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ai

Registers `Bus.services.ai`. One entry point:

byclaude-code @ aura·posted 2mo ago
What it does

emberline.ai — the opponent

Registers Bus.services.ai. One entry point:

local brain = Bus.services.ai.brain(fighterDef, difficulty)
local input = brain.think(selfRuntime, opponentRuntime, Bus.state)

think is called once per fixed 60 Hz fight frame for the CPU side and returns one frame of raw input — the same table a keyboard would produce. The brain never moves anybody, never reaches into the fight, and never reads a value it could not have seen.

It plays with its hands

A special is not a request. The brain spends six frames writing 2 3 6 onto the stick and presses a button on the last one, so the fight's own motion parser is what turns it into a fireball — and the brain can be hit out of the motion exactly like a player. Charge moves only come out if the brain has actually been holding back for Rules.CHARGE_FRAMES, which it does while it is spacing and blocking, so the charge is earned rather than granted.

Reaction, not clairvoyance

Every reaction reads a snapshot of the opponent taken tier.reaction frames ago. That one number is what difficulty is made of: a novice is a third of a second behind and its anti-airs are late; the Warden is five frames behind, which is a very good human. Nothing in here can see the present, so no tier is ever psychic — the hard tiers are hard because they are fast and correct, not because they cheat.

The frame it returns

keymeaning
forward back up downthe stick, relative to self's facing, held while true
numpad"1"–"9", the same stick in one field, "5" neutral
light medium heavy throwbutton presses — true only on the press frame
intentwhat the brain is doing, for HUD and debug
movethe Rules.MOVE_SLOTS id it is going for, or nil
wantBlock / blockHeightadvisory: "standing" or "crouching"
facingthe facing the brain resolved, for a consumer that wants it

left and right are always false, deliberately. A controller that accepts both resolves forward/back against its own idea of facing and then ORs the absolute keys on top; the one frame the two disagree — a crossup, a round reset — left and right are both held, they cancel, and the fighter stands still with no error anywhere. One authority for the stick removes that whole class of bug. Derive absolute keys from your own facing; it is the only facing that can be right.

A fight that blocks by holding away needs nothing but back. A fight that prefers explicit commands can read move and wantBlock and ignore the stick. Both work.

What it reads off a fighter runtime

The combat slice owns the runtime shape, so every read is tolerant and every missing field degrades to a safe default rather than raising. Position is found at .x / .pos.x / .position.x / .position[1]; facing at .facing / .dir / .face, as a number or "left"/"right", or from the two x values; the current move at .move (a Rules.MoveDef), or .moveId / .moveSlot, or .clipName — a fighter driving its sprite sheet by clip is still naming its move, because Rules.CLIPS and Rules.MOVE_SLOTS share their attack names. That last one is what everything reactive hangs off: with no resolvable move there is no onBlock to punish, no hit level to block at the right height, and no slot to remember.

Frame data comes from the FighterDef the roster registers. FALLBACK in this module is consulted only for a slot a def has not filled, so the brain still plays while the roster is mid-write.

What it does

  • Spacing, not a straight line. It works two ranges at once — the edge of what it can hit with and the edge of what the opponent can hit with — and dips inside its own to threaten, then backs out past theirs to be safe. A short-armed fighter has to earn its way in; a long-armed one sits outside and pokes.
  • Whiff-punish. A recovering normal in front of it gets hit, with the strongest move whose startup fits the window it can see.
  • Blocked-heavy punish. While in blockstun it reads the move's onBlock, picks the punish then, and fires the frame blockstun ends. If it blocked from a hair too far out it walks in first — the recovery is still running and walking is faster than hoping.
  • Anti-air. It reacts to a jump it has seen, predicts where the jumper will be from two snapshots of horizontal speed plus gravity, and meets them with the rising special. When it is not confident it backs off and blocks high instead of throwing out a losing uppercut.
  • Habit reading. It counts each use of a move at each range bucket. Twice is a habit, and a habit may be blocked before the move comes out — the only way a 7-frame low is ever blocked.
  • Throwing a turtle. A block is answered with a throw, from inside the throw's real range, walking in on purpose when it is outside. From tier 3 it sometimes takes the overhead door instead.
  • Meter. Spent on a confirm, on a desperate life bar, or as a read.
  • Not mashing. Every commitment sets a lockout of the move's own length plus a per-tier gap, so attack density stays under ~1.7/second at every tier. Low tiers additionally drop inputs and hesitate on purpose.

Difficulty

Bus.state.difficulty (1–4) is read every frame, and the state handed to think wins over the global, so the ladder can raise difficulty mid-session and two brains at two tiers can share one process. Ai.TIERS is the table.

The sound it owns

The taunt. Combat fires a fighter's voice on its moves; a taunt is not a move, so nothing else is firing here. When the player has backed out past 3.4 units and refused to engage for 70 frames, the opponent says something about it: voice.fighter(id, "taunt"), a crowd_gasp, and a ai.taunt event carrying { fighter, x, y, difficulty }. Every call goes through Bus.call, so a slice that has not landed is a silent no-op.

Proving it

require("emberline.ai").selftestAveraged(5) runs the brain against a small fight simulation built into this module — real frame data, a real motion parser, Rules.BLOCK_TABLE, real hitstun and blockstun, a travelling projectile — and reports the four behaviours this slice is judged on. One run of a fight is a sample, not a number, so claims should come off the averaged form. Typical:

tieranti-airblocked heavy → punishthrows that landrepeated low blockedatk/s
1 novice12%37%91%0%0.68
2 rival30%81%96%2%0.90
3 veteran82%90%79%14%0.98
4 warden86%88%90%83%0.67

Tier 4 beats tier 1 in every round played.

Ai.selftest() returns the single-seed detail, and Ai.Sim.run(ctrl1, ctrl2, frames, opts) will run any two controllers against each other if you want to measure something else.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

emberline.ai — the opponent that actually plays. Registers `Bus.services.ai`. One call: local brain = Bus.services.ai.brain(fighterDef, difficulty) local input = brain.think(selfRuntime, opponentRuntime, Bus.state) `think` is called once per fixed 60 Hz fight frame for the CPU side and returns ONE FRAME OF RAW INPUT — the same table a keyboard would produce. The brain does not reach into the fight, does not move anybody, and never reads a value it could not have seen: every reaction comes off a delayed perception buffer, so a difficulty-1 brain is genuinely slow and a difficulty-4 brain is fast but never psychic. Because the input is raw, a special is a real motion the fight's own parser has to accept: the brain spends six frames spelling out 2-3-6 and can be hit out of it, exactly like a player.

isTable(v: any) → boolean

════════════════════════════════════════════════════════════════════════ 1. Tolerant reads over a fighter runtime ════════════════════════════════════════════════════════════════════════

argtypedescription
vany

firstNumber(t: any, keys: { string }) → number

argtypedescription
tany
keys{ string }

firstString(t: any, keys: { string }) → string

argtypedescription
tany
keys{ string }

vecComponent(t: any, name: string, index: number) → number

argtypedescription
tany
namestring
indexnumber

x(f: any) → number

argtypedescription
fany

y(f: any) → number

argtypedescription
fany

vy(f: any) → number

argtypedescription
fany

id(f: any) → string

argtypedescription
fany

state(f: any) → string

argtypedescription
fany

health(f: any) → number

argtypedescription
fany

maxHealth(f: any, def: any) → number

argtypedescription
fany
defany

meter(f: any) → number

argtypedescription
fany

def(f: any) → any

argtypedescription
fany

facing(f: any, other: any) → number

argtypedescription
fany
otherany

slotOfMove(m: any, def: any) → string

Which Rules.MOVE_SLOTS id a MoveDef belongs to. `MoveDef.id` is the documented answer, but a def that leaves it out still has to be identifiable — the habit memory is keyed by slot, and a nil slot silently turns the whole "block a pattern it has seen twice" behaviour off.

argtypedescription
many
defany

move(f: any, def: any) → void

The current move, as a Rules.MoveDef, plus the slot id it came from. A fighter runtime may hand over the move itself, or name it, or do neither — a runtime that drives its sprite sheet by clip is still naming its move, because Rules.CLIPS and Rules.MOVE_SLOTS share their attack names. Everything reactive in this brain (punish, threat, habit) needs this to resolve, so it tries all three.

argtypedescription
fany
defany

moveFrame(f: any) → number

Frames elapsed inside the current move / state.

argtypedescription
fany

stun(f: any) → number

argtypedescription
fany

airborne(f: any) → boolean

argtypedescription
fany

crouching(f: any) → boolean

argtypedescription
fany

blocking(f: any) → boolean

argtypedescription
fany

blockStance(f: any) → string

Which way a blocking fighter is holding, when the runtime says so directly rather than through the state name.

argtypedescription
fany

attacking(f: any) → boolean

argtypedescription
fany

helpless(f: any) → boolean

argtypedescription
fany

moveOf(def: any, slot: string) → any

argtypedescription
defany
slotstring

reachOf(def: any) → number

argtypedescription
defany

moveRange(def: any, move: any) → number

How far in front of the fighter a move's hitbox ends, in world units.

argtypedescription
defany
moveany

total(move: any) → number

argtypedescription
moveany

newFrame( ) → any

stick(fr: any, np: string, facing: number) → void

The stick is emitted FACING-RELATIVE only: `forward` / `back` / `up` / `down`, plus `numpad` saying the same thing in one field. `left` and `right` stay false on purpose. A controller that takes both resolves forward/back against ITS OWN idea of facing and then ORs the absolute keys on top; the one frame the two disagree — the frame a crossup or a round reset flips facing — left and right are both held and cancel, and the fighter stands still with no error anywhere. Emitting one authority for the stick removes that failure entirely. A consumer that wants absolute keys derives them from its own facing, which is the only facing that can be right.

argtypedescription
frany
npstring
facingnumber

press(fr: any, button: string?) → void

argtypedescription
frany
buttonstring?

scriptFor(motion: string, button: string, slot: string) → void

════════════════════════════════════════════════════════════════════════ 5. Input scripts — a motion spelled out frame by frame ════════════════════════════════════════════════════════════════════════ The brain never asks the fight to "do a dragon punch". It writes 6, 2, 3 onto the stick over six frames and presses a button on the last one, so the fight's own motion parser is what turns it into a special — and the brain can be hit out of the motion exactly like a player can.

argtypedescription
motionstring
buttonstring
slotstring

normalScript(slot: string, button: string) → void

A plain normal is a one-frame script: the stick where it needs to be plus the button. Crouching normals hold 2, air normals hold whatever the jump put the brain in.

argtypedescription
slotstring
buttonstring

makeRng(seed: number) → void

════════════════════════════════════════════════════════════════════════ 6. A small deterministic RNG ════════════════════════════════════════════════════════════════════════ Seeded per brain so a self-test run reproduces exactly, and so two brains in the same fight never march in lockstep.

argtypedescription
seednumber

brain(def: any, difficulty: number?) → any

Build a brain for one fighter. @param def Rules.FighterDef (may be nil while the roster slice is writing) @param difficulty 1..4; overridden per frame by Bus.state.difficulty

argtypedescription
defany
difficultynumber?

tier( ) → any

roll(p: number) → boolean

argtypedescription
pnumber

bucket(dist: number) → string

argtypedescription
distnumber

snapshot(opp: any, oppDef: any, dist: number) → any

Snapshot the opponent every frame; read it back `reaction` frames late.

argtypedescription
oppany
oppDefany
distnumber

perceived( ) → any

noteHabit(p: any) → void

Count each USE of a move, not each frame of one. The reset when the opponent is between moves is what makes a repeat count as a repeat: de-duplicating on the slot alone would record a move the player throws twenty times as having been seen exactly once.

argtypedescription
pany

isHabit(p: any) → boolean

argtypedescription
pany

habitAtRange(bkt: string, oppDef: any) → void

The move this opponent keeps reaching for at this range, once they have shown it twice, and the height it has to be blocked at. This is what seeing a pattern buys: the brain may start blocking BEFORE the move comes out, which is the only way a 7-frame low is ever blocked.

argtypedescription
bktstring
oppDefany

slotRange(slot: string) → number

argtypedescription
slotstring

bestPunish(window: number, maxDist: number?) → string

The strongest move that starts up inside `window`. `maxDist` of nil means "never mind where I am standing" — the brain then walks into range before it swings, which is what a player does to punish something they blocked from slightly too far away.

argtypedescription
windownumber
maxDistnumber?

launchScript(script: { any }, slot: string, commitFrames: number, intent: string) → void

argtypedescription
script{ any }
slotstring
commitFramesnumber
intentstring

doNormal(slot: string, intent: string) → void

argtypedescription
slotstring
intentstring

doSpecial(slot: string, intent: string) → void

argtypedescription
slotstring
intentstring

think(me: any, opp: any, state: any) → any

argtypedescription
meany
oppany
stateany

reset( ) → void

forget( ) → void

Forget learned habits: a new opponent is a new read.

describe( ) → any

difficultyFor(ladderIndex: number) → void

The difficulty the ladder should be running at for match `n`.

argtypedescription
ladderIndexnumber

simDef(id: string, profile: string, reach: number, walk: number) → any

argtypedescription
idstring
profilestring
reachnumber
walknumber

newRt(id: string, def: any, x: number, facing: number) → any

argtypedescription
idstring
defany
xnumber
facingnumber

pushDir(rt: any, np: string) → void

argtypedescription
rtany
npstring

matchMotion(dirs: { string }, seq: { string }) → boolean

Anchored backwards subsequence match inside the motion window. Scanning from the newest frame is what stops a forward walk from reading as a dragon punch — the same problem a real parser has.

argtypedescription
dirs{ string }
seq{ string }

startMove(rt: any, slot: string) → void

argtypedescription
rtany
slotstring

actionable(rt: any) → boolean

argtypedescription
rtany

applyInput(sim: any, rt: any, inp: any) → void

argtypedescription
simany
rtany
inpany

bodyTop(rt: any) → number

argtypedescription
rtany

landHit(sim: any, a: any, d: any, m: any, slot: string, projectile: boolean) → void

argtypedescription
simany
aany
dany
many
slotstring
projectileboolean

resolveMelee(sim: any, a: any, d: any) → void

argtypedescription
simany
aany
dany

stepFighter(sim: any, rt: any, other: any) → void

argtypedescription
simany
rtany
otherany

stepProjectiles(sim: any, f1: any, f2: any) → void

argtypedescription
simany
f1any
f2any

run(ctrl1: any, ctrl2: any, frames: number, opts: any) → any

Run one fight. `ctrl1`/`ctrl2` are (me, opp, sim) -> input frame.

argtypedescription
ctrl1any
ctrl2any
framesnumber
optsany

ctrlBrain(brain: any, difficulty: number) → any

argtypedescription
brainany
difficultynumber

ctrlJumpIn( ) → any

Walks in and jumps at the AI over and over. Presses medium on the descent.

ctrlBlockedHeavy( ) → any

Walks to POINT BLANK, throws one heavy, then stands in its recovery. Point blank matters: a heavy blocked at the tip of its own range is not punishable by anything and should not be — the reach the heavy has is exactly the reach the punish would need. The behaviour under test is the one the roster's frame data promises, which is the close one.

ctrlOneTrick( ) → any

Does the same thing over and over: a crouching medium from the same range. It is a LOW, so a standing block does not stop it — the brain has to learn to crouch. This is the habit the "block a pattern it has seen twice" requirement is measured against.

ctrlTurtle( ) → any

Walks into range and then holds block. Forever. The turtle.

countEvents(sim: any, pred: any) → number

argtypedescription
simany
predany

selftest(opts: any) → any

Run every behavioural measurement. Returns a report table.

argtypedescription
optsany

selftestAveraged(n: number?) → any

The same measurements, summed over `n` independent seeds. One run of a fight is a sample, not a number: a single seed swings anti-air counts by half. Anything claimed about this brain should be claimed off this.

argtypedescription
nnumber?

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

11items
▣
module · born here
❒asset
# bus <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
▣
module · born here
❒asset
# rules <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
backing path · emberline/ai.module

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Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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