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Моды/Cobblemon:Crzbrain
Cobblemon:Crzbrain

Cobblemon:Crzbrain

CRZbrain is a Kotlin-based Fabric mod for Minecraft/Cobblemon that gives Pokemon an AI-powered brain featuring reinforcement learning, sentiment analysis, cross-trainer knowledge sharing, and adaptive response generation to make Pokemon interaction

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Все версииCobblemon:Crzbrain 2.1.0

Cobblemon:Crzbrain 2.1.0

Release2 мес. назад

Список изменений

v3.4: Bug Fix + Dead Code Activation + Full Bilingual Completion

Group A: Critical Bug Fixes + Dead Code Activation (4 fixes)

  1. timeOfDay always returned null (SRG.kt) — context.timeOfDay contains strings like "morning"/"night", but the code called .toIntOrNull() which always returned null, defaulting to hour=12. AdaptiveLearning's temporal patterns (learning when players are active) were completely broken. Fixed with a when mapping strings to representative hours.
  2. adaptResponse() never called (SRG.kt) — AdaptiveLearning had a fully implemented function that categorizes responses and modifies unsuccessful ones based on learned preferences. It was never called from anywhere. Now inserted in SRG's post-processing pipeline.
  3. isPreferred()/isAvoided() never called (SRG.kt + AdaptiveLearning.kt) — These functions check what response styles a Pokemon has learned to prefer or avoid. The data was being collected but never used. Now integrated into prioritizeResponseParts scoring: avoided categories get -15, preferred get +10. Also made adaptResponse() write response-shape categories (enthusiastic_short, questioning, hesitant, verbose, brief, standard) so preferences accumulate by response shape.
  4. AdaptiveLearning bilingual gaps — predictNextTrainerAction() and generatePreferenceComment() were Italian-only. Wrapped with Lang.t().

Group B: Performance + Persistence + ExternalAI (5 fixes)

  1. Per-call Regex in LearningSystem — Emoji regex was created inside updatePlayerPersonalityProfile() on every message. Hoisted to object-level private val EMOJI_REGEX.
  2. GlobalKnowledgeNetwork non-atomic writes — All 6 data files used direct File.writeText(). A crash during write = data corruption. Added atomicWrite() helper using temp file + rename pattern.
  3. ExternalAILearning bilingual gaps — Added 12 English interjections to extractExpressions(), 5 English question starters to extractConversationPatterns(), and an English self-reference check in evaluateQuality().
  4. AIHandler removeAt(0) — Replaced O(n) while-loop with bulk subList(0, excess).clear().
  5. PokemonDefenseSystem removeAt(0) — Same fix for target memory trimming.

Group C: Bilingual IntelligenceEvolution + LCI (~143 strings)

  1. IntelligenceEvolution — 31 strings across inductive/abductive/predictive inference, philosophical/analytical/pattern/learning comments, knowledge enrichment, and association recall.
  2. LearningContextIntegration — 112 strings across behavior prediction, tone adaptation, player references, battle insights, strategy phrases, and 8 emotion-response generators (comfort, joy, calming, affection, reassurance, supportive, playful, serious).

Group D: Bilingual EmotionalMomentum + LanguageGrowth (~252 strings)

  1. EmotionalMomentum — 160 strings: all 11 moods (EXCITED, SAD, LOVING, SCARED, PROUD, TIRED, CURIOUS, AGGRESSIVE, HAPPY, LONELY, CONFUSED) with nature variants, plus modifyResponseByState() (happiness additions, yawn prefix, energy additions, curiosity additions, confidence word replacements, sigh prefix, stress truncation, affection suffix).
  2. LanguageGrowth — 92 strings: emotive expressions across 5 complexity levels × 4 emotions, personal expressions by 4 nature categories × 5 levels, catchphrases by 4 categories, vocabulary upgrades using Lang.tMap() for IT→fancy-IT / EN→fancy-EN replacements, and acquired word usage templates.

Group E: Bilingual LearningSystem (~200 strings)

  1. LearningSystem — 200 strings across 19 functions: battle insights, learned phrases, popular topic comments, player expression usage, player relation comments, event mentions, emotional atmosphere comments, personalized greetings (5 player types × natures), player style adaptation, activity time comments, topic-based responses, player vocabulary usage, previous interaction references, learned response generation (vocabulary/associations/lessons), battle-related comments, fully personalized responses, growth comments, battle predictions, and known player greetings.

Файлы

CRZbrain-2.1.0.jar(2.93 MiB)
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Метаданные

Канал релиза

Release

Номер версии

2.1.0

Загрузчики

Fabric

Версии игры

1.21.1

Загрузок

26

Дата публикации

2 мес. назад

Загрузил

ID версии

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