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(Created page with "'''Artificial Intelligence''' is a series feature in which party members are controlled by the game itself instead of the player, emphasizing the individuality of cast of characters as well greatly expediting the rhythm of battles. A ground-breaking innovation created by Chunsoft employee Manabu Yamana, the developers of each following game listened closely to player feedback when programming the next entry, studying the ways players react to situations and inco...") |
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==Overview== | ==Overview== | ||
Artificial intelligence in | Artificial intelligence in {{Main Series}} is a derived evaluation function based on a hidden "fear" stat possessed by each {{MFamilies}}, which represents how dangerous a {{MFamilies}} is from the character's point of view. | ||
A | A {{MFamilies}}'s fear stat is based on the numerical value of damaging abilities such as regular attacks or spells such as [[Frizz]], with status ailment inducing abilities also being given "damage" values for the sake of a thorough threat assessment. Monsters that can heal or revive an ally have the fear stat of all other {{MFamilies}}s added to their own because they can drag the fight out longer than necessary. Once every individual {{MFamilies}}s' fear stat has been calculated a special consideration will be made if a {{MFamilies}} can be defeated with a single attack, as this will reduce the overall fear stat the quickest; if no such {{MFamilies}} is present on a given turn then priority returns to the {{MFamilies}} with the highest fear stat. | ||
Once the fear assessment is made a character will attempt to act in the most efficient way to eliminate the most dangerous | Once the fear assessment is made a character will attempt to act in the most efficient way to eliminate the most dangerous {{MFamilies}} with the options he or she has available, further influenced by the battle tactics set for the [[party]]. These decision calculations are conducted at the start of a character's turn to allow the A.I. to react to the changing circumstances of a battle, and the most common tactic options in the series are as follows: | ||
{| class="wikitable" | {| class="wikitable" | ||
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! Tactic !! Description | ! Tactic !! Description | ||
|- | |- | ||
| Fight Wisely || Defeat the enemy in an efficient manner that is MP-conscious | | Fight Wisely || Defeat the enemy in an efficient manner that is {{MP}}-conscious | ||
|- | |- | ||
| Show No Mercy || Defeat the enemy as quickly as possible with no concern for MP | | Show No Mercy || Defeat the enemy as quickly as possible with no concern for MP | ||
|- | |- | ||
| Focus On Healing || HP recovery is given the priority | | Focus On Healing || {{HP}} recovery is given the priority | ||
|- | |- | ||
| Watch My Back || Focuses on buffing allies and using the defend command instead of attacking | | Watch My Back || Focuses on buffing allies and using the defend command instead of attacking | ||
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|} | |} | ||
For healing the A.I. considers the HP threshold of the characters and compares that to the MP conservation guidelines set by the current strategy, with the "Focus On Healing" strategy having the highest HP thresholds to maintain and the lowest MP thresholds; I. E. healing is preformed when only a comparatively small amount of HP is lost with no regards to conserving MP. Special consideration is given to characters that can reduced the fear stat sum by the most on a given turn: for example if [[Alena]] and [[Borya]] both have 1 HP but Alena has [[Oomph]] cast on her and Borya has zero MP left then healing priority will be given to Alena because she is currently the most useful character that needs healing. | For healing the A.I. considers the {{HP}} threshold of the characters and compares that to the {{MP}} conservation guidelines set by the current strategy, with the "Focus On Healing" strategy having the highest {{HP}} thresholds to maintain and the lowest {{MP}} thresholds; I. E. healing is preformed when only a comparatively small amount of HP is lost with no regards to conserving {{MP}}. Special consideration is given to characters that can reduced the fear stat sum by the most on a given turn: for example if [[Alena]] and [[Borya]] both have 1 {{HP}} but Alena has [[Oomph]] cast on her and Borya has zero {{MP}} left then healing priority will be given to Alena because she is currently the most useful character that needs healing. | ||
==Appearances== | ==Appearances== | ||