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README.md
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@@ -17,104 +17,6 @@ Monster collection & battle game leveraging Huggingface ZeroGPU spaces!
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[Play Here!](https://fraser-piclets.static.hf.space/)
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## Old Battle System Ideas
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## How to handle combat?
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I want a combat system that leverages the diversity of monsters and creativity of LLMs.
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I'd rather the game ran "offline" so without the need for non borwser-based computation.
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I'd also like the combat to feel interesting with a diversity of Piclets being required.
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Now for most players they won't actually be able to catch that many Piclets (1 per day).
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By interesting I mean the unique properties of the monster should shine through despite them not being explicitly coded for.
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The simplest version of this is having "weak against, robust against" lists and using a semantic encoder matches to define effectiveness.
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I previously liked the idea of monsters having a "status" that would then effect combat, e.g. burning, bleading, sleeping, etc.
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This ofc also matches Pokemon though it does seem a little tricky to code and connect all of this.
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Should also note that I can have a TON of data within my HF space so coding up a ton of status effect options is fine!
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#### Combat Ideas
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**Semantic top-trumps**
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You attack with a given trait e.g. "flight" they then pick a counter monster to compare on that axis.
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The monster with the better semantic score wins.
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A variation on this is each attack description vs the monsters description.
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TBH 1v1 battles with just 1 move doesn't feel tactical enough.
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**True Pokemon**
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Just define a full running pokemon style game with the Pokemon suite of moves.
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Could even extend to include special abilities like being invulnerable to drain, can't be switched out, etc.
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This would mean abilities would be defined ahead of time and picked for the monster.
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Nice thing is that this would balance the same way and have a high complexity ceiling.
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The bad thing is that this could actually be extremely difficult to implement, likely best done by just emulating the underlying game with modified sprites & names for the monster.
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**LLM powered Pokemon**
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Leverage free LLM spaces (maybe RWKV?) to have the LLM generate the outcomes of the different action.
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Include updating free-form status descriptions.
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This should give a consistent range of effects without requiring complex code.
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The issue here is with accessing the LLM responses.
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This would have to rely on non zero-GPU spaces to get the response rate required.
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**Semantic Pokemon**
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Define pokemon style moves with keywords defining strong against, weak against and action special cases.
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This is effectively doing what "LLM powered Pokemon" would do but offline.
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Different effects have different probabilities.
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Statuses are applied and semanticly matched into hard coded ones.
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e.g. "Dazed" is similar to "Confusion" so gets the "Confusion" effect
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#### Combat Choice
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I think Semantic Pokemon is the best choice as it gives great variety while being runnable offline.
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To put this in more detail...
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1. monsters each have lists of keywords for "weak to" and "robust to" for effective/ineffective
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2. each action has hard coded effects with special cases for certain monsters
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3. monster actions are colored to indicate attack/buff/debuff/special
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When hard coding effects the action can apply descriptors to the enemy, these then interact with game-level effects and the monsters own effective/ineffective.
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Previously I did like the emoji setup as it was quick to communicate... but it often wasn't high level enough.
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I'm hopeful that high level descriptors + a semantic encoder will give more matches than previously.
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So the monster schema will have:
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```json
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"robust against": {"type": "string", "description": "A brief description of things the monster is robust to"},
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"weak against": {"type": "string", "description": "A brief description of things the monster is weak to"},
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```
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Then for the actions:
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```json
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"attack": {
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"name": "...",
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"description": "...",
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"damage": "likert",
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"accuracy": "likert",
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"inflictStatus": "...",
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}
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```
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### Keyword based
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Another option is to just have claude create a really extensive keyword system to analyze action descriptions and make a series of classifiers based on that.
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I have had success with this before and its nice to think I then only have to handle the action descriptions.
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Then I could add back the old Piclet types to pair up with this.
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Plus then include an emoji for each action to give a cool animation effect!
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The bad thing here is that I am having to hand-code a battle system which I didn't really want to do.
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# Svelte + TS + Vite
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This template should help get you started developing with Svelte and TypeScript in Vite.
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[Play Here!](https://fraser-piclets.static.hf.space/)
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# Svelte + TS + Vite
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This template should help get you started developing with Svelte and TypeScript in Vite.
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