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===''[[Dragon Quest Monsters|Dragon Quest Monsters 1]]'' & ''[[Dragon Quest Monsters 2|Dragon Quest Monsters 2]]''=== | ===''[[Dragon Quest Monsters|Dragon Quest Monsters 1]]'' & ''[[Dragon Quest Monsters 2|Dragon Quest Monsters 2]]''=== | ||
Artificial intelligence in the first two {{Monsters S}} games is based on the {{Wisdom}} stat ala | Artificial intelligence in the first two {{Monsters S}} games is based on the {{Wisdom}} stat ala {{VI}} through {{VIII}}, but is also influenced by the [[List of personality types in Dragon Quest Monsters|personality of the monster as well]]. | ||
Decision making is based on three aspects, '''Bravery''', '''Caring''', and '''Prudence''', which place emphasis on dealing damage, healing, and buffing or debuffing respectively. Each personality places a different emphasis on these three aspects and will supersede the efficiency given by the {{Wisdom}} stat if the personality does not vibe with the chosen tactic. For example the Sly personality has a low emphasis on bravery and caring but a high emphasis on prudence, which means that even if the tactics are set to "Show No Mercy" the {{MFamilies}}s with that personality will attempt to debuff the competition even in situations where doing so makes no sense. | Decision making is based on three aspects, '''Bravery''', '''Caring''', and '''Prudence''', which place emphasis on dealing damage, healing, and buffing or debuffing respectively. Each personality places a different emphasis on these three aspects and will supersede the efficiency given by the {{Wisdom}} stat if the personality does not vibe with the chosen tactic. For example the Sly personality has a low emphasis on bravery and caring but a high emphasis on prudence, which means that even if the tactics are set to "Show No Mercy" the {{MFamilies}}s with that personality will attempt to debuff the competition even in situations where doing so makes no sense. | ||
==Trivia== | ==Trivia== | ||
*One might assume that [[Nintendo]] beat [[Chunsoft]] to the punch on implementing A.I. combat in 1989's ''[https://en.wikipedia.org/wiki/Mother_(video_game)|Mother]'', where the player is given the option to initiate an auto-battle from the command menu, but this feature does not utilize situational learning A.I., however, and simply has the cast of characters use normal attacks on enemies until the battle is won. | *One might assume that [[Nintendo]] beat [[Chunsoft]] to the punch on implementing A.I. combat in 1989's ''[https://en.wikipedia.org/wiki/Mother_(video_game)|Mother]'', where the player is given the option to initiate an auto-battle from the command menu, but this feature does not utilize situational learning A.I., however, and simply has the cast of characters use normal attacks on enemies until the battle is won. | ||