AI MONSTER
  • AI MONSTER ($AIMON) Overview
  • AI-Generated Monsters: Technical Core (DeepSeek & Generative AI)
    • 2.1 Monster Design AI Architecture
    • 2.2 Reinforcement Learning with Human Feedback (RLHF)
    • 2.3 Multi-modal AI Training Framework
    • 2.4 FLUX Integration
    • 2.5 NFT Integration for AI Monsters
    • 2.5 Advanced NFT Minting Process
    • 2.6 Upgrading and Evolution Mechanisms
    • 2.7 GameFi and Film Production Integration
  • Solana & $AIMON Token Economy
    • 3.1 Why Solana?
    • 3.2 $AIMON Token Utility
  • AI MONSTER Use Cases
    • 4.1 Gaming & GameFi
      • 4.1.1 AI-Generated Game Entities
      • 4.1.2 Monster Training and Personalization
      • 4.1.3 Play-to-Earn (P2E) Mechanics
      • 4.1.4 AI Evolution System
    • 4.2 Film & Animation
      • 4.2.1 High-Quality CG Monster Generation
      • 4.2.2 AI-Driven Simulations for Enhanced Visual Effects
      • 4.2.3 Dynamic Scene Generation and Integration
      • 4.2.4 Workflow Integration and Production Efficiency
  • Roadmap & Future Plans
    • 5.1 Q1 - Q2 2025
    • 5.2 Q3 - Q4 2025
    • 5.3 Long-Term Vision (2026 & Beyond)
  • Join the AI MONSTER Ecosystem
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  • 5.2.1 Official Launch of $AIMON Token & Liquidity Incentives
  • 5.2.2 Release of Developer SDK for AI Monster Integration
  • 5.2.3 Collaborations with Film/Game Studios for AI Content Commercialization
  • 5.2.4 AI Monster Battle Arena Launch
  1. Roadmap & Future Plans

5.2 Q3 - Q4 2025

🚀 Official launch of $AIMON token & liquidity incentives

🚀 Release of developer SDK for AI monster integration

🚀 Collaborations with film/game studios for AI content commercialization

🚀 AI Monster Battle Arena launch

5.2.1 Official Launch of $AIMON Token & Liquidity Incentives

  • Launch $AIMON token on major decentralized exchanges:

  • Implement liquidity mining programs to incentivize token holders.

  • Develop cross-chain bridges to enable $AIMON trading on multiple blockchains.

  • Introduce a token buyback and burn mechanism:

  • Allocate a percentage of platform fees for token buybacks.

  • Implement a transparent burning process to reduce token supply over time.

Example of liquidity mining smart contract:

// SPDX-License-Identifier: MIT
pragma solidity ^0.8.0;

import "@openzeppelin/contracts/token/ERC20/IERC20.sol";
import "@openzeppelin/contracts/security/ReentrancyGuard.sol";

contract AIMONLiquidityMining is ReentrancyGuard {
    IERC20 public aimonToken;
    IERC20 public lpToken;
    
    uint256 public constant REWARD_RATE = 1000; // 1000 AIMON per block
    uint256 public lastUpdateBlock;
    uint256 public rewardPerTokenStored;
    
    mapping(address => uint256) public userRewardPerTokenPaid;
    mapping(address => uint256) public rewards;
    uint256 private _totalSupply;
    mapping(address => uint256) private _balances;

    event Staked(address indexed user, uint256 amount);
    event Withdrawn(address indexed user, uint256 amount);
    event RewardPaid(address indexed user, uint256 reward);

    constructor(address _aimonToken, address _lpToken) {
        aimonToken = IERC20(_aimonToken);
        lpToken = IERC20(_lpToken);
    }

    function rewardPerToken() public view returns (uint256) {
        if (_totalSupply == 0) {
            return rewardPerTokenStored;
        }
        return
            rewardPerTokenStored +
            (((block.number - lastUpdateBlock) * REWARD_RATE * 1e18) / _totalSupply);
    }

    function earned(address account) public view returns (uint256) {
        return
            ((_balances[account] *
                (rewardPerToken() - userRewardPerTokenPaid[account])) / 1e18) +
            rewards[account];
    }

    modifier updateReward(address account) {
        rewardPerTokenStored = rewardPerToken();
        lastUpdateBlock = block.number;
        if (account != address(0)) {
            rewards[account] = earned(account);
            userRewardPerTokenPaid[account] = rewardPerTokenStored;
        }
        _;
    }

    function stake(uint256 amount) external nonReentrant updateReward(msg.sender) {
        require(amount > 0, "Cannot stake 0");
        _totalSupply += amount;
        _balances[msg.sender] += amount;
        require(lpToken.transferFrom(msg.sender, address(this), amount), "Transfer failed");
        emit Staked(msg.sender, amount);
    }

    function withdraw(uint256 amount) public nonReentrant updateReward(msg.sender) {
        require(amount > 0, "Cannot withdraw 0");
        _totalSupply -= amount;
        _balances[msg.sender] -= amount;
        require(lpToken.transfer(msg.sender, amount), "Transfer failed");
        emit Withdrawn(msg.sender, amount);
    }

    function getReward() public nonReentrant updateReward(msg.sender) {
        uint256 reward = rewards[msg.sender];
        if (reward > 0) {
            rewards[msg.sender] = 0;
            require(aimonToken.transfer(msg.sender, reward), "Transfer failed");
            emit RewardPaid(msg.sender, reward);
        }
    }
}

5.2.2 Release of Developer SDK for AI Monster Integration

  • Launch a comprehensive SDK for developers to integrate AI Monsters into their applications:

  • Provide APIs for monster generation, evolution, and battle mechanics.

  • Develop plugins for popular game engines (Unity, Unreal) to streamline integration.

  • Create detailed documentation and tutorials for the SDK:

  • Host developer workshops and hackathons to encourage adoption.

  • Establish a developer support program with dedicated resources for troubleshooting and guidance.

Example of AI Monster SDK usage in a Unity game:

using UnityEngine;
using AIMonsterSDK;

public class MonsterSpawner : MonoBehaviour
{
    private AIMonsterGenerator generator;

    void Start()
    {
        generator = new AIMonsterGenerator("YOUR_API_KEY");
    }

    public async void SpawnRandomMonster()
    {
        MonsterAttributes attributes = new MonsterAttributes
        {
            Size = "medium",
            Element = "fire",
            Rarity = "legendary"
        };

        AIMonster monster = await generator.GenerateMonster("A majestic fire-breathing dragon", attributes);

        // Instantiate the monster in the game world
        GameObject monsterObject = Instantiate(Resources.Load<GameObject>("MonsterPrefab"));
        monsterObject.GetComponent<MonsterController>().Initialize(monster);
    }
}

5.2.3 Collaborations with Film/Game Studios for AI Content Commercialization

  • Establish partnerships with major film and game studios:

  • Develop custom AI models tailored to specific franchise aesthetics.

  • Create a revenue-sharing model for AI-generated content used in commercial productions.

  • Launch an AI Monster licensing platform:

  • Enable studios to browse, customize, and license AI-generated monsters for their projects.

  • Implement a blockchain-based rights management system for transparent tracking of monster usage and royalties.

Example of AI Monster licensing smart contract:

// SPDX-License-Identifier: MIT
pragma solidity ^0.8.0;

import "@openzeppelin/contracts/token/ERC721/ERC721.sol";
import "@openzeppelin/contracts/access/Ownable.sol";

contract AIMonsterLicensing is ERC721, Ownable {
    struct License {
        uint256 monsterId;
        address licensee;
        uint256 expirationDate;
        bool isExclusive;
    }

    mapping(uint256 => License) public licenses;
    mapping(uint256 => uint256) public monsterRoyalties;

    event LicenseGranted(uint256 indexed monsterId, address indexed licensee, uint256 expirationDate, bool isExclusive);
    event RoyaltyPaid(uint256 indexed monsterId, address indexed licensee, uint256 amount);

    constructor() ERC721("AI Monster License", "AIML") {}

    function grantLicense(uint256 _monsterId, address _licensee, uint256 _duration, bool _isExclusive) external onlyOwner {
        require(!_exists(_monsterId), "License already exists");
        
        _safeMint(_licensee, _monsterId);
        licenses[_monsterId] = License(_monsterId, _licensee, block.timestamp + _duration, _isExclusive);
        
        emit LicenseGranted(_monsterId, _licensee, block.timestamp + _duration, _isExclusive);
    }

    function payRoyalty(uint256 _monsterId) external payable {
        require(_exists(_monsterId), "License does not exist");
        require(msg.value > 0, "Royalty amount must be greater than 0");

        License storage license = licenses[_monsterId];
        require(block.timestamp <= license.expirationDate, "License has expired");

        monsterRoyalties[_monsterId] += msg.value;
        emit RoyaltyPaid(_monsterId, msg.sender, msg.value);
    }

    function withdrawRoyalties(uint256 _monsterId) external onlyOwner {
        uint256 amount = monsterRoyalties[_monsterId];
        require(amount > 0, "No royalties to withdraw");

        monsterRoyalties[_monsterId] = 0;
        payable(owner()).transfer(amount);
    }

    function renewLicense(uint256 _monsterId, uint256 _extension) external {
        require(_exists(_monsterId), "License does not exist");
        require(ownerOf(_monsterId) == msg.sender, "Not the license owner");

        License storage license = licenses[_monsterId];
        license.expirationDate += _extension;
    }
}

5.2.4 AI Monster Battle Arena Launch

  • Develop and launch a competitive battle system for AI Monsters:

  • Implement complex battle mechanics that leverage each monster's unique attributes and abilities.

  • Create a ranking system and leaderboards to encourage competition.

  • Introduce tournament features with significant $AIMON token prizes:

  • Host regular tournaments with varying rulesets to keep gameplay fresh.

  • Implement a spectator mode for users to watch high-level battles and learn strategies.

Example of AI Monster Battle System:

import { AIMonster, BattleResult, Ability, StatusEffect } from './types';

class BattleSystem {
    private monsters: [AIMonster, AIMonster];
    private currentTurn: number = 0;

    constructor(monster1: AIMonster, monster2: AIMonster) {
        this.monsters = [monster1, monster2];
    }

    public async executeBattle(): Promise<BattleResult> {
        while (!this.isBattleOver()) {
            const attacker = this.monsters[this.currentTurn];
            const defender = this.monsters[1 - this.currentTurn];

            const ability = this.selectAbility(attacker);
            await this.executeAbility(attacker, defender, ability);

            this.applyStatusEffects(attacker);
            this.applyStatusEffects(defender);

            this.currentTurn = 1 - this.currentTurn;
        }

        return this.determineBattleResult();
    }

    private isBattleOver(): boolean {
        return this.monsters.some(monster => monster.currentHP <= 0);
    }

    private selectAbility(monster: AIMonster): Ability {
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