I've been pondering if I even bother with map views, or just provide navigable locations as aist like Jev-Pomemon. It'll end up having both options I'm sure, since I'm using the project to explore harness evals.
since mine is more of a harness/eval framework, I'm going to experiment with different toolsets and context constructions
It's definitely easier to skip that part and just use A* for navigation, but I also want to see it explore and learn the map, through more basic moves. Right now I'm not exposing direct button presses to the agent. Similar for menus, give a list of actions (actor->fight->target) and an algo converts that to button presses, so each turn in a battle, it produces an action for each party member.
I've seen way more about how brittle and inconsistent Jev is with decisions that should be straight forward, like from pokemon...
- I'd like to buy a potion!
- Are you sure?
- No...
- I'd like to buy a potion!
- Are you sure?
- No...
- <repeat for 5 minutes>
it took it waaaay too many tries to buy item
Then there are the examples like coin flipping or dice rolling, Jev doesn't understand basic probability, picked heads like 84% of the time or something...