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During my time spent developing a battler AI system I've taken several different approaches before settling on what I have now. Action patterns were too restricting and the AI scripts I tried weren't a good fit, so I coded my own. Due to my battle system's mechanics, battlers needed to have timing and situational awareness. Also, since skills are modular, writing an AI for each individual actor/enemy (there's a lot of them) was too tedious. I opted to design the AI around the individual skills instead. Based on situation, each skill is given a different value and battlers will choose the skill with the highest value during their turn. These values range from 0 to 100 and have a bit of variance to curb predictability. That's the gist of it anyway.

I'd like to know how the rest of the community handles AI in their games (if at all). Hypothetically, how would you handle the AI within modular skill system were you can't prediction the exact skills available in any given encounter?

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