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Author Topic: Trainer AI  (Read 4938 times)

Offline LeoReborn

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Trainer AI
« on: June 19, 2011, 11:41:22 PM »
This has been on my mind now.... for a good while.

What kind of AI are trainers going to have?

I know it will vary, but there is a big importance for AI.

Example: Will the trainer "think" about what move to use? How well will they "think"?

Things like that.


Anyone else have input for this discussion?
Ideas? Complaints about prior AI in the games?
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Offline Gammal

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Re: Trainer AI
« Reply #1 on: June 20, 2011, 02:29:05 PM »
well, this is not really an issue.

Since most trainers will be stationary or will have a limited movement value, the only thing that really needs any thought is the battle.

Our programmers will solve this, dont worry :D

Offline LeoReborn

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Re: Trainer AI
« Reply #2 on: June 20, 2011, 02:32:20 PM »
I know that, Gammal.

I did indeed mean in-battle AI.

I meant what is the team thinking about?

What processes will the trainers "think"?
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Offline Gammal

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Re: Trainer AI
« Reply #3 on: June 20, 2011, 04:58:39 PM »
well, one way to solve it is to have some kind of "false random" algorith to make it easy.
Then you could possibly have  some variables as pokemon types etc.
I think either mr dark or urmel will have to answer this, since im not very involved with the programming process

Offline LeoReborn

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Re: Trainer AI
« Reply #4 on: June 20, 2011, 05:11:34 PM »
As far as AI goes, will there be an "Ultimate Trainer" that has a Strong battle strategy?

Example: That could outmatch all of us?
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Offline Kamaran

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Re: Trainer AI
« Reply #5 on: June 20, 2011, 05:52:19 PM »
No need. I'm already here.
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Offline John Flame

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Re: Trainer AI
« Reply #6 on: June 20, 2011, 09:27:50 PM »
An Ultimate Trainer would be quite fun.
I remember my excitement when i first faced Red in G/S/C and 5 mins later how dissapointed i whas he whas just another poorly coded trainer.

I think pokémon games have already started showing AI improvement battles....remember when Gary/Lance/Chyntia withdrawed their pokémons?

Nowadaways maybe we could have a option to set trainers dificulty to our likes (o)easy/(o)normal/(o)hard.
So instead of we having little kid's crying they can't beat a ai trainer and pros complaining of boredom.A option would be epic.

Offline LeoReborn

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Re: Trainer AI
« Reply #7 on: June 20, 2011, 10:12:52 PM »
EPIC Trainer requires the ability to outthink any battle strategy.

We need a Trainer that could easily make anyone cry to Chansey.

Be it a.... "Final Boss" if you will.
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Offline Raikt

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Re: Trainer AI
« Reply #8 on: June 21, 2011, 01:12:20 AM »
The easiest way to give trainers a false sense of "battle strategy" would be to program with a few simple checks. Do they have a move that is SE against your Pokemon? If not, do they have one they could switch to without taking, say, <50% damage? If yes, they switch.

Simple things like that. I also plan to introduce different combinations into it. You rarely see any trainers in the game attempting set up sweeps, or subpunch sets, or even the common scout switching.
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Offline Level5Pidgey

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Re: Trainer AI
« Reply #9 on: June 21, 2011, 03:47:53 AM »
I'm currently doing an assignment on complex decision making AI, so, I dunno, if the programmers needed help, I could check it out.
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Offline Mr_Dark

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Re: Trainer AI
« Reply #10 on: June 26, 2011, 01:35:14 PM »
The AI for NPC battles will eventually be more than just randomly choosing a move. At the moment this feature does not have that much of priority and I'm still thinking a way to handle this problem code-wise.

I can't elaborate much more on this topic because I don't know much more than this.

Also remember that all our code is open-source which means that anyone can submit changes. So if anyone feels like there should be a more advanced decision system for NPC battles, they can make it.
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Offline LeoReborn

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Re: Trainer AI
« Reply #11 on: June 26, 2011, 01:36:56 PM »
Ok. Thank you Mr_Dark.

Maybe Ill try and learn Go.
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