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 Mar 30th, 2010, 4:25:00 AM #16 Chinese Dood   Join Date: Aug 2008 Posts: 1,053 Cool! Like others said, these relative values really depend heavily on what type of team it is (stall vs offense). It would obviously be easier to model an AI for an offense team, since battles with an offense team will have fewer turns than stall. For an offense team, secondary effects of a move (e.g. burn/paralysis/poison/flinch) would have very little weight (or no weight even) because the objective is to KO, not relying on status, whereas the opposite is true for a stall team (except ... when all opponents' pokemon are statused already, then those 2ndary status effects should then have no weight, obviously). From the above, it would then also make sense for the AI to determine the value in having an opponent being statused. This would probably be an entire database of values for each status for each pokemon. E.g. (not that these are any indication of any accurate values) Dragonite might have a burn value of +.2 if you don't know what set it is, +.3 if you know it has at least one physical move, +.5 if it has only physical moves, +.1 if it is totally special. From statistics, we could determine the probability that an unknown Dragonite is physical/mixed/special{or how they are paired with other team members if there is info on that}... which would be a factor in determining this burn value. Then there's paralysis, poison, sleep, confused, and possibly even accuracy (not applicable unless the team being used has accuracy lower moves). A general determination by the AI as to whether or not the pokemon is defensive or offensive will probably also play into what those values are. Obviously, potential status-related abilities like Natural Cure / Quick Feet / Guts / Marvel Scale will also change those values. That Dragonite's remaining HP will also obviously be a factor. If +1 means AI is winning by 1 Pokemon, then inducing a successful burn on a purely physical Dragonite (just cuz I used that as the example earlier) might result in an additional +0.6 or something like that (depending on the nite's remaining HP), but might only result in +0.2 for a Special nite, or +0.15 if it's a special one with roost. Hm, I should probably just shut up now since I'm pretty much just thinking out loud and typing it out lol. Basically, it's probably eyeballing the #s and then tweaking until it feels right (or if you can, write an AI that tweaks these values by itself... i.e. make it able to learn. That's obviously... difficult to create). I can't think of any other way of doing this atm really.