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AI Studio glossary

AI Studio uses a handful of words you won’t have met in the macro. Most of them name something you can see on screen. This page says what each one means in a sentence or two and where you’ll run into it. The pages linked under each group teach the idea properly.

Movement profile. The file Revolution Macro reads while it gathers with AI Gather. It holds your base weights, rules, High Value and Duped order, zones, patterns, and tuning. AI Studio edits it. File bar → Profile picks which one you’re editing.

Default profile. The profile that ships with the macro. It’s the strategy the developers refined over years, written as rules you can read, and you’re already gathering with it if you never opened AI Studio.

Hive layer. One profile holds a separate set of everything for Blue, Blue Eco, Red, and Mixed. File bar → Hive picks which one you’re editing.

Field override. Values that apply to one field only, on top of the profile. Pick a field under File bar → Field and your edits go there. Default (all fields) goes back to editing the whole profile.

See Movement profile reference.

Token class. A kind of token, such as Melody or Token Link. Rules and base weights are set per class.

Base weight. Where a token class’s score starts, before rules and curves change it. Set under Configure → Token Priorities.

Candidate. Anything the macro could pick next: a token it can see, or an action like Return to Sprinkler. The Simulator and Test Bench show candidates as a ranked list.

Score. The number the macro gives each candidate. The highest score wins. It starts from base weight, then rules add or multiply, then built-in curves multiply again for distance, age, and so on.

Score breakdown, or Trace. The list of every contribution that made up a candidate’s score, in the order they were applied. Click Trace on a row in the Simulator or Test Bench to open it. Rows marked Built-in are curves, not rules you wrote.

Curve. A built-in multiplier that depends on one property of a token: how far away it is, how many tokens are near it, how close it is to expiring, how many times vision has matched it. You change curves under Tools → Tuning.

Tier. Some candidates don’t compete on score at all. A candidate in a higher tier beats every candidate in a lower tier no matter what their scores say. High Value tokens have their own tier above ordinary tokens, which is why raising a base weight can never do what the High Value list does.

See How scoring works.

Token Rule. A rule that changes how one token class scores, or whether it can be collected, while its conditions match. Written under Configure → Token Rules.

Condition. The part of a rule that says when it applies: a buff percent, a distance, a count, where your character is standing. A rule with no condition applies all the time.

Adjust. A rule kind that adds to the score or multiplies it.

Gate. A rule kind that blocks a token from being collected while its conditions match. When a Block gate and an Allow gate both match, Block wins.

Gated. What a candidate shows in place of a score when a Gate is blocking it. Trace names the rule that did it.

Template. A ready-made rule you add with one click, such as Prefer Melody when buff is low. Under Configure → Token Rules → Browse templates.

High Value. The list of tokens the macro collects ahead of ordinary tokens, in the order you set, from farther away. Under Configure → High Value.

Duped. Duped tokens are detected and scored on their own, because they show up rarely, last a long time, and sit in predictable spots. They have their own tab under Configure → Duped. The Simulator doesn’t rank them.

See Token rules and High Value.

Field Zone. An area you draw on the field map where token scores change. A Prefer zone multiplies scores inside it, an Avoid zone divides them, and a No travel zone blocks collection inside it. Under Tools → Field Zones.

Sprinkler bands. Circles around the sprinkler that set reach: At sprinkler (8 studs), Gather range (24), High-value chase (40), and Force return (32 for Blue, 40 for Red). The chase band is the High-value chase circle, how far the macro will go for a High Value token.

See Shape your field with Field Zones.

Action. A movement the macro can choose instead of a token: Return to Sprinkler, Execute Pattern, Execute Movements, Wait, Rotate Camera, or Oscillate Camera. Action rules under Configure → Actions give actions a score.

Pattern. A short Lua route stored in your profile, drawn in Pattern Maker under Tools → Patterns. An Execute Pattern action rule runs it.

Commitment. What the macro is doing right now: walking to a token, returning to the sprinkler, waiting, or running a pattern.

Challenger. A new token or action that could replace the commitment.

Interrupt. Dropping the commitment for the challenger. Interrupt rules decide when that’s allowed. Block interrupts keeps the commitment while its conditions match. Allow interrupts lets an interrupt continue when no Block matches, and never overrides a Block. Cannot be interrupted on an action rule protects that action for its whole run.

See Interrupt rules.

Scenario. A pretend field for trying rules out: tokens at set distances, buffs at set levels, your character at a set spot. Presets include Early field, low buffs and Dense cluster. Under Tools → Simulator.

Simulator. Ranks every candidate in a scenario under your current profile and shows the score breakdown. It ranks ordinary tokens and actions, not Duped tokens.

Live Preview. The panel beside the Rule Editor that re-ranks the current scenario as you edit a draft rule. Shows Evaluating… while it works and Select a target when nothing is focused.

Recording. A capture of a real gather session, saved as a .airec file when you stop a gather started from AI Studio.

Test Bench. Replays a recording one decision at a time, with the field, buffs, and scores as the macro saw them. Under Tools → Test Bench.

Compare profile, and parity. In Test Bench, Compare profile re-scores the loaded moment with the profile you have open now, so you can see whether an edit would have changed the pick. Full parity re-checks the whole ranked list against the recording and reports Parity OK at tick when they match.

See Use Simulator and scenarios and Read a gather recording in Test Bench.

Save. Writes the profile to disk. Until you click it, the macro keeps using the last saved file.

Sync badge. The label next to Save: Unsaved, Saving…, Applied, Saved, Live, or a count of validation errors.

Live Apply. The lightning control next to Save. When it’s on and the apps are linked, every valid edit is saved on its own and the macro reloads it.

Linked, and standalone. AI Studio is linked when Revolution Macro is running on the same PC and the session controls say Connected to Revolution. Otherwise it’s standalone: you can edit and save, but not start a gather or use Live Apply.

Gather session. A gather started from AI Studio with the Gather button. The macro walks to the field you chose and gathers with your profile, skipping its other tasks, and the session is recorded.

See Save and sync a movement profile and Link a movement profile to Revolution.