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Battle AI of the computer
#1
Information 
> Hello guys. I just did an update to computer AI

> For Monster selection, it follows the order. So it doesn't have any AI in monster selection

> It selects the first Monster, then the second, then the third etc.

> For Move selection it works as below

> First determines whether use status category move or not

> If the computer controlled Monster have any status category move, with 25% chance, it chooses one of the status moves that Monster has

> If decides to not use any status move, or if the Monster doesn't have any status move now the AI comes in

> It calculates each move's power with the following considerations

> It calculates Move's base power
> Then enemy Monster's type resistance against this Move
> Then accuracy of the Move. So the base power is multiplied by the accuracy percent
> Then the move's priority. Each priority gives 25% boost to the Move's power and each negative priority decreases the move's power by 25%
> Then it calculates the stab bonus. When calculating move's stab bonus, the Bonus Damage ability is also considered

> Then it checks these abilities and modifies the base power of the move according to these below abilities
> All Immunity abilities, Beyond Type, Expert Defender, Camouflage, All type Novice, Expert and Master, All category Novice, Expert and Master abilities, All types Mania abilities

> And finally according to the Move's category, enemy Monster's defense or spdefense is considered

> After all moves candidate powers are calculated, it sorts them by the power.

> Then it selects the moves with this way

> With 1%, the least power having move is selected (if has 4 attack moves, the 4th one chosen, if has 3 attacks the third one chosen etc)

> With 5%, the third least power having move is selected (if has 4 attack moves, the 3th one chosen, if has 3 attack moves, the 2th one chosen etc)

> With 10%, the second least power having move is selected (if has 4 attack moves, the 2th one chosen, if has 3 attack moves, the 1th one chosen etc)

> With 84%, the most power having move is chosen

> We can modify the system as you suggest. If you do not understand any part let me know ty

> This system applies to all wild monster battles, all NPC battles, all computer controlled PvP battles and all ELO PvP League battles

> The AI currently doesn't consider secondary effects of the Moves and only considers base power. I am open to your suggestions to improve the system with considering secondary effects

> Guys here the effects file
> > Please read it and make strategies based on effects so we can improve the AI
> > https://www.monstermmorpg.com/move_effects.xlsx

> 10 June 2016 - A Massive battle AI update has been made. The battle AI now considers all of the below factors. The only remaining thing is now status moves. If you make detailed suggestions, we can improve status moves usage as well

>> It considers all of the below abilities
  • All shield abilities such as: Shield Novice, Shield Expert, Shield Master, Bug Shield...
  • All mania abilities such as: Bug Mania, Dark Mania, Dragon Mania...
  • All novice, expert and master abilities such as: Accuracy Novice, Attack Expert, Bug Master, Critic Novice...
  • Move Expert
  • Beyond Type
  • Expert Defender
  • Camouflage
  • Assassin
  • Competition
  • Observer
  • Charger
  • Flame Body
  • Frost Body
  • Bonus Damage
>> It considers weather status and used move type

>> It considers following held items
  • Brutal Weapon
  • Razor Claw
  • Epic Hammer
  • All Crystals such as Bug Crystal, Electric Crystal
  • Mystical Weapon
  • Superior Weapon
>> It considers stab damage - Same-type attack bonus

>> It considers enemy type resistances

>> It considers attack category, attack type, enemy type, critic level of the attack

>> It considers the following attack effects
  • Double Power No Item Hold: Yes

  • Power Increase Based On Stat Boost: Yes

  • Power Increase Based On Stat Boost Foe: Yes

  • More Damage More Foe HP: Yes

  • Use Enemy Attack Stat: Yes

  • Use Enemy Defense No SpDefense: Yes

  • Damage Equal Level: Yes

  • More Damage More User HP: Yes

  • Opponent Current Hp Damage Percent:

  • Power Increase Foe Hold Item Percent:

  • User Current Hp Damage Percent:

  • Constant Damage

  • Less HP More Power: Yes

  • Constant Random Damage: Yes

  • Works Only On Sleeping Foe: Yes

  • Multiple Hit

  • Double Power If Goes Last: Yes

  • Double Damage Half User MaximumHP: Yes

  • More Damage As Faster: Yes

  • More Damage As Faster Ratio: Yes

  • UV Based Attack: Yes

  • Level Based Random Damage: Yes

  • Level Based Random Damage 2: Yes

  • Constant Random Power: Yes

  • HappinessDamage

  • FrustrationDamage

  • Double Damage Sleep Foe: Yes

  • Double Damage If Cloudless Weather: Yes

  • Double Damage If Cloudy Weather: Yes

  • Double Power When Status Problem: Such as poisoned

  • Double Power On Status Problem Target

  • Power Equal Level: Yes
#2
> Then it checks these abilities and modifies the base power of the move according to these below abilities
> All Immunity abilities, Beyond Type, Expert Defender, Camouflage, All type Novice, Expert and Master, All category Novice, Expert and Master abilities, All types Mania abilities
#3
The old system was better than this Cef, now walls don't heal, use status effects or cure status effects if they also have a damaging move.
The old system wasn't perfect but worked better than it is now.
I have a wall that was extremely hard to beat in cpu with the old system and now it doesn't heal or cure status effects just keeps using berserker over and over again which does nothing without the combined effects of it's moves. Even npc trainers are easier now because the ai rarely heals.
This new system basically only works for sweepers and completely ruins how other builds work in cpu.
I can try working on a better system for move selection but changing it back to the old system for now would be much best for now imo.
#4
(2016-05-19, 08:10 PM)minordaddy Wrote: The old system was better than this Cef, now walls don't heal, use status effects or cure status effects if they also have a damaging move.
The old system wasn't perfect but worked better than it is now.
I have a wall that was extremely hard to beat in cpu with the old system and now it doesn't heal or cure status effects just keeps using berserker over and over again which does nothing without the combined effects of it's moves. Even npc trainers are easier now because the ai rarely heals.
This new system basically only works for sweepers and completely ruins how other builds work in cpu.
I can try working on a better system for move selection but changing it back to the old system for now would be much best for now imo.

well then we have to improve healing too

here effects file check it and make a plan based on effects

then we can improve the system

https://www.pokemonpets.com/effects.xls
#5
(2016-05-19, 11:53 PM)CeFurkan Wrote:
(2016-05-19, 08:10 PM)minordaddy Wrote: The old system was better than this Cef, now walls don't heal, use status effects or cure status effects if they also have a damaging move.
The old system wasn't perfect but worked better than it is now.
I have a wall that was extremely hard to beat in cpu with the old system and now it doesn't heal or cure status effects just keeps using berserker over and over again which does nothing without the combined effects of it's moves. Even npc trainers are easier now because the ai rarely heals.
This new system basically only works for sweepers and completely ruins how other builds work in cpu.
I can try working on a better system for move selection but changing it back to the old system for now would be much best for now imo.

well then we have to improve healing too

here effects file check it and make a plan based on effects

then we can improve the system

https://www.pokemonpets.com/effects.xls

Those are the Pokemonpets effects.
But I also wonder if it's possible to simply add the healing factor based on the monster's current hp. like if it's hp drops below 40%-50% then if it has a healing move it will attempt to heal and for status effects if the monster has 1-2 status effects and has a move to cure them it should use it.
If something like that is added to the equation it would make it much better.
#6
(2016-05-20, 01:01 AM)minordaddy Wrote:
(2016-05-19, 11:53 PM)CeFurkan Wrote:
(2016-05-19, 08:10 PM)minordaddy Wrote: The old system was better than this Cef, now walls don't heal, use status effects or cure status effects if they also have a damaging move.
The old system wasn't perfect but worked better than it is now.
I have a wall that was extremely hard to beat in cpu with the old system and now it doesn't heal or cure status effects just keeps using berserker over and over again which does nothing without the combined effects of it's moves. Even npc trainers are easier now because the ai rarely heals.
This new system basically only works for sweepers and completely ruins how other builds work in cpu.
I can try working on a better system for move selection but changing it back to the old system for now would be much best for now imo.

well then we have to improve healing too

here effects file check it and make a plan based on effects

then we can improve the system

https://www.pokemonpets.com/effects.xls

Those are the Pokemonpets effects.
But I also wonder if it's possible to simply add the healing factor based on the monster's current hp. like if it's hp drops below 40%-50% then if it has a healing move it will attempt to heal and for status effects if the monster has 1-2 status effects and has a move to cure them it should use it.
If something like that is added to the equation it would make it much better.

here the file for monstermmorpg

https://www.monstermmorpg.com/move_effects.xlsx

you can make strategies as

if hp below 50%
if the move has this effect
if under 2 or more status effects

use that move etc

but make everything particular

ty
#7
> Guys here the effects file
> > Please read it and make strategies based on effects so we can improve the AI
> > https://www.monstermmorpg.com/move_effects.xlsx

> 10 June 2016 - A Massive battle AI update has been made. The battle AI now considers all of the below factors. The only remaining thing is now status moves. If you make detailed suggestions, we can improve status moves usage as well

>> It considers all of the below abilities
  • All shield abilities such as: Shield Novice, Shield Expert, Shield Master, Bug Shield...
  • All mania abilities such as: Bug Mania, Dark Mania, Dragon Mania...
  • All novice, expert and master abilities such as: Accuracy Novice, Attack Expert, Bug Master, Critic Novice...
  • Move Expert
  • Beyond Type
  • Expert Defender
  • Camouflage
  • Assassin
  • Competition
  • Observer
  • Charger
  • Flame Body
  • Frost Body
  • Bonus Damage
>> It considers weather status and used move type

>> It considers following held items
  • Brutal Weapon
  • Razor Claw
  • Epic Hammer
  • All Crystals such as Bug Crystal, Electric Crystal
  • Mystical Weapon
  • Superior Weapon
>> It considers stab damage - Same-type attack bonus

>> It considers enemy type resistances

>> It considers attack category, attack type, enemy type, critic level of the attack

>> It considers the following attack effects
  • Double Power No Item Hold: Yes

  • Power Increase Based On Stat Boost: Yes

  • Power Increase Based On Stat Boost Foe: Yes

  • More Damage More Foe HP: Yes

  • Use Enemy Attack Stat: Yes

  • Use Enemy Defense No SpDefense: Yes

  • Damage Equal Level: Yes

  • More Damage More User HP: Yes

  • Opponent Current Hp Damage Percent:

  • Power Increase Foe Hold Item Percent:

  • User Current Hp Damage Percent:

  • Constant Damage

  • Less HP More Power: Yes

  • Constant Random Damage: Yes

  • Works Only On Sleeping Foe: Yes

  • Multiple Hit

  • Double Power If Goes Last: Yes

  • Double Damage Half User MaximumHP: Yes

  • More Damage As Faster: Yes

  • More Damage As Faster Ratio: Yes

  • UV Based Attack: Yes

  • Level Based Random Damage: Yes

  • Level Based Random Damage 2: Yes

  • Constant Random Power: Yes

  • HappinessDamage

  • FrustrationDamage

  • Double Damage Sleep Foe: Yes

  • Double Damage If Cloudless Weather: Yes

  • Double Damage If Cloudy Weather: Yes

  • Double Power When Status Problem: Such as poisoned

  • Double Power On Status Problem Target

  • Power Equal Level: Yes
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