Automated battle test

Gluoner

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Hi,

do you know if it is possible to launch hundreds of battle test without graphic output quickly and just store the results (who won). I would like to do some Monte Carlo simulation to analyse paramater sensitivity.

So the ideal tool would let me
1) choose parameter range
2) pick random combination of parameters within that range
3) run x battles (around 100)
4) write parameterset and % of wins to file

Any idea where to start
Thanks
 

Trihan

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The main issue with this would be ensuring a logical iteration of ability uses on the part of the party. You're not going to get much useful data in a battle where everyone tries to buff and heal themselves a bunch of times with full HP and buffs.
 

Gluoner

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The main issue with this would be ensuring a logical iteration of ability uses on the part of the party. You're not going to get much useful data in a battle where everyone tries to buff and heal themselves a bunch of times with full HP and buffs.

Hi,
Thanks for the reply.
It is an exercise for my students, so I can live with "artificial stupidity", my main problem is how to make sort of a batre file to launch many simulacions.
How can I make a script that sets the parameters and computes the battle outcome quickly.
 

Trihan

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I'd probably code a separate app in like C# or something that just loads data from the .json files to figure out the numbers and whatnot, and then just duplicate the function that tests items/skills on a target.
 

Gluoner

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The main issue with this would be ensuring a logical iteration of ability uses on the part of the party. You're not going to get much useful data in a battle where everyone tries to buff and heal themselves a bunch of times with full HP and buffs.

Hi,
Thanks for the reply.
It is an exercise for my students, so I can live with "artificial stupidity", my main problem is how to make sort of a batre file to launch many simulacions.
How can I make a script that sets the parameters and computes the battle outcome Quick.
I'd probably code a separate app in like C# or something that just loads data from the .json files to figure out the numbers and whatnot, and then just duplicate the function that tests items/skills on a target.
Yes, but then I would have to reprogram the battle logic... It would be somehow nicer if I could provide the students a solution within rpgmaker.
 

Trihan

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Hmm. Well the function to test skills/items is there...couldn't you just call it a bunch of times passing in the enemies you want to test out as targets?
 

Gluoner

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Hmm. Well the function to test skills/items is there...couldn't you just call it a bunch of times passing in the enemies you want to test out as targets?
The problem is that for the kind of analysis I want to teach them we need thousends of simulacions...
And somehow I feel that the hard works in rpgmaker is already done, I can run the individual simulacions, but each run takes around 10 seconds, mainly due to the animations which we don't need in this specific case...
 

Trihan

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Don't do it in the actual battle, just call the same functions the battle system uses. You don't need any animations.
 

Gluoner

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Ok, I dived a bit into the code, I guess the entry point would be DataManager.setupBattleTest and BattleManager.startBattle. But where are they called from? I can't find the code for the battle test window...
Thanks again for your help
 

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