Closed jbomhold3 closed 1 year ago
I think a better idea for this (for viewer experience) would be to simulate the movement completion for each task. So for example, if wires is opened, pick a random wire and drag it to its destination, then do the same for the other wires as well until the task is actually finished. Now this would be complex to implement, but would be very cool to see from the viewer's perspective.
Yeah, would be super cool, but are you gonna implement it? You would basically need separate Osu AI for each of the minigames for it to be efficient and not annoying.
I think a better idea for this (for viewer experience) would be to simulate the movement completion for each task. So for example, if wires is opened, pick a random wire and drag it to its destination, then do the same for the other wires as well until the task is actually finished. Now this would be complex to implement, but would be very cool to see from the viewer's perspective.
The general idea here is to make it so that when humans are playing against her. She doesn't have a super advantage doing takes that should take some more time to complete in 2 seconds. As well as make it so she's not always doing a task in the same amount of time.
Yeah, would be super cool, but are you gonna implement it? You would basically need separate Osu AI for each of the minigames for it to be efficient and not annoying.
My idea was to just simulate the movements in the mod itself without actually including any AI behaviour. However yes that would be a lot of tasks to do.
The general idea here is to make it so that when humans are playing against her. She doesn't have a super advantage doing takes that should take some more time to complete in 2 seconds. As well as make it so she's not always doing a task in the same amount of time.
Yeah I guess it should be fine for now, maybe I'll look into implementing this at a later point.
Plus gives them time to kill her while she's stuck in a task, and they won't know precisely how long it's going to take her. Maybe some derp moment logic that adds 10-20 seconds would be cool as well. To simulate not paying attention or getting distracted.
Plus gives them time to kill her while she's stuck in a task, and they won't know precisely how long it's going to take her. Maybe some derp moment logic that adds 10-20 seconds would be cool as well. To simulate not paying attention or getting distracted.
What are you saying? Neuro-Sama never derps! 😄
Plus gives them time to kill her while she's stuck in a task, and they won't know precisely how long it's going to take her. Maybe some derp moment logic that adds 10-20 seconds would be cool as well. To simulate not paying attention or getting distracted.
What are you saying? Neuro-Sama never derps! 😄
Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI
Plus gives them time to kill her while she's stuck in a task, and they won't know precisely how long it's going to take her. Maybe some derp moment logic that adds 10-20 seconds would be cool as well. To simulate not paying attention or getting distracted.
What are you saying? Neuro-Sama never derps! 😄
Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI,Fun AI
That would actually be cool if the derp moment in game was synchronized with a derp moment in the Language model, but that feels basically impossible to achieve unless you're willing to cheat and have a list of Neuro-Sama's derps she made in the past and force her to say one of them, similar to how reacts to donations/bits. But it wouldn't be organic and you would never get a new derp.
Plus gives them time to kill her while she's stuck in a task, and they won't know precisely how long it's going to take her. Maybe some derp moment logic that adds 10-20 seconds would be cool as well. To simulate not paying attention or getting distracted.
A basic version of this could be a configurable 'chance to fail'. After the timeout, you do a check to see if she randomly failed this time around, and if so, restart the task. Since it's random, it would be entirely possible for her to fail multiple times in a row.
Also opens up possibility for future logic where we track the number of consecutive failures and maybe quit this task and move on to another before coming back to it. (Could even be fed into the gameplay AI and let it decide if it should quit a task it keeps failing.)
LGMT, nice.
This pull request incorporates the task list from https://among-us.fandom.com/wiki/Tasks and enhances the realism of task completion by introducing randomized timeframes. Tasks labeled with both long and short durations have been adjusted to medium duration, lasting between 5 to 8 seconds. Longer tasks will take between 10 to 15 seconds, while shorter ones will take 2 to 4 seconds. While the result may not be flawless, it will provide a more lifelike representation of task completion.
Any tasktype not found will return 2 to 4 seconds.