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Improve exploration inside towns and make battle rewards teach fighting #3

@DolphinDasher

Description

@DolphinDasher

Right now the policy jumps to the next big map reward instead of exploring towns (Pokecenters, Marts), and battle rewards don’t teach “fight the battle” early enough. I want a better exploration signal inside towns and clearer incentives to actually take actions that win fights.

Why this matters
• The agent skips useful town interiors, which slows progress and leads to weak policies.
• Early training learns menu spam and partial battle loops instead of consistent fighting.
• Current reward shaping is too coarse for town coverage and battle skill.

Current behavior
• Town exploration stops once easy novelty is collected.
• Battle behavior often stalls; wins happen but are not learned efficiently.

Proposed direction
• Add a town/city exploration target or coverage signal (per-map coverage target or interior POIs).
• Make battle rewards more action-aligned: stronger reward for damage dealt and win, clearer penalty for stalling.
• Optional: small penalty for “menu in battle without useful action” to avoid stalling.

Acceptance criteria
• In a short run, the agent explores most of a town (including center/mart) before moving on.
• In battle, the agent consistently chooses actions that reduce enemy HP instead of stalling.
• No new degenerate loops (menu spam or idle in battle).

Notes
• Exploration is currently tile novelty with caps and map exhaustion penalties.
• Battle shaping exists but does not reliably lead to active fighting early.

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