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Pokemon Reborn v19.5 Full AI Documentation


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Quote

《兵法》,孙子。

知彼知己,百戰不殆;不知彼而知己,一勝一負;不知彼,不知己,每戰必敗。

Know your enemy and know yourself, and you need not fear the result of a hundred battles. Know yourself, but not your enemy, and for every victory gained, you will also suffer a defeat. Know neither yourself nor your enemy, and you will succumb in every battle.

Sun Tzu, The Art of War

 

Pokemon Reborn has one-thousand, one-hundred, and seventy-nine battles. Now, while a few of these are only available through illegitimate means – such as Tham the Tench Engine and Mr. Meow Mix – and many more are random trainers with no distinguishing features whatsoever, knowing your enemy and knowing yourself can carry you to victory through all of them.

 

About three weeks ago, I decided to start a mono-Bug run, and – inspired by watching Run and Bun videos – wanted to go for as few faints as possible with clear, clean lines. As such, I would need to understand the AI's behavior. However, while the basic information about the AI – it works based off scores for each action it can take – I couldn't find a full document detailing how these scores were calculated anywhere (for good reason), so I (someone with poor reason) decided to make it myself. Anyway, here's a 125 page document detailing the 12676 lines of code that make up the Battle_AI.rb file in the Pokemon Reborn code as of v19.5.26. It's broadly organized into 3 parts: Item AI, switching AI, and move AI, with the vast majority of the doc taken up by move score calculations.

 

I hope it's understandable, please tell me if anything is not, and I damn hope this document helps at least one other person.

(Feel free to port this to Google Docs or something, I'm just a "torture myself with Microsoft Office" type of girl).

 

Pokemon Reborn AI.docx

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