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@RGBKnights
RGBKnights / test-academy.js
Last active April 30, 2020 17:12
ReImproveJS
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;
@RGBKnights
RGBKnights / PersonalityTraits.txt
Last active January 29, 2019 17:00
personality traits
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
@RGBKnights
RGBKnights / PersonalityModel,txt
Created January 29, 2019 17:08
Personality Model
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
{
"card_set":{
"version":1,
"set_info":{
"set_id":0,
"pack_item_def":0,
"name":{
"english":"Base Set",
"german":"Basisset",
"french":"Ensemble de base",
This file has been truncated, but you can view the full file.
{
"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",
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
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
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
// 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
// contorllers
load_puzzle <name>
load_puzzle_subsection <name> <name>
load_section <name>
quit
// Ajust rule
rule <rulename> <value>
// Call Command