I have developed an RPG in likeness to the features showcased in the Final Fantasy series; multiple character classes which utilise unique action sets, sequential turn-based combat, front/back row modifiers, item usage and a crisis mechanic which bears similarity to the limit break feature.
The problem is that the greater portion of my project depends on the use of some means of Machine Learning to, in some manner, act as an actor in the game environment, however, I do not know of my options under the bare-bones environment of a command line game; I am more familiar with the use of pixel data and a neural network for action selection on a frame-by-frame basis.
Could I use reinforcement learning to learn a policy for action selection under a custom environment or should I apply a machine learning algorithm to character data, find the example outlined below, determine the best action to use on a particular turn state?
+-------+--------+--------+---------+---------+------------+---------------------+------------+--------------+--------------------+--------------+--------------+
| Level | CurrHP | CurrMP | AtkStat | MagStat | StatusList | TargetsInEnemyParty | IsInCrisis | TurnNumber | BattleParams |ActionOutput | DamageOutput |
+-------+--------+--------+---------+---------+------------+---------------------+------------+--------------+--------------------+--------------+--------------+
| 65 | 6500 | 320 | 47 | 56 | 0 | Behemoth |0 | 7 | None |ThiefAttack |4254 |
| 92 | 8000 | 250 | 65 | 32 | 0 | Behemoth |1 | 4 | None |WarriorLimit |6984 |
+-------+--------+--------+---------+---------+------------+---------------------+------------+--------------+--------------------+--------------+--------------+
I would like to prioritise the ease of implementation of an algorithm over how optimal the potential algorithm could be, I just need a baseline to work towards. Many thanks.