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Introduction to the Replay File Analysis Tool

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Page 1: Introduction to the Replay File Analysis Tool

The Contents of Analysis Tool

Makoto Ishihara

Page 2: Introduction to the Replay File Analysis Tool

Agenda

About the replay file

About the Analysis Tool

Page 3: Introduction to the Replay File Analysis Tool

About the Replay File

Page 4: Introduction to the Replay File Analysis Tool

Contents of the Replay File (Overview)

Check index (-1)

P1’s max HP

P1’s character index Check index (-1)

P2’s max HP

P2’s character index

Frame information ・・・

Limit-HP mode

P1’s character index

P2’s character index

・・・

Time mode

・Max HP : max HP you set when

FightingICE is launched (e.g. 400)

・Character index:

‐ZEN: 0‐GARNET: 1

‐LUD: 2

‐KFM: 3

Frame information

Page 5: Introduction to the Replay File Analysis Tool

Contents of the Replay File (Frame Information)

Frame Info. Type Explanation

isLeft Boolean Whether the character is on the left side of the opponent character

Action Remaining

FrameByte # of remaining frames of the action which the character is executing

Action Id Byte The index of the action the character is executing

HP Int The amount of the HP

Energy Int The amount of the energy

Coordinate of x and y IntThe x and y coordinates of the character box’s top-left corner when

isLeft is true; otherwise, the character box’s top-right corner

Key byte Byte The key of the action the character is executing represented in byte

Page 6: Introduction to the Replay File Analysis Tool

An Overview of Action Id

The index of the action the character is executing

・・・

e.g.)

・NEUTRAL → 0

・AIR_A → 31

・STAND_D_DF_FC → 55

Range of Action Id : 0 ~ 55

Page 7: Introduction to the Replay File Analysis Tool

An Overview of Key byte (1/2)

The contents of Key class

Key

class

Variables Key (Keyboard, P1) Key (Keyboard, P2)

A Z T

B X Y

C C U

U ↑ I

R → L

D ↓ K

L ← J

Key is down↓

True

Page 8: Introduction to the Replay File Analysis Tool

An Overview of Key byte (2/2)

How to convert each key (boolean) to Key byte (byte)

𝐾𝑒𝑦 𝑏𝑦𝑡𝑒 = 𝑏𝑦𝑡𝑒

𝐶𝑜𝑛𝑣 𝐾𝑒𝑦. 𝐴 × 1

+𝐶𝑜𝑛𝑣 𝐾𝑒𝑦. 𝐵 × 2

+𝐶𝑜𝑛𝑣 𝐾𝑒𝑦. 𝐶 × 4

+𝐶𝑜𝑛𝑣 𝐾𝑒𝑦. 𝐷 × 8

+𝐶𝑜𝑛𝑣 𝐾𝑒𝑦. 𝐿 × 16

+𝐶𝑜𝑛𝑣 𝐾𝑒𝑦. 𝑅 × 32

+𝐶𝑜𝑛𝑣 𝐾𝑒𝑦. 𝑈 × 64

𝐶𝑜𝑛𝑣 𝑥 ∶𝑥 𝑖𝑠 𝑡𝑟𝑢𝑒 → 𝑟𝑒𝑡𝑢𝑟𝑛 0𝑥 𝑖𝑠 𝑓𝑎𝑙𝑠𝑒 → 𝑟𝑒𝑡𝑢𝑟𝑛 1

Range of Key byte: 0 ~ 127

Note that:

0 → All keys are true

127→ All keys are false

Page 9: Introduction to the Replay File Analysis Tool

Contents of the Replay File (Reprint)

Check index (-1)

P1’s max HP

P1’s character index Check index (-1)

P2’s max HP

P2’s character index

Frame information ・・・

Limit-HP mode

P1’s character index

P2’s character index

Frame information ・・・

Time mode

・Max HP : max HP you set when

FTG was launched (e.g. 400)

・Character index:

‐ZEN: 0‐GARNET: 1

‐LUD: 2

‐KFM: 3

Page 10: Introduction to the Replay File Analysis Tool

P1

Frame information

・・・

Front

Action Remaining Frame

Action Id

HP

Energy

x-coordinate

y-coordinate

Key byte

P2

Front

Action Remaining Frame

Action Id

HP

Energy

x-coordinate

y-coordinate

Key byte

Page 11: Introduction to the Replay File Analysis Tool

About the Analysis Tool

Page 12: Introduction to the Replay File Analysis Tool

An Overview of Analysis Tool

Flow of the processing

1. Reads a replay file from the “replay” directory

2. Extracts game information from the replay file and analyzes it

3. Outputs the result of 2. to a csv file in the “result” directory

4. Loop 1. to 3. as long as there are files that have not been read yet

Page 13: Introduction to the Replay File Analysis Tool

Extraction of the Game Information (1/2)

Header Information

Game information

Replay file

Extracted and stored in local

variables (arrays)

-Action Id is converted to

the corresponding action name

-Key byte is converted to the

corresponding keys (if a key is

pressed: true; otherwise: false)

Analysis

-Up to the

user

Page 14: Introduction to the Replay File Analysis Tool

Output

Limit HP mode

Time mode

Page 15: Introduction to the Replay File Analysis Tool

Summary

Current version of the Analysis Tool

-Only extracts all frames’ information and outputs it to the file

You can add functions, class, etc… to analyze them for your AI