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    Fork²~ UberPvPOptimizer - an updated PVPBestGear

    If you're using it as a dependency for PVP_MAB, I would suggest deleting both pvp_mab.ash and UberPvPOptimizer.ash, then checking out PVP_MAB from GitHub, which would give you the latest version of the script (which is now in js with more features and bugfixes; the ash version is no longer...
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    A Multi-Armed Bandit PVP Script

    Just pushed a fix for this. Sorry about that!
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    A Multi-Armed Bandit PVP Script

    There was a bug where the number of minis was hardcoded to be 12, which is not true for drunken season. This has now been fixed, but the stats may be wrong with the new mini in play. To do a hard reset, type "set myCurrentPVPSeason=-1" in the CLI. The newly implemented bandit algorithms should...
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    A Multi-Armed Bandit PVP Script

    Heads up: Because of the new "modifier" change in mafia, if the script throws an error pertaining to "modifier", UberPvPOptimizer will have to be updated (from here: https://github.com/Loathing-Associates-Scripting-Society/UberPvPOptimizer - note that you might need to delete your old version of...
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    A Multi-Armed Bandit PVP Script

    Shifted the script onto GitHub and ported it into TypeScript. If any existing users intend to switch over, remember to delete the ASH file after checking out the above script from GitHub
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    A Multi-Armed Bandit PVP Script

    I can't seem to replicate the Scurvy bug in the latest script update. It's correctly reporting the losses on Scurvy for me. Just confirming that you're currently on the latest update?
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    A Multi-Armed Bandit PVP Script

    Yeah good catch! There was indeed a bug in the parsing. The script has been updated above to fix this.
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    Bug retrieve_price is inconsistent (with Mayo items)

    I'm unable to test at this specific moment, but I believe yes - this surfaced for a few garbo users (where we set autoSatisfyWithNPCs to true, at the very start, before running the rest of the script), and while testing the cases above, retrieve_price() worked fine for items available in the...
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    Bug retrieve_price is inconsistent (with Mayo items)

    npc_price is correctly reporting 1000 when mayo clinic is active and 0 otherwise (no issues with npc_price, assuming 0 indicates impossibility [weird, but I guess there's no item purchaseable for 0 currency so that's fine]); it's retrieve_price that's incorrectly reporting the price
  10. W

    Bug retrieve_price is inconsistent (with Mayo items)

    Steps to reproduce: Case: Do not have Mayo Clinic in workshed. Do not have Mayoflex in inventory. (Output inconsistent between retrieve_price and npc_price [and mall_price] for unacquirable items) retrieve_price($item[Mayoflex]) // returns 9223372036854775807 (unacquirable)...
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    Feature - Implemented Allow set_location($location[none]) to set your location to none

    I think clear_location() seems good; but I just want to muse that set_location($location[none]) is currently a no-op because of the early return, so any existing scripts coding in such a no-op would likely have intended it to be something other than said no-op. Currently $location[none] is...
  12. W

    Feature - Implemented Allow set_location($location[none]) to set your location to none

    Yeah that's what I saw when poking around as well. In view of this, should we consider allowing set_location() to set our location to $location[None]? This would be useful to have a general prediction of what our skill/effect bonuses are (e.g. excluding zone/location-specific effects like...
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    Feature - Implemented Allow set_location($location[none]) to set your location to none

    Not sure if this was a recent change or the intended behaviour - I seem to remember that this used to work, but I'm not seeing anything super recent in `git blame` (in `KoLAdventure`) though, so I could very well be mis-remembering things.
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    A Multi-Armed Bandit PVP Script

    Season 65 minigames statistics: - Ice Hunter: 0/533 (0.0%) - All Bundled Up: 2055/2262 (90.8%) - Ready to Melt: 2592/3165 (81.8%) - Purity: 2669/3605 (74.0%) - Snow Patrol: 919/1888 (48.6%) - Frostily Ephemeral: 817/945 (86.4%) - Frozen Dinners: 0/2247 (0.0%) - Foreigner Reference: 0/3081 (0.0%)...
  15. W

    A Multi-Armed Bandit PVP Script

    Yes. Once you've installed both UberPVPOptimizer and this script, you can simply call `PVP_MAB` to let it work its magic.
  16. W

    A Multi-Armed Bandit PVP Script

    Script has been updated to decouple the minigames' winrates from the session's winrates. The session winrates now track the win/loss ratio of every fight, which the minigame winrates track the relevant win/loss ratio of each minigame within each fight (as per the feature requested above). The...
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    A Multi-Armed Bandit PVP Script

    It currently only uses data from your own attacks, and does not attempt to parse the win/loss result of each of the minigames played within each attack - it only looks at which minigame was selected as the guaranteed one, and parses whether the attack was a win or loss overall. (These are...
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    A Multi-Armed Bandit PVP Script

    Oh huh interesting - it may be because your win rates are pretty high (there is some padding that adds 7W and 7L to smooth out the variance slightly for minigames with fewer games played, so that does mean that in weird scenarios [like yours, where the win rate deviates far from 50%] it may not...
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    A Multi-Armed Bandit PVP Script

    With the season just ending (post-season just started) I thought I would post my stats from running this script since I started using it. > Season 60 minigames statistics: > - Barely Dressed: 29/67 (43.2%) > - Basket Reaver: 47/96 (48.9%) > - Polar Envy: 43/78 (55.1%) > - Maul Power...
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