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AI Training
TerminatorPlus can train movement-controller brains in the JVM. The neural
network controls movement only; CombatDirector remains the sole owner of
combat actions and item decisions.
/ai reinforcement <population-size> <name> [skin] [mode-or-options] [round-minutes]
Examples:
/ai reinforcement 120 TrainBot Steve
/ai reinforcement 120 TrainBot Steve family=mace:mix=mace_curriculum 5
/ai reinforcement 120 TrainBot Steve movement:family=mace:mix=mace_curriculum 5
/ai reinforcement 80 TrainBot Steve legacy
If [round-minutes] is omitted, the command uses
ai.training.max-round-minutes from config.yml. The default is 1; set it to
0 for unlimited rounds. Optional command arguments are positional, so pass
movement or an options string in the mode slot when you want to override only
the minute cap:
/ai reinforcement 120 TrainBot Steve movement 5
Modes:
- Empty mode: train the movement brain bank.
-
movement,movement_controller, ormovement-controller: train the movement brain bank. -
legacy: original full-replacement neural-network training.
Movement training samples named loadouts automatically from
ai.training.loadout-mix. No separate /bot loadoutmix step is needed.
The default movement_balanced mix is:
sword: 12
axe: 12
smp: 12
pot: 8
mace: 10
spear: 8
trident: 8
windcharge: 6
skydiver: 5
hybrid: 6
vanilla: 5
pvp: 3
crystalpvp: 3
anchorbomb: 2pvp, crystalpvp, and anchorbomb total 8%, which gives explosive/survival
movement enough exposure without letting those kits dominate every generation.
Set ai.training.curriculum-family or pass family=<name> in the training
options argument to train one specialist family:
meleemacetrident_rangedspear_meleemobilityexplosive_survivalprojectile_ranged
Curriculum mixes are configured under ai.training.loadout-mixes, including
melee_curriculum, mace_curriculum, trident_curriculum,
mobility_curriculum, and explosive_survival_curriculum.
Mixed training seeds each candidate from its assigned loadout family, ranks results by the movement family that actually produced route samples, and updates every eligible specialist brain represented in the round. A family brain is not saved from unrelated survival or aggregate fitness. Curriculum mode forces all candidates to update the configured family brain.
Movement reward scoring is family-specific:
-
general_fallback: balanced damage delta, survival, range control, low fallback rate, and low route thrash. -
melee: melee threat range, legal crit/sprint-hit setup, and hit conversion. -
mace: launch/airborne/smash phase conversion, tracking, and self-damage avoidance. -
trident_ranged: charge completion, line of sight, throw range, and hit rate. -
spear_melee: close trident pressure and stable melee spacing. -
mobility: gap close, escape, vertical setup, and route handoff success. -
explosive_survival: target explosive damage, safe blast spacing, escape, and low self-damage. -
projectile_ranged: line-of-sight control, lateral strafing, and projectile hit/interrupt success.
Rollout metrics are saved with the trained brain and surfaced by evaluation reports.
/ai stop
/ai brain status
/ai brain load
/ai brain save [bot-name]
/ai brain reset
/ai movement <amount> <name> [skin] [loc]
/ai evaluate [variant] [scenario] [seeds]
/ai movement spawns fighting bots using the loaded movement bank. They are not
training bots.
/ai evaluate exports a report-only seed/scenario matrix and route/fallback
summary under ai/movement/evaluations/. Live win/damage metrics require an
arena run.
See Movement Brain Bank and Brain Persistence for the bank layout and file formats.