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How does Pokemon REBORNS AI function in broad terms?


ChibiYuna

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Heyaaa~ I remember when I played Reborn a few years ago it was liiike really really hard (gawsh! especially Charlotte was super duper scary, as cute as she is D: My Swampert got obliterated so hard even though I wanted it to be my MVP for the battle and i had to redo the fight like 8 times) . 

Anywaysss I started playing again and the game is super cool, I love all the new features, gen 7 pokemon are super implemented! <3 The boss teams are awesome as always, but I really started wondering: how do their AI function?  i did look it up before postin here, dont be mad pls if this is a repost, but i couldnt find anything just sayin. I did found that some people complained about Cain not usin 3 full restores (HOW DARE THEY GRRRR!), but me? I still found the battles pretty hard! 
though id still like to know ^^ Like, is every trainer AI programmed individually? Is there a AI program for each trainer type? (Ace trainer, Grunt, Gym Leader, Meteor Admin, Cain-chan~, etc.) ? 
Would increasin the level, changing a move, ability or even changing 1 pokemon completely screw up the AI of a boss? 
I am not complaining btw peps <3 i love the fights, but i am wondering how they function in general..... 🧐

also im sowwie if this is some insider information 🥺 obviously i wont mind if you cant tell me! 😅

 

also spoilers:
 

Spoiler

Ame and reborn crew ily  <3 

 

 

 

 

 

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There's definitely other people who can answer this a lot better (I.E those who have actually looked at it or worked with it), but as far as I know, It basically assigns scores to each of the options it has available each turn (moves, items, switches) and increases/decreases each of those scores with various things like an estimated damage calculation of each move, what moves the opponent has used and if it outsped the last turn, what happened the last time that action was taken if it's been taken before, how it might affect the field, etc etc. Then it uses whatever option has the highest score after all those checks? I think many of the significant trainers also have some extra bits that change the weighting of certain options to make them use their specific strategies better, like Radomus more strongly prioritizing setting trick room when it's not up for example? iirc there's also a couple things currently that can sometimes make it easier, like it trying to save PP by using a weaker move when you're low, which could make them suffer if you heal, or adding extra weighting to a move that only has a chance to KO over one that's guaranteed to maybe create a tense moment (though my memory is hazy on this one being mentioned, so it could easily be wrong). Sometimes these can instead help the AI catch you out on a switch though too.

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