Open GideonMarsh opened 3 years ago
Having 12 different output nodes for the different weapons disrupts the program. Having most of the outputs not be related to controls reduces the effect of mutations. Need to figure out another method of selecting weapons.
I like having 1 node for weapon selection, and making different values of the node signify different weapons. The values may need to be adjusted.
While running the first stage, the weapon change node gains a lot of mutations. It very quickly gets to the point where it is rapidly changing weapons. If it moved on to another level after gaining a weapon, it would be switching weapons every frame.
Is this going to be a problem with this method?
Here is a potential 2 part fix:
More steps may need to be taken to reduce the amount of rapid weapon switching, such as having a cooldown period between weapon switches.
Add the ability for Mega Man to utilize the different weapons
Add 12 new output nodes to each brain, 1 for each weapon (Mega Buster, 8 robot master weapons, 3 number weapons) The highest of the 12 is the weapon that is currently chosen
Handle ties with simple priority order (is there a more sophisticated way?)
3 ways to handle unobtained weapons: