Pangaea

Pangaea

@toptwentynotes.bsky.social

hi, i made those ArcSys script modding tools, and the Xrd SAMMI/WebSockets integration. posting stuff i make here. @TopTwentyNotes on twitter Support my work: https://ko-fi.com/pangaea__

517 followers17 following180 posts

new version of Angel is out, there's now a rematch button for online matches, as well as the ability to skip the loading screen animation. the experience of playing long sets is much better than it used to be

i've received bug reports of the Angel overlay not appearing, or the game crashing upon startup with Angel installed. these issues were due to MSI Afterburner conflicting with the overlay, and Windows 11 Smart App Control. unfortunately it seems like i can't fix the issues directly

i'd just recommend that if you get either of these issues, you check and make sure they're not the problem, only a few people have reported these though, so hopefully it shouldn't be common

new version of Angel is out, i fixed lots of the bugs that were reported in the first version. accessing online play should be quicker and more reliable for everyone, especially people with long-distance connections. there's a few new features too! github.com/super-contin...

github.comRelease Version 2 · super-continent/AngelNew Features: Training mode hotkeys for Save/Load state An automatic check for updates upon startup, with a notification that links to the download page An optional display in the top right corner...

be sure to update to this one as soon as possible, the old version is incompatible with version 2 for netplay! hopefully we won't need to do any huge migrations like this for the next couple versions, but it's worth telling everyone you play with to switch over for now

finally releasing a project i've spent a lot of time working on. a mod for Arcana Heart 3 XTEND which adds several improvements, including rollback! special thanks to @armonte.meltyblood.org for doing much of the reversing work download and install guide here: github.com/super-contin...

github.comGitHub - super-continent/Angel: An improvement mod for Arcana Heart 3 LOVEMAX SIXSTARS!!!!!! XTENDAn improvement mod for Arcana Heart 3 LOVEMAX SIXSTARS!!!!!! XTEND - super-continent/Angel

Xrd model now uses RL, this isn't a finished training run, and no online RL has been applied yet as i'm still working on the mod setup for that, but i'm very happy with the progress! here's the model playing against itself, i think it's a massive step up from the last footage i posted

for those who dont know what "RL" means: its reinforcement learning. the models i was showing before were trained to mimic player behavior as accurately as possible, this one has a second phase of training which tells it to estimate which decisions were "good" and focus on those actions

as a comparison, this is what the model was doing a couple months ago bsky.app/profile/topt...

Pangaea@toptwentynotes.bsky.social

new model, this time it's trained to predict further ahead in the future, hoping that if i tweak this right it will learn to plan ahead better and maybe execute real combos, there's already some improvement to sols short strings but it doesn't seem to be enough yet

working on figuring out the meter gain values for each character, i've created a table of each characters values, most of them are fairly obvious, just meter added and scaled by tension pulse somehow, but i can't figure out what "Guard Balance Tension" is supposed to be. any ideas?

things i've tried so far: - getting hit/hitting an opponent with varying RISC values - blocking/making an opponent block with varying RISC values none of them have resulted in any change the the meter gained by either player, i'm quite confused, because it varies by character, i assume they use it

switched to training on whole rounds instead of small context windows, i'm pretty shocked by how big the improvement is compared to what i had before. this also enables performance optimizations which make it way easier to run larger models in realtime. here's a Johnny vs Faust round as an example

i think the only thing i'm lacking now is RL to give the model the goal of winning, not just pure imitation of player habits. also more data, there is really no limit to the amount of replay data i would like to have, it's clearly still overfocusing on a few weird rounds (e.g. the backdash habit)

trying to figure out how to measure the average APM of each character in the Xrd dataset. here i'm searching for changes in the player state that coincide with a button press. honestly not sure what's going on with zato

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in this case i actually expected zato to be unusually low, as eddies attacks wouldn't be counted because theyre a separate entity changing state, not zato. there must be some other thing boosting him unusually high, that's what happens when you have few samples of some characters

trying to figure out how to measure the average APM of each character in the Xrd dataset. here i'm searching for changes in the player state that coincide with a button press. honestly not sure what's going on with zato

this isn't a perfect metric, it over-focuses on attacks, probably has some noise because a button press doesnt necessarily cause any given state change, and the average probably gets raised by stuff like mashing FD, i'm surprised at how clean it seems to be for characters with a lot of match samples

Pangaea reposted

if anyone has more Xrd replay data folders they're able to send over, i would appreciate it, going to try and continue work on the data science stuff i'm doing, but i want to get the most representative sample of Xrd play that i can

the input prediction model takes the state that characters are in as input. these are placed in a vector space, starting out in random positions, but are slowly positioned so that states that are "related" end up closer together. here's a visualization of the random placement vs the sorted result

if anyone has more Xrd replay data folders they're able to send over, i would appreciate it, going to try and continue work on the data science stuff i'm doing, but i want to get the most representative sample of Xrd play that i can

new BBScript version, this adds support for the latest Guilty Gear Strive update. it also stabilizes some changes kkots made, which fix formatting for scripts where ArcSys devs didn't close scopes correctly, as well as adding much more Xrd info github.com/super-contin...

github.comRelease v1.5.8: Support latest GGST version, stabilize other changes · super-continent/bbscriptThis update adds support for the latest version of GGST, as well as stabilizing changes from 1.5.7

new model, this time it's trained to predict further ahead in the future, hoping that if i tweak this right it will learn to plan ahead better and maybe execute real combos, there's already some improvement to sols short strings but it doesn't seem to be enough yet

early version of a new model, seems to be a bit better at short combo strings but still cant do much more than that, also still has some pretty silly decision making in neutral. its starting to feel less like a bot and more like a very weird human player which is cool though

after trying to debug the 5D spam assuming it was an issue with the model itself, i've realized it's because i forgot to change the Xrd controller binds back to the default after playing a bit, meaning the program automating the inputs was pressing the incorrect buttons the whole time

Pangaea@toptwentynotes.bsky.social

been working on player input prediction using the replay dataset. both players here are bots. still a rough result, but i've made a lot of progress since starting

been working on player input prediction using the replay dataset. both players here are bots. still a rough result, but i've made a lot of progress since starting

Pangaea reposted

Replying to @toptwentynotes.bsky.social

if you would like to help build this dataset, i would greatly appreciate anyone sending me more replay folders, especially the ones for any character with <100 appearances! just compress the "REPLAY" folder inside the "SAVE" folder in your Xrd install and send it over

been working on more ways to visualize the xrd replay dataset. here is a density plot illustrating the distance between the character and the opponent when the character uses a grounded normal attack

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if you would like to help build this dataset, i would greatly appreciate anyone sending me more replay folders, especially the ones for any character with <100 appearances! just compress the "REPLAY" folder inside the "SAVE" folder in your Xrd install and send it over

been working on more ways to visualize the xrd replay dataset. here is a density plot illustrating the distance between the character and the opponent when the character uses a grounded normal attack

this finds grounded normals that are not in a combo, happen midscreen (where midscreen means "both characters within the middle 80% of the screen), and not in the first ~100 frames of a match (removes roundstart bias). range is defined as "the distance between players on frame 1 of the attack"

trying to come up with more ways to plot the data i have, here's one match with x/y over time, creates a cool little structure, nothing too surprising here though, i think i should focus on resources and state-related stuff next

been spending time chipping away at a fighting game framework. currently have motion inputs and states worked out, they are very flexible and take after the concepts i've learned modding arcsys games. no test footage worth sharing yet, but i find the example code satisfying

i don't know if anyone would want to use the underlying code here exactly, but i am considering writing some sort of blog post explainer on the general theory behind it once i finish working out more of the engine and maybe adding netcode. i think it would probably have value to document that

i'm now up to 10 replay folders total, assuming all are full (Xrd has a 100 replay limit) and use best 2 of 3, that gets me around 2300 rounds of data! i'm always open to more, but this seems like a good start for some testing. thank you to all who submitted their folders!

Pangaea reposted

hi, here's what i've been working on as lead programmer/lead technical artist. the team and i are super proud of it, would appreciate you all checking it out

Son Studios@sonstudios-dev.com

Here's A Look at the first trailer for Saturday AM: Battle Manga! We at Son Studios and the talented folks, @saturdayam.bsky.social are proud to give you guys a sneak peek at our 2v2 Tag Fighter! #indiefgc #fgc #gamedev #fightinggame #SABM