Template Building (Fida's template Optimizer)

Aloca

Fledgling Freddie
Joined
Dec 23, 2003
Messages
1,585
It have 5000+ Item in database and can import items from Kort's and from chatlogs


Optimizing Algorithm
I am using a "genetic" algorithm instead of just trying every possible combination.

What this means to you is that the resulting template is semi-random. It will be a good template but you may not get the same result every time you run it. If you do get the same result 2 or more times in a row then odds are it really is the best one.

The genetic algorithm suprised the hell out of me with its power and effectiveness. Nine out of 10 times it gets the same result as trying every combination, and it runs unbelievably fast. I am very impressed with it.

Here is how the algorithm works
It starts with a template, any template. In my case I just pick the first item in the list for every slot that was not preselected by you.

I then take this original template make a 20 copies of it, we will call these "children" templates since they come from the "parent" template.

The first child I leave alone, he is an exact clone of the parent. I mutate the second child by changing one item to make it slightly different from it's parent. I mutate two items in the next child and so on... So the first child is exactly like it's parent, the 20th child may as well been adopted from Fomorians.

The best child template survives to make more children, the other children are disgarded. Brutal but that is Darwinism for you....

After evolving for 50,000 generations you end up with the template that beat all the rest, it is the best, most optimal template. And with 20 children per generation you have tried out about 100,000 templates. Try doing that by hand :)

The reason for having such a range of children is that there are two ways to get a better template. One is to slightly change one that is already good, the other is to take a leap into the unknown and start practically from scratch. 99% of the time small changes are better. But occasionally there is a huge evolutionary leap and one of the strongly mutated children beats out all the others.

You can actually see this happen as the optimizer runs. There is a stretch of time where just a few items are swapped out. Then suddenly EVERYTHING changes and the "missing utility" number up at the top drops dramatically.

Spellcrafting Algorithm
The spell crafting code does not use a genetic algorithm. It just fills in the bonuses that most need help first then swaps things around a bit so that low bonuses are matched with high bonuses to even out the number of Imbue points. The details are a bit more complicated than that but that is the general idea.
 

Ixoth

One of Freddy's beloved
Joined
Apr 9, 2004
Messages
1,952
Nice program, one minor thing, it would be great if one could specify the armor type it'll try to find best match for set priorities. Now it fetced chain armors for my sm.

Any way great program, I use loki/sc calc atm, who knows I might to start using this instead ;)
 

Tiarta

Fledgling Freddie
Joined
Jan 9, 2004
Messages
695
yes its indeed kickass :)

i used it to redo my sc for Gobo after i accidentally destroyed my Ancient Copper Necklace :p

but i can strongly recommend Fida's sc optimiser :worthy:
 

Tiarta

Fledgling Freddie
Joined
Jan 9, 2004
Messages
695
was the template i made for Gobo after i destroyed Ancient Copper Necklace by accident :p - Used Fida's sc optimiser for this template and i think the program did a nice job.

give opinions please

Gobo - 50 Mercenary
Bonuses:
101 (101) Strength
24 (26) Body Resist
9 (25) Fatigue
81 (85) Constitution
22 (26) Cold Resist
13 (10) Style Damage
80 (80) Quickness
23 (26) Heat Resist
11 (10) Melee Damage
308 (280) Hits
23 (26) Energy Resist
14 (10) Melee Speed
11 (11) Crush
22 (26) Matter Resist
20 (50) AF Bonus
11 (11) Dual Wield
21 (26) Spirit Resist
24 (26) Crush Resist
24 (26) Thrust Resist
25 (26) Slash Resist

Items:
60 / 60 Spellcrafted Head - 100% qual 37.0 Imbue pts
DualWield: 5 Con: 16 Qui: 16 Cold: 7

82 / 132 Guard of Valor (Artifact Lvl 10) (Chain) - 100% qual
Hits: 40 Str: 18 Dex: 15 StrCap: 5 DexCap: 5 MeleeDmgBonus: 4
SpellDmgBonus: 4 StyleDmgBonus: 4 CastingRngBonus: 4

60 / 60 Spellcrafted Sleeves - 100% qual 37.0 Imbue pts
Con: 25 Str: 10 CrushWeap: 3 Heat: 11

80 / 80 Maddening Scalars (Artifact Lvl 10) (Chain) - 100% qual
Hits: 40 Con: 15 Qui: 15 MeleeSpeedBonus: 3 MeleeDmgBonus: 3 ConCap: 5
QuiCap: 5

57 / 70 Legs of the Aggressor (Chain) - 100% qual
Str: 19 AllMelee: 3 Dex: 19 StrCap: 10 MeleeSpeedBonus: 2

63 / 63 Spellcrafted Boots - 100% qual 37.0 Imbue pts
Energy: 11 Cold: 9 Qui: 13 DualWield: 3

95 / 95 Malice's Axe (Artifact Lvl 10) (Slash) - 100% qual
Str: 15 Con: 15 Hits: 40 FatigueBonus: 5 StrCap: 5 ConCap: 5
HitsCap: 40 StyleDmgBonus: 5

65 / 65 Arcanium Astral Mace of Impedance - 94% qual
CrushWeap: 3 Slash: 8 Thrust: 7 StrCap: 10 StyleDmgBonus: 2
MeleeDmgBonus: 2

Two Handed - Not used.
Ranged - Not used.

60 / 60 Choker of Dispute - 100% qual
Heat: 6 Matter: 6 Body: 6 Spirit: 6 Energy: 6

63 / 63 Shades of Mist (Artifact Lvl 10) - 100% qual
Str: 15 Qui: 15 FatigueBonus: 4 AFBonus: 10 MeleeSpeedBonus: 5

58 / 58 Gem of Lost Memories (Artifact Lvl 10) - 100% qual
Con: 10 Hits: 24 Matter: 4 Body: 4 AllMelee: 2 MeleeDmgBonus: 2
StyleDmgBonus: 2

74 / 74 Duamutef's Belt of Dread - 100% qual
Str: 24 Qui: 21 Body: 8 Spirit: 9 MeleeSpeedBonus: 2

71 / 71 Zahur's Bracer - 100% qual
Hits: 60 Heat: 6 Matter: 6 Crush: 6 HitsCap: 40 AFBonus: 10

72 / 72 Cyclone Bracer - 100% qual
Crush: 11 Slash: 10 Thrust: 10 MeleeSpeedBonus: 2

75 / 75 Zahur's Ring - 100% qual
Hits: 60 Matter: 6 Cold: 6 Energy: 6 Body: 6 Spirit: 6

68 / 68 Tormented Trance Ring - 100% qual
DualWield: 3 Hits: 44 Crush: 7 Slash: 7 Thrust: 7
 

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