SummerOfCodeProposal AI Improvement Crab AI Components

From The Battle for Wesnoth Wiki

AI Components

We need to extract those parts of the AIs which make decisions and manage turn flow control into separate functor-like objects, to allow us to experiment in configuring the AI using various compoments.

Possible roles of components:

  1. Position evaluation:
  2. Power Projection evaluation:
  3. Single unit control components (manage specific scenario units, manage leader's moves, do recruitment)
  4. Village grabbing components
  5. Movement components
  6. Turn Sequences (different sequences of Candidate moves evaluation)

Basically, each part of current AI which does a specific purpose should be available as component. This will allow us to construct the AI from those basic components (Turn Sequence components being the most important, for turn sequence is the core of the play_turn, which is a most important function in the AI )


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This page was last edited on 6 March 2011, at 03:21.