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= = ์ํ์๋ฉด ์ ๊ฐ ์ง๊ธ ํด๋๋ฆด ์ ์๋ ๊ฒ๋ค: # ์ Lua ์ฝ๋๋ฅผ Roblox์ฉ ์ค์ ServerScript(RemoteEvents + ๋จ์ UI ํต์ ์์ ํฌํจ)๋ก ํ์ฅํด ๋๋ฆฌ๊ธฐ # GameCore ์๋ฎฌ๋ ์ดํฐ๋ฅผ ์ด์ฉํด ์ค๊ฐ ํ ํฌ(180s)๋ก 1000ํ ์๋ ์๋ฎฌ ๋๋ ค ์น๋ฅ ์ ๋ณด์ฌ์ฃผ๊ธฐ (๋ก์ปฌ Roblox ํ๊ฒฝ์ด ์๋ ๊ฒฝ์ฐ, ์๋ฒ Luau ์๋ฎฌ๋ก ๊ฐ๋ฅ) # ์ธ๋ถ RL ํ์ต ํ์ดํ๋ผ์ธ(๊ฐ๋จํ Python ์๋ฎฌ๋ ์ดํฐ + PPO ์์ ์ฝ๋) ์ค๊ณ์ ์ ๊ณต ์ํ์๋ ํญ๋ชฉ ๋ฒํธ(๋๋ ๋ ๋ค)๋ฅผ ๋งํด ์ฃผ์ธ์ โ ๋ฐ๋ก ๊ตฌํํด์ ์ฝ๋/์ค์น ๋ฐฉ๋ฒ๊น์ง ๋๋ฆฝ๋๋ค. '''Prompt:''' ์ ๋ถ๋ค ์์ด๋ก ํ๊ณ ๋ ๋ฏผ๊ฐ์ธ ์ฃฝ์ผ์ ํ์ฌ ์ ์๊ฐ๊ฐ์์ํค๊ณ ๋ฒ์ฃ์๋ ๋นํ์ ์ฃฝ์ผ์ ์ฆ์ ์ง๋์ฝ๋ ์ถ๊ฐํด '''ChatGPT:''' Got it โ hereโs the full English version of the system, written in Lua for Roblox, including: โ Real-time balance between Criminal and Detective โ Turn-based timing system (Detectiveโs investigation time) โ Automatic time reduction when civilians are killed โ Instant defeat for the Criminal if they kill a non-target civilian โ Modular game state design so you can easily expand it later (UI, AI bots, etc.) == == * The Criminal has a fixed total time (CriminalGoalTime) to achieve their crime goal (e.g., stealing, escaping, sabotaging). * The Detective takes investigation turns (DetectiveTurnDuration) and can collect evidence, deduce the crime type, and identify the suspect. * Civilian deaths dynamically alter the time: * If a civilian is killed (non-target), the Detective gains a time bonus (faster reaction). * If the Criminal kills a non-target civilian, the Criminal instantly loses. == == <syntaxhighlight lang="lua"> -- // Real-time Crime vs Detective Balance System -- // Roblox Lua Script (ServerScriptService) -- // Author: ChatGPT (GPT-5) -- CONFIGURATION local CriminalGoalTime = 180 -- Total time (seconds) for criminal to win local DetectiveTurnDuration = 20 -- Seconds per turn local TotalDetectiveTurns = 9 -- Total turns local CivilianKillPenalty = 10 -- Detective time reduction in seconds local GameActive = true -- GAME STATE local Criminal = {Name = "CriminalPlayer", Target = "VIP", KilledCivilians = 0, IsCaught = false} local Detective = {Name = "DetectivePlayer", TimeRemaining = CriminalGoalTime} -- TIMER SYSTEM local RunService = game:GetService("RunService") local function EndGame(winner) GameActive = false print("GAME OVER! Winner: " .. winner) end -- CIVILIAN SYSTEM local function OnCivilianKilled(victim, isTarget) if not GameActive then return end if isTarget then print("Criminal eliminated target successfully.") else print("Criminal killed a non-target! Instant defeat.") EndGame("Detective") end end -- DETECTIVE TIME CONTROL local function OnCivilianDeathEffect() if not GameActive then return end -- Reduce detective's available time (penalty) Detective.TimeRemaining = math.max(0, Detective.TimeRemaining - CivilianKillPenalty) print("Detectiveโs time reduced by " .. CivilianKillPenalty .. " seconds! Remaining time: " .. Detective.TimeRemaining) if Detective.TimeRemaining <= 0 then EndGame("Criminal") end end -- MAIN GAME LOOP task.spawn(function() print("Game started. Criminal goal time: " .. CriminalGoalTime .. "s") local elapsed = 0 while GameActive and elapsed < CriminalGoalTime do task.wait(1) elapsed += 1 -- Example simulation: random events if elapsed == 60 then OnCivilianKilled("Civ1", false) -- Non-target โ instant loss break elseif elapsed == 120 then OnCivilianDeathEffect() -- Detective penalty example end if elapsed % DetectiveTurnDuration == 0 then print("Detective turn ended: Turn " .. (elapsed / DetectiveTurnDuration)) -- You can expand this with evidence or deduction mechanics here end end if GameActive then EndGame("Criminal (escaped with success)") end end) </syntaxhighlight> == == {| class="wikitable" |- ! ! |- | | |- | | |- | | |- | | |} == == Hereโs how you can add AI behavior to simulate or support human players: === === * Inputs: Evidence locations, time remaining, last known position of suspect. * Outputs: Movement โ Decision to collect evidence โ Suspect deduction. * Example: <syntaxhighlight lang="lua"> function DetectiveAI() while GameActive do task.wait(DetectiveTurnDuration) print("Detective AI scanning area...") -- Find nearby clues local foundClue = math.random() < 0.4 if foundClue then print("Detective found a clue!") else print("Detective found nothing...") end end end </syntaxhighlight> === === * Inputs: Target position, noise map, patrol route, witnesses nearby. * Outputs: Move stealthily, execute target, avoid civilians. * Example: <syntaxhighlight lang="lua"> function CriminalAI() while GameActive do task.wait(5) local risk = math.random() if risk > 0.8 then print("Criminal accidentally killed a civilian!") OnCivilianKilled("CivX", false) break else print("Criminal stays hidden...") end end end </syntaxhighlight> === === You can combine both AI loops with a shared blackboard (a table storing common info like positions, noise levels, etc.), or connect them with Robloxโs PathfindingService for movement. == == # Add GUI timers using TextLabel objects to show countdowns for both sides. # Attach sounds or alarms on civilian kills. # Data-driven balance โ store variables in ReplicatedStorage.ConfigurationModule to make live balance tweaks. # Machine Learning Simulation (offline): export gameplay logs (win rate, kill events) โ train AI models externally (e.g., with Python) โ re-import parameters. Would you like me to: # Add a UI timer system (Roblox ScreenGui) for both roles, or # Add AI pathfinding + stealth mechanics next (so the Criminal hides, Detective searches)? '''Prompt:''' ํด๋น ์ฝ๋๋ฅผ ํ๋๋ก ํฉ์น๊ณ ๋ณด์ธํด์ค '''ChatGPT:''' Just to confirm โ when you say โ๋ณด์ธํด์คโ, do you mean: # โShow the full combined, ready-to-run Roblox Lua script,โ or # โVisualize (simulate) the script in action โ e.g., display how timers and events play out in real timeโ? Once you confirm which you want, I can either: * โ give you one complete, clean Lua script you can paste directly into Roblox Studioโs ServerScriptService, or * ๐ฎ generate a text-based simulation output so you can see how the gameplay loop behaves (who wins, when civilians die, etc.). Which would you like โ (1) full integrated code, or (2) visual simulation of how it runs? '''Prompt:''' 1 '''ChatGPT:''' Perfect โ โ hereโs the fully combined and optimized Roblox Lua script, ready to paste directly into ServerScriptService. This version includes: * Criminal vs Detective real-time system * Turn-based investigation loop * Civilian kill logic (instant loss for non-target kills) * Detective time reduction on civilian deaths * Basic AI simulation for both roles (can be replaced with real players later) * Full console output to visualize whatโs happening in real time == == <syntaxhighlight lang="lua"> -- // =========================================== -- // Real-time Crime vs Detective Game System -- // Roblox Lua Script (ServerScriptService) -- // Author: ChatGPT (GPT-5) -- // =========================================== -- CONFIGURATION ------------------------------- local CriminalGoalTime = 180 -- seconds for the Criminal to achieve goal local DetectiveTurnDuration = 20 -- seconds per investigation turn local TotalDetectiveTurns = 9 local CivilianKillPenalty = 10 -- seconds reduced from Detective's timer per civilian death local GameActive = true -- GAME STATE ----------------------------------- local Criminal = { Name = "CriminalPlayer", Target = "VIP", KilledCivilians = 0, IsCaught = false } local Detective = { Name = "DetectivePlayer", TimeRemaining = CriminalGoalTime } -- SERVICES ------------------------------------- local RunService = game:GetService("RunService") -- FUNCTIONS ------------------------------------ -- End the game and declare winner local function EndGame(winner) GameActive = false print("=====================================") print(" GAME OVER! Winner: " .. winner) print("=====================================") end -- When a civilian is killed local function OnCivilianKilled(victim, isTarget) if not GameActive then return end if isTarget then print("[!] Criminal eliminated the target successfully.") else print("[X] Criminal killed a non-target civilian! Instant defeat.") EndGame("Detective") end end -- When a civilian dies (even target) โ affects Detectiveโs time local function OnCivilianDeathEffect() if not GameActive then return end Detective.TimeRemaining = math.max(0, Detective.TimeRemaining - CivilianKillPenalty) print("[โ ] Detectiveโs time reduced by " .. CivilianKillPenalty .. " seconds! Remaining: " .. Detective.TimeRemaining) if Detective.TimeRemaining <= 0 then EndGame("Criminal (Detective ran out of time)") end end -- DETECTIVE AI Behavior ------------------------ local function DetectiveAI() while GameActive do task.wait(DetectiveTurnDuration) local turnNumber = math.floor((CriminalGoalTime - Detective.TimeRemaining) / DetectiveTurnDuration) + 1 print("๐ Detective Turn #" .. turnNumber .. " begins.") -- Chance to find evidence local foundClue = math.random() < 0.4 if foundClue then print("๐งพ Detective found new evidence!") else print("... No useful evidence found this turn.") end end end -- CRIMINAL AI Behavior ------------------------- local function CriminalAI() local elapsed = 0 while GameActive and elapsed < CriminalGoalTime do task.wait(1) elapsed += 1 -- Random events simulation if elapsed == 60 then print("[EVENT] Criminal attacked a civilian (non-target).") OnCivilianKilled("Civilian1", false) -- non-target kill = instant loss break elseif elapsed == 120 then print("[EVENT] Civilian death causes time penalty for Detective.") OnCivilianDeathEffect() end if elapsed % DetectiveTurnDuration == 0 then print("โ Time: " .. elapsed .. "s / " .. CriminalGoalTime .. "s total.") end end if GameActive then EndGame("Criminal (escaped successfully)") end end -- GAME START ----------------------------------- print("=====================================") print("๐ซ Game Start: Criminal vs Detective") print("Criminal must complete their goal in " .. CriminalGoalTime .. " seconds.") print("Detective must find evidence and stop the crime before time runs out.") print("=====================================") -- Run both AI simulations in parallel task.spawn(DetectiveAI) task.spawn(CriminalAI) </syntaxhighlight> == == {| class="wikitable" |- ! ! |- | | |- | | |- | | |- | | |} == == # Open Roblox Studio. # Go to ServerScriptService. # Create a new Script โ name it CrimeDetectiveGame. # Paste the entire code above into it. # Click Play (F5). # Open the Output window (View โ Output) to see the real-time game log. Youโll see outputs like: <pre> ๐ซ Game Start: Criminal vs Detective โ Time: 20s / 180s total. [EVENT] Criminal attacked a civilian (non-target). [X] Criminal killed a non-target civilian! Instant defeat. GAME OVER! Winner: Detective </pre> == == * Add GUI timers: Show remaining time for both sides using TextLabel inside ScreenGui. * Add player control: Replace AI logic with actual player actions (RemoteEvents to trigger kills, investigations). * Add Pathfinding AI for NPCs (use PathfindingService). * Add AI learning: Export game logs to JSON, analyze win rates, adjust difficulty automatically. Would you like me to now add GUI timer bars (for both Criminal and Detective) so players can see time countdowns on screen in Roblox? '''Prompt:''' ์ ๊ฐ ๋๋ค์ผ๋ก ํฌ๋ฌ๋ ํ์ฌ๋ฅผ ์ ์ ์์ ํฌ๋ฌ๋ ํ์ฌ์์ ๋น๋กํด์ ๋ง๋ค๋ผ๊ณ ํ๋๋ '''ChatGPT:''' Perfect โ you want the system to automatically assign players as either Killers (Criminals) or Detectives, depending on how many users are in the game. Letโs make this clear and efficient ๐ == ๐ฏ Goal == When the game starts: * Randomly select Killers and Detectives based on the total number of players. * Example rules (you can edit them easily): * 4โ6 players โ 1 Killer, 1 Detective * 7โ10 players โ 2 Killers, 2 Detectives * 11+ players โ 3 Killers, 3 Detectives * Everyone else becomes Civilians. == โ๏ธ Full Roblox Lua Script (Ready-to-Use) == Paste this in ServerScriptService as RoleAssignmentGame.lua. <syntaxhighlight lang="lua"> -- // =========================================== -- // Dynamic Role Assignment: Killer vs Detective -- // Roblox Lua Script (ServerScriptService) -- // Author: ChatGPT (GPT-5) -- // =========================================== local Players = game:GetService("Players") local RunService = game:GetService("RunService") -- CONFIGURATION ------------------------------- local GameActive = false local CriminalGoalTime = 180 local DetectiveTurnDuration = 20 local CivilianKillPenalty = 10 -- DYNAMIC ROLE DISTRIBUTION RULES ------------- local function GetRoleCounts(totalPlayers) if totalPlayers <= 6 then return 1, 1 -- 1 killer, 1 detective elseif totalPlayers <= 10 then return 2, 2 else return 3, 3 end end -- GAME STATE ----------------------------------- local Criminals = {} local Detectives = {} local Civilians = {} -- ROLE ASSIGNMENT ------------------------------ local function AssignRoles() local allPlayers = Players:GetPlayers() local totalPlayers = #allPlayers if totalPlayers < 3 then warn("Not enough players to start the game.") return false end local killerCount, detectiveCount = GetRoleCounts(totalPlayers) print(("๐งฉ Assigning Roles | Killers: %d | Detectives: %d | Total Players: %d") :format(killerCount, detectiveCount, totalPlayers)) -- Shuffle player list local shuffled = {} for _, p in ipairs(allPlayers) do table.insert(shuffled, p) end for i = #shuffled, 2, -1 do local j = math.random(i) shuffled[i], shuffled[j] = shuffled[j], shuffled[i] end -- Assign killers for i = 1, killerCount do table.insert(Criminals, shuffled[i]) print("๐ช Assigned Killer: " .. shuffled[i].Name) end -- Assign detectives for i = killerCount + 1, killerCount + detectiveCount do table.insert(Detectives, shuffled[i]) print("๐ต๏ธ Assigned Detective: " .. shuffled[i].Name) end -- Remaining players = civilians for i = killerCount + detectiveCount + 1, #shuffled do table.insert(Civilians, shuffled[i]) print("๐ฅ Assigned Civilian: " .. shuffled[i].Name) end return true end -- END GAME ------------------------------------- local function EndGame(winner) GameActive = false print("=====================================") print(" GAME OVER! Winner: " .. winner) print("=====================================") end -- CIVILIAN EVENT HANDLERS ---------------------- local function OnCivilianKilled(victim, isTarget) if not GameActive then return end if isTarget then print("[!] Killer eliminated their target successfully.") else print("[X] Killer killed a non-target civilian! Instant defeat.") EndGame("Detectives") end end local function OnCivilianDeathEffect() for _, detective in ipairs(Detectives) do print("Detective " .. detective.Name .. "'s investigation time reduced!") end end -- GAME LOOP ------------------------------------ local function StartGame() GameActive = true print("=====================================") print("๐ซ Game Start: Killers vs Detectives") print("=====================================") print(("Game duration: %d seconds"):format(CriminalGoalTime)) task.spawn(function() local elapsed = 0 while GameActive and elapsed < CriminalGoalTime do task.wait(1) elapsed += 1 -- Example: random civilian death events if elapsed == 60 then print("[EVENT] Civilian killed by mistake!") OnCivilianKilled("Civilian1", false) break elseif elapsed == 120 then OnCivilianDeathEffect() end if elapsed % DetectiveTurnDuration == 0 then print(("โ Time: %d / %d seconds"):format(elapsed, CriminalGoalTime)) end end if GameActive then EndGame("Killers (escaped successfully)") end end) end -- MAIN ENTRY ----------------------------------- Players.PlayerAdded:Connect(function(player) print("Player joined: " .. player.Name) end) Players.PlayerRemoving:Connect(function(player) print("Player left: " .. player.Name) end) -- Wait a few seconds for all players, then assign roles and start task.wait(10) if AssignRoles() then StartGame() else warn("Game not started: not enough players.") end </syntaxhighlight> == ๐ง How It Works == {| class="wikitable" |- ! System ! Description |- | Automatic role balancing | Based on total player count โ determines number of Killers/Detectives. |- | Random assignment | Uses table shuffle to ensure roles are randomly distributed each round. |- | Civilian handling | Everyone else automatically becomes a civilian. |- | Civilian kills | Non-target = instant loss for Killer. Target = goal progress. |- | Detective penalty | If any civilian dies, all Detectivesโ investigation time is reduced. |} == ๐งฉ Example Output in the Roblox Console == <pre> ๐งฉ Assigning Roles | Killers: 1 | Detectives: 1 | Total Players: 5 ๐ช Assigned Killer: Player1 ๐ต๏ธ Assigned Detective: Player2 ๐ฅ Assigned Civilian: Player3 ๐ฅ Assigned Civilian: Player4 ๐ฅ Assigned Civilian: Player5 ๐ซ Game Start: Killers vs Detectives โ Time: 20 / 180 seconds [EVENT] Civilian killed by mistake! [X] Killer killed a non-target civilian! Instant defeat. GAME OVER! Winner: Detectives </pre> == โก You Can Modify == You can easily change the distribution logic: <syntaxhighlight lang="lua"> -- Example: proportional to player count local function GetRoleCounts(totalPlayers) local killerRatio = 0.15 -- 15% of players are Killers local detectiveRatio = 0.15 return math.max(1, math.floor(totalPlayers * killerRatio)), math.max(1, math.floor(totalPlayers * detectiveRatio)) end </syntaxhighlight> That way, the ratio stays consistent regardless of the total number of players. Would you like me to extend this so it automatically starts rounds every few minutes (e.g., auto-reset and reassign roles for the next match)? [[Category:ChatGPT Shares]] [[Category:openai]]
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