Posts for Lex


Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Oh, I forgot to add a little bit of information about the TAS itself. In this TAS, I make heavy use of the aimbot, which is an algorithm which scans all possible [in this case, grenade] shots and finds an end result which is closest to my mouse pointer. With this enabled, I can simply move my mouse around on the screen and find exactly the shot I'm looking for. It takes about half a minute to scan all possible shots, but it caches them so it doesn't have to scan each time I move the mouse pointer. In the tool-assist version, it looks like the hypothetical grenade explosion is "glued" to my mouse pointer, in areas where shots are possible. Also, I manipulate the AI into hitting its own worms. Previously, Deadcode and I both used a method which piled three of the worms together and left one seperate, then we killed the pile of three worms and killed the remaining worm. This ended up having only a possibility of winning the mission in 3 turns. So, I figured out a way to AI-manipulate twice to do the maximum amount of grave damage (damage from an exploding dead worm) to the AI's teammates. To answer your question, moozooh, I figured out that doing a jump at any different frame would change, randomly, the random seed. Also, the random seed changes on each frame regardless of anything else, so by extending the time between the end of my turn and the AI's turn, the AI does something differently. I didn't have to extend that time because I simply performed a jump at a particular frame during my retreat time which ended before anything else happened. The process I used was just trial and error. In this case, after I fired my grenade off and my retreat time started, I performed a vertical jump in the next frame. If that didn't make the AI hit itself, I went back and tried it in the next frame, and so on. The "lower-intelligence" AI simply has a range of random deviation from its target shot (my worm). I figured it was possible for it to deviate that extremely from my worm, so I kept trying it. This technique isn't nearly as effective with "CPU5" worms, but they do have a slight deviation range, so it still works at least a little.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
The tools are (currently) in the form of a custom build of WA (known as the tool-assist version) which writes encrypted replays, making them only playable with the tool-assist version. Currently, each time I want to make a tool-assisted replay public, I have to send it to one of the two developers (Deadcode or CyberShadow) and ask them to decrypt the replay for me, so they can verify my intentions with the replay. This is to prevent me (or anyone else with the private tool-assist version) from cheating. Deadcode plans to, before making the tool-assist version public, make the regular beta version of WA write encrypted replays instead of the tool-assist version. It is quite logical, that way, especially because it then allows tool-assisted players to edit their replays in any way they want and disallows unassisted players from doing so. The only protections against unassisted players editing their replays or speed-cheating currently are: memory checksums written to the replay after every weapon shot, and a byte written to the replay every x amount of real time (not sure of the value, but then again, I'm not looking to cheat). Would-be-double-post edit: I was told the video linked in the first post might be too fast and difficult to understand what's going on for people unfamiliar with the Worms series. I totally understand. Rope racing is a very extreme end of the diverse Worms Armageddon gaming experience. Therefore, I've decided to encode a TAS much closer to Worms' roots. This time, it's Worms Armageddon mission 2, Operation Market Garden, beaten in 2 turns and 0.00 seconds of turn time. You may be wondering why these strange timing rules are being used. This is a minor history lesson. When players started attempting speedruns of WA missions, there was no such thing as a tool-assist version of WA. The speedruns were measured based on the time during which players had control of their worm and a length of time: the turn time. Since that was true, that would make it possible to constantly use 0 turn time by firing shots at the beginning of each turn until the mission is complete, which is pretty unimpressive. So, the number of turns used (the lower, the better) was determined to be more important than turn time. This presented some very interesting challenges and players came up with amazingly-brilliant solutions in many cases. Deadcode, the only WA developer at the time and oblivious to tool-assisted speedruns (as far as I know; I'll ask him later), started developing tools to help discover possibilities for mission speedruns and various famous rope race speedruns. He created tool-assisted mission speedruns solely to compare to the unassisted speedruns. As his tools got more and more advanced, his tool-assisted speedruns kept getting faster and faster, each comparing directly to the last. This is why the tool-assisted speedruns are still using that timing system. I have been beating many of Deadcode's tool-assisted speedruns with my extensive usage of AI manipulation (making the computer's worms kill themselves) and other forms of luck manipulation recently. Most recently, I've been starting to keep in mind what the absolute fastest (in total game time) mission completions are, in case we ever switch to absolute game timing for tool-assisted mission speedruns. I am very content with the turns-first/turn-time-second timing currently in use, though, because it promotes extra-creative, and often more entertaining/hilarious, solutions. By the way, the .WAgame file for this video is linked on the WKB mission records page, playable by those who own a copy of Worms Armageddon and have applied the 3.6.28.0 beta update to it. Here's the video, encoded with the same codec as the previous one: Lex - TAS of WA mission 02 - Operation Market Garden - 2 turns - 0.00 sec turn time.x264.avi Edit: Updated mission records page link.
Post subject: The wonderful world of Worms Armageddon!
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Hello! Some of you may have seen me lurking on the edges of the community, promoting the wonderful art of Worms Armageddon TASing here and there (mostly in #nesvideos). Unfortunately, before now, I haven't had anything to show except this mission records page with unassisted and tool-assisted Worms Armageddon replay files, which most (all?) of the people I talked to weren't able to play back due to lacking a PC copy of Worms Armageddon. Therefore, I have, for demonstration, encoded one of my favourite tool-assisted replays to an x264-compressed avi video file! This video (linked at the bottom of the thread) demonstrates the rope race game type on a fairly-difficult map being beaten as fast as possible with the following tools (available only in the tool-assist version of Worms Armageddon; currently not public, unfortunately, though I'm trying to change that):
    Single-step - Single-step is another name for frame advance.
    Replay redubbing - This feature writes a new replay file with the input, map, etc. from the previous file, and plays it back until the player opts to take control of it.
    Frame marking - When redubbing a replay, the game normally starts playing it back from the beginning at a normal, throttled speed (or in single step, if that is enabled). Frame marking allows a player to set a frame the game will "fast-forward" to after redubbing; similar to the use of state-saving.
    Info display - Memory-watching. This is the display seen at the top of the screenshot linked above, which contains useful memory values about the worm the player is currently in control of, or any active (moving) worm. It includes three velocity values (horizontal, vertical, absolute), position with sub-pixel accuracy, current aiming angle and planned shot power, arrowkey input used in the previous frame, worm state (Roping, Rolling, Flying, Walking, etc.) and its state cycle, plus there's a random logic seed in the bottom-left corner of the screen. I think there are some other values, but I'm not quite sure what they are, and haven't needed them.
There is also an extremely advanced aimbot for projectile weapons. I'll describe that in detail later. I didn't add it to this list because it wasn't demonstrated in this video. If you have problems playing it back, make sure you have the x264 codec installed. It comes with various codec packs, my personal favourite being the Combined Community Codec Pack. Some more details about the TAS: This map is famous in the Worms Armageddon community for its amazing original TAS by Deadcode, the developer of the tools. I beat his TAS of the map by 1.24 seconds with this run, which is a pretty amazing accomplishment, considering the immense optimization his run had. Without further ado, here is the video: Lex - TAS of Pi's Mission Impossible 2 rope race - 21.86 sec - no-death ending.x264.avi Edit: Updated mission records page link.