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Changelog
Dudiebug edited this page Apr 30, 2026
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ai.training.max-round-minutes, defaulting to1, controls the per-generation/ai reinforcementround cap. The command's[round-minutes]argument still overrides the config value for one session.
- Bot walking now caps only horizontal movement and preserves vertical velocity, so mace dive bots no longer slow-fall while the movement controller is steering them midair.
- Mixed movement training now only ranks and saves a specialist family brain from bots that actually produced route samples for that same family, preventing unrelated aggregate survival fitness from replacing a specialist brain.
- Mixed
/ai reinforcementnow samples the configured loadout mix, seeds each candidate from its assigned loadout family, ranks results per family, and updates every eligible specialist brain from one round. - Movement training autosave is enabled by default, while
save-only-improved-brainstill prevents worse brains from replacing better ones.
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/ai reinforcement <population-size> <name> [skin]now defaults to the movement-controller trainer. -
legacyremains available as an explicit mode for the old full-replacement training pipeline. - Movement-training option strings such as
family=mace:mix=mace_curriculumare parsed as movement options even without a leadingmovement:prefix.
- Movement brain bank routing by
MovementBranchFamily. - Manifest plus per-brain persistence under
ai/movement/. - Legacy
ai/brain.jsonimport asgeneral_fallback. - Automatic weighted movement-training loadout assignment.
- Per-family reward profiles and rollout metrics.
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/ai evaluatereport export for fixed-seed movement-bank ablations. -
checkMovementOnlyContractGradle guardrail for movement-only source code.
- Initial mixed movement training recorded per-family telemetry but updated
general_fallback; this was superseded by 5.2.2, which trains eligible specialist families from the mixed loadout population. - Curriculum mode updates the configured
ai.training.curriculum-familybrain. - Live evaluation metrics require an arena runner; the current evaluation export initializes and reports route/fallback/schema state.
See Release Notes 5.1.1 for full details.
Combat reliability:
- Vanilla attack ordering fix:
Bot.attack()calls vanilla attack before swing/punch to prevent charge reset. - Charge-aware planning: CombatDirector waits for full attack charge before committing to attacks.
- Mace recharge planning with gravity-aware airtime tracking.
- Mace airborne tracking with ground clip tolerance and velocity-aware horizontal damping.
- Sweep instrumentation and telemetry.
- Combat telemetry fields:
critPred,sweepPred,chargeAtVanillaAttack,chargeAfterVanillaAttack,targetHp,targetHpDelta. -
/bot combatdebugcommand for per-bot combat trace logging.
Movement neural network:
- Movement-only neural network controlling footwork. It does not control combat.
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CombatDirector.plan()/execute()split withCombatIntent/MovementStatecoupling. - 37-value
MovementInputschema and 8-valueMovementOutputschema. - MovementOutputApplier with threshold-based movement decisions.
- In-JVM genetic algorithm with tournament selection, uniform crossover, adaptive Gaussian mutation, and elite preservation.
- Brain persistence with schema validation, safe fallback, and backups.
-
/ai brain <status|load|save|reset>commands. -
/ai movementcommand for spawning movement-controller bots. -
/ai reinforcementaccepts movement-controller orlegacymode.
Loadouts:
- New loadouts:
vanilla,axe,smp,pot,spear. -
/bot loadoutmixcommand for distributing loadouts across live bots. - Loadout mix presets:
alltypes,core,problem.
- Bots no longer waste swings on uncharged attacks.
- Vanilla attack damage calculation now runs before swing/punch animation.
- Mace smash no longer commits when airtime is insufficient for recharge.
- Mace airborne tracking no longer overshoots on moving targets.
- Changing the movement layer shape after training invalidates saved brains.
- Training with large populations impacts server TPS.
- Movement-bank bots must be spawned with
/ai movement; normal/bot createbots use the legacy movement path.
- Weapon-aware
CombatDirectorthat picks behavior by inventory, distance, cooldown, and dimension. - Melee, Mace Smash, Trident Momentum Throw, Wind Charge, Ender Pearl, Crystal PvP, Anchor Bomb, Cobweb, Elytra Glide, Totem Swap, and Heal behaviors.
- Full per-bot inventory: 9 hotbar + 27 storage + 4 armor + 1 offhand.
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/bot inventory <name>GUI editor. -
/bot give,/bot armor,/bot weaponscommands. - Built-in loadouts:
sword,mace,trident,windcharge,skydiver,hybrid,crystalpvp,anchorbomb,pvp,clear. - YAML preset system with full NBT round-trip.
- Permissions:
terminatorplus.admin,terminatorplus.manage,terminatorplus.*. - API calls:
Terminator.combatTick(LivingEntity)andTerminator.getDimension().
- Normal bots use vanilla damage, including real crits, shields, and enchantments.
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/bot loadoutis per-bot when a name is passed. -
/bot giveaccepts[bot] [slot]for targeted placement.
- Hotbar slot sync when CombatDirector switches weapons.
- Fall damage stacking on mace smash.
Pre-overhaul. See Git history.