🚀 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event Withdrawn(address indexed user, uint256 amount);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 {