux armes", |
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on_2_step_action | |
on_ability_used | |
on_action_cancelled | |
on_camera_lane1 | |
on_camera_lane2 | |
on_camera_lane3 | |
on_camera_scroll | |
on_card_cast | |
on_card_drawn | |
on_card_played |
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dcg_activate_pass_coin | |
dcg_advertise_description | |
dcg_ai_always_pass | |
dcg_ai_always_timeout | |
dcg_ai_auto_deck_1 | |
dcg_ai_auto_deck_2 | |
dcg_ai_auto_play | |
dcg_ai_auto_play_shutdown_after | |
dcg_ai_force_beginner | |
dcg_ai_force_play_action |
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ai_0_deck_code | |
ai_1_deck_code | |
ai_card_draw_per_turn | |
ai_debug_shoot_positions | |
ai_delay | |
ai_gauntlet_difficulty | |
ai_gold_per_turn | |
ai_lookahead_limit | |
ai_mana_boost_per_turn | |
ai_match_id |
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// Decks | |
deck_player | |
additional_decks | |
allow_play_any_color | |
allow_random_decks | |
allow_user_decks | |
validator | |
// Clock | |
// hides the timer around the coin... probably will default this off for AI games, so don't worry about it |
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// contorllers | |
load_puzzle <name> | |
load_puzzle_subsection <name> <name> | |
load_section <name> | |
quit | |
// Ajust rule | |
rule <rulename> <value> | |
// Call Command |
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