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		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=51031</id>
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		<updated>2013-05-14T06:23:00Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: /* Project split */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC Ideas AI Defense Strategies 2013]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Total defense Strategy Google summer of code has for purpose to propose an AI that would take more variable into account before attacking. It would also make decision to move through a defensive algorithm if no &amp;quot;good&amp;quot; attack is found.&lt;br /&gt;
&lt;br /&gt;
==Attacking algorithm==&lt;br /&gt;
&lt;br /&gt;
The new attack algorithm may choose its target according to a different formula, which would take into account next round fight with the attacked unit (will it kill the AI unit instantly because it used a different attack ?) for exemple. Ideas of things to take into account on top of current ones :&lt;br /&gt;
-Some might already be taken into account and I missed it, if so please tell me-&lt;br /&gt;
&lt;br /&gt;
* Possibility of escaping (is there a possibility to block him, or to make him slower -water?- or is he extra slow/ too fast)&lt;br /&gt;
* Firepower right next to him (how many units and power compared to AI's)&lt;br /&gt;
* Next round fight(distance and close attack have different outcome) ponderated by the %age of chance to kill him first&lt;br /&gt;
* Threatening important units or position(almost lvl up for examples, castel, houses or good cases -like mountain for dwarfs- not only the leader)&lt;br /&gt;
* Ratio number of house controlled by the AI and speed of the enemy (kill fast first to avoid quick invasion if AI starts having less house)&lt;br /&gt;
&lt;br /&gt;
==Defense Algorithm==&lt;br /&gt;
&lt;br /&gt;
On the other hand, sometime attacking is not the best way, sometime defending is better : you can pick best position for fighting (like forest for elves and stuff). This algorithm would take place if no good or few attack option are found. &lt;br /&gt;
Stuff I would like the defense algorithm take into account :&lt;br /&gt;
&lt;br /&gt;
* Moving to a nice position for future fight, taking into account what is arround (the more bad cases for the enemy, the best).&lt;br /&gt;
* Defending an important target (same as for attacking), by placing around it so it can't be reach, or on a bad land.&lt;br /&gt;
* Backing to houses which no or few enemy can reach.&lt;br /&gt;
* Move the leader to the best location (ratio between safe and close enough to recruit efficiently)&lt;br /&gt;
&lt;br /&gt;
==Micro AIs for defense and on the fly mods==&lt;br /&gt;
&lt;br /&gt;
The Micro AI system may be very interesting for the algorithms accentuating the aggressivity through bigger strength given to some variables.&lt;br /&gt;
&lt;br /&gt;
On the fly modifications would be useful to determine in which case attacking or defending is better according to the current state of the game (for exemple if AI has advantage with more unit or more house it can be more aggressive).&lt;br /&gt;
&lt;br /&gt;
==Project split==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Refactoring of the attack algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modificating the attack algorithm is useful mainly to defend important AIs unit or zone. This would go through the &amp;quot;good position&amp;quot; detection (detailed in the section of the same name) and defending experimented unit or useful units against the enemy(ies) taking its own &amp;quot;value&amp;quot; into account.&lt;br /&gt;
&lt;br /&gt;
This would allow to check if there is an attack move that is good enough in term of &amp;quot;future&amp;quot; anticipation. If there is no good attack move, it would go to defense algorithm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Defense algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The defense algorithm would allow the AI to think about the future actions. &lt;br /&gt;
If no good attack move is found it goes defending. This would be done by moving to &amp;quot;good position&amp;quot; or in front of important unit. The good position for defense is detailed in the section good position algo.&lt;br /&gt;
If there is no way to protect efficiently a very important unit (through a line of blocking unit per exemple) it would simply try to kill or weaken the highest threat level enemy (detected by the risk detection algorithm).&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;h4&amp;gt;Estimation algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This algorithm estimates the next turn possibilities according to given CAs.&lt;br /&gt;
It would take each CA and run a risk detection on it. It would then pick the one with the lowest RISK-DEFENSE_Possibilites. Defense possiblities represents a good position or for example a home (which would heal next turn) or a high defense terrain.&lt;br /&gt;
&lt;br /&gt;
It would finally return the CAs it estimates best for the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Risk detection algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Risk detection would simply simulate next turn and take some criteria into account. This could be improved using the markov chains to predict the next steps.&lt;br /&gt;
Criterias could be : Number of possible attacks, risk of death, risk of losing an important terrain, risk of having an important target attacked.&lt;br /&gt;
It would finally returns a value representing the &amp;quot;risk&amp;quot; of the CA&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Good position detection algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A good position may be 2 things. For attack it is where your defense score is the best and enemy's the lowest. For defense it is a little different. If AI anticipates next turn it has to take into attack where its own defense will be the best, but also where enemy defense will be the lowest. It will then try to find the terrain with the highest defense for him and with hex around it which have low defense score for the enemy.&lt;br /&gt;
&lt;br /&gt;
The terrain value would be calculated through the enemy kind in the first place an improvement could be to take the current threatening unit into account.&lt;br /&gt;
&lt;br /&gt;
Then other &amp;quot;good position&amp;quot; may be more dangerous but valuable position : control of a castle, control of a house or even a bridge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;High priority unit algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI high priority unit would be its own leader, high exp unit, or powerful units against enemy kind (improvement could take into account the current threatening units). It may also be depending on the number of house per exemple, its fast moving units (when it needs more money).&lt;br /&gt;
&lt;br /&gt;
The enemy highest priority unit are pretty much the same but reversed for the quick units (if I have a lot of house I don't want some horse to steal them.) and powerful unit against my kind (which would be attacked by counter unit).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Detection of the next turn potential actions&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The detection of the next turn actions has a big part in the AI CAs. It would be done through a 2 steps algorithm : &lt;br /&gt;
&lt;br /&gt;
Estimate the best CAs according to the refactored estimation algorithm (attack or defense move), this would select the N best CAs (1 2 3 or more according to tests).&lt;br /&gt;
&lt;br /&gt;
For each of this CAs it would try to estimate the risks that the enemy move could provoke on next turn. This risk is defined in the &amp;quot;risk detection&amp;quot; algorithm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; MAIs and extCAs &amp;lt;/h4&amp;gt;&lt;br /&gt;
I would like to implement MAIs so that user can specify a little deeper which kind of AI is used. For example it could be interesting to specify that you want the AI to give more importance to the defense of a castle, or some special units,...&lt;br /&gt;
&lt;br /&gt;
==Schedule==&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;Zazweda - Total defense Strategy&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The defense project would include taking more information and probabilities into account (next turn for example).&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
&amp;lt;h4&amp;gt;1) Basics&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.1) Write a small introduction to yourself.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;1.2) State your preferred email address.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&amp;lt;/b&amp;gt;&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.4) Why do you want to participate in summer of code?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.5) What are you studying, subject, level and school?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.6) What country are you from, at what time are you most likely to be able to join IRC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am from France (GMT+2 right now), I would mostly be on IRC between 11 am and 11 pm during the GSOC. Before that I try to be on as much as possible, it would mainly be present at night. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August, then a little bit less since school starts again in september (but the beginning is light).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;2) Experience&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.1) What programs/software have you worked on before?&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or JAVA data handling through ditributed technology such as hadoop. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5) Gaming experience - Are you a gamer?/&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.1) What type of gamer are you?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.2) What type of games?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 or DoDonPachi(we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.3) What type of opponents do you prefer?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.4) Are you more interested in story or gameplay?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it is. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before mostly multiplayer and a few campaigns, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I created (not commited yet, still improving) a MIAs for the guardians that &amp;quot;guards&amp;quot; a zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;3) Communication skills&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.2) What spoken languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.4) Do you give constructive advice?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.5) Do you receive advice well?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.6) Are you good at sorting useful criticisms from useless ones?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticisms into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am more the kind of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;4) Project&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects, mainly the ones about the AIs. The defense AI and recruiting algorithm look really nice ! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.2) If you have invented your own project, please describe the project and the scope.&amp;lt;/b&amp;gt;&lt;br /&gt;
--&lt;br /&gt;
&amp;lt;b&amp;gt;4.3) Why did you choose this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox and then a little less from 25 august to end of september (back to school). Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.5) Include as much technical detail about your implementation as you can&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I think that the easiest way to implement easy to use and update AI would be to create one in C++ with all the basic defense behaviour. And add in LUA different MIAs detailing this general behaviour. A little bit like its done now with the &amp;quot;guardian&amp;quot; behaviour and MIAs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.6) What do you expect to gain from this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;5) Practical considerations&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.1) Are you familiar with any of the following tools or languages?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
    Git (I put it as bfw is migrating to it if I understood well)&lt;br /&gt;
      Used it multiple times for different projects (mainly school ones)&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader with pygame)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Getting more familiar with it&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Trying to use it right now modifying and adding some MIAs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.2) Which tools do you normally use for development? Why do you use them?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part. Gedit is useful too sometimes ;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.3) What programming languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50898</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50898"/>
		<updated>2013-05-04T11:24:46Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC Ideas AI Defense Strategies 2013]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Total defense Strategy Google summer of code has for purpose to propose an AI that would take more variable into account before attacking. It would also make decision to move through a defensive algorithm if no &amp;quot;good&amp;quot; attack is found.&lt;br /&gt;
&lt;br /&gt;
==Attacking algorithm==&lt;br /&gt;
&lt;br /&gt;
The new attack algorithm may choose its target according to a different formula, which would take into account next round fight with the attacked unit (will it kill the AI unit instantly because it used a different attack ?) for exemple. Ideas of things to take into account on top of current ones :&lt;br /&gt;
-Some might already be taken into account and I missed it, if so please tell me-&lt;br /&gt;
&lt;br /&gt;
* Possibility of escaping (is there a possibility to block him, or to make him slower -water?- or is he extra slow/ too fast)&lt;br /&gt;
* Firepower right next to him (how many units and power compared to AI's)&lt;br /&gt;
* Next round fight(distance and close attack have different outcome) ponderated by the %age of chance to kill him first&lt;br /&gt;
* Threatening important units or position(almost lvl up for examples, castel, houses or good cases -like mountain for dwarfs- not only the leader)&lt;br /&gt;
* Ratio number of house controlled by the AI and speed of the enemy (kill fast first to avoid quick invasion if AI starts having less house)&lt;br /&gt;
&lt;br /&gt;
==Defense Algorithm==&lt;br /&gt;
&lt;br /&gt;
On the other hand, sometime attacking is not the best way, sometime defending is better : you can pick best position for fighting (like forest for elves and stuff). This algorithm would take place if no good or few attack option are found. &lt;br /&gt;
Stuff I would like the defense algorithm take into account :&lt;br /&gt;
&lt;br /&gt;
* Moving to a nice position for future fight, taking into account what is arround (the more bad cases for the enemy, the best).&lt;br /&gt;
* Defending an important target (same as for attacking), by placing around it so it can't be reach, or on a bad land.&lt;br /&gt;
* Backing to houses which no or few enemy can reach.&lt;br /&gt;
* Move the leader to the best location (ratio between safe and close enough to recruit efficiently)&lt;br /&gt;
&lt;br /&gt;
==Micro AIs for defense and on the fly mods==&lt;br /&gt;
&lt;br /&gt;
The Micro AI system may be very interesting for the algorithms accentuating the aggressivity through bigger strength given to some variables.&lt;br /&gt;
&lt;br /&gt;
On the fly modifications would be useful to determine in which case attacking or defending is better according to the current state of the game (for exemple if AI has advantage with more unit or more house it can be more aggressive).&lt;br /&gt;
&lt;br /&gt;
==Project split==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Refactoring of the attack algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modificating the attack algorithm is useful mainly to defend important AIs unit or zone. This would go through the &amp;quot;good position&amp;quot; detection (detailed in the section of the same name) and defending experimented unit or useful units against the enemy(ies) taking its own &amp;quot;value&amp;quot; into account.&lt;br /&gt;
&lt;br /&gt;
This would allow to check if there is an attack move that is good enough in term of &amp;quot;future&amp;quot; anticipation. If there is no good attack move, it would go to defense algorithm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Defense algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The defense algorithm would allow the AI to think about the future actions. &lt;br /&gt;
If no good attack move is found it goes defending. This would be done by moving to &amp;quot;good position&amp;quot; or in front of important unit. The good position for defense is detailed in the section good position algo.&lt;br /&gt;
If there is no way to protect efficiently a very important unit (through a line of blocking unit per exemple) it would simply try to kill or weaken the highest threat level enemy (detected by the risk detection algorithm).&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;h4&amp;gt;Estimation algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This algorithm estimates the next turn possibilities according to given CAs.&lt;br /&gt;
It would take each CA and run a risk detection on it. It would then pick the one with the lowest RISK-DEFENSE_Possibilites. Defense possiblities represents a good position or for example a home (which would heal next turn) or a high defense terrain.&lt;br /&gt;
&lt;br /&gt;
It would finally return the CAs it estimates best for the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Risk detection algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Risk detection would simply simulate next turn and take some criteria into account.&lt;br /&gt;
Number of possible attacks, risk of death, risk of losing an important terrain, risk of having an important target attacked.&lt;br /&gt;
It would finally returns a value representing the &amp;quot;risk&amp;quot; of the CA&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Good position detection algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A good position may be 2 things. For attack it is where your defense score is the best and enemy's the lowest. For defense it is a little different. If AI anticipates next turn it has to take into attack where its own defense will be the best, but also where enemy defense will be the lowest. It will then try to find the terrain with the highest defense for him and with hex around it which have low defense score for the enemy.&lt;br /&gt;
&lt;br /&gt;
The terrain value would be calculated through the enemy kind in the first place an improvement could be to take the current threatening unit into account.&lt;br /&gt;
&lt;br /&gt;
Then other &amp;quot;good position&amp;quot; may be more dangerous but valuable position : control of a castle, control of a house or even a bridge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;High priority unit algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI high priority unit would be its own leader, high exp unit, or powerful units against enemy kind (improvement could take into account the current threatening units). It may also be depending on the number of house per exemple, its fast moving units (when it needs more money).&lt;br /&gt;
&lt;br /&gt;
The enemy highest priority unit are pretty much the same but reversed for the quick units (if I have a lot of house I don't want some horse to steal them.) and powerful unit against my kind (which would be attacked by counter unit).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Detection of the next turn potential actions&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The detection of the next turn actions has a big part in the AI CAs. It would be done through a 2 steps algorithm : &lt;br /&gt;
&lt;br /&gt;
Estimate the best CAs according to the refactored estimation algorithm (attack or defense move), this would select the N best CAs (1 2 3 or more according to tests).&lt;br /&gt;
&lt;br /&gt;
For each of this CAs it would try to estimate the risks that the enemy move could provoke on next turn. This risk is defined in the &amp;quot;risk detection&amp;quot; algorithm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; MAIs &amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Schedule==&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;Zazweda - Total defense Strategy&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The defense project would include taking more information and probabilities into account (next turn for example).&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
&amp;lt;h4&amp;gt;1) Basics&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.1) Write a small introduction to yourself.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;1.2) State your preferred email address.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&amp;lt;/b&amp;gt;&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.4) Why do you want to participate in summer of code?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.5) What are you studying, subject, level and school?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.6) What country are you from, at what time are you most likely to be able to join IRC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am from France (GMT+2 right now), I would mostly be on IRC between 11 am and 11 pm during the GSOC. Before that I try to be on as much as possible, it would mainly be present at night. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August, then a little bit less since school starts again in september (but the beginning is light).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;2) Experience&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.1) What programs/software have you worked on before?&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or JAVA data handling through ditributed technology such as hadoop. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5) Gaming experience - Are you a gamer?/&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.1) What type of gamer are you?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.2) What type of games?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 or DoDonPachi(we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.3) What type of opponents do you prefer?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.4) Are you more interested in story or gameplay?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it is. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before mostly multiplayer and a few campaigns, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I created (not commited yet, still improving) a MIAs for the guardians that &amp;quot;guards&amp;quot; a zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;3) Communication skills&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.2) What spoken languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.4) Do you give constructive advice?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.5) Do you receive advice well?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.6) Are you good at sorting useful criticisms from useless ones?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticisms into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am more the kind of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;4) Project&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects, mainly the ones about the AIs. The defense AI and recruiting algorithm look really nice ! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.2) If you have invented your own project, please describe the project and the scope.&amp;lt;/b&amp;gt;&lt;br /&gt;
--&lt;br /&gt;
&amp;lt;b&amp;gt;4.3) Why did you choose this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox and then a little less from 25 august to end of september (back to school). Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.5) Include as much technical detail about your implementation as you can&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I think that the easiest way to implement easy to use and update AI would be to create one in C++ with all the basic defense behaviour. And add in LUA different MIAs detailing this general behaviour. A little bit like its done now with the &amp;quot;guardian&amp;quot; behaviour and MIAs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.6) What do you expect to gain from this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;5) Practical considerations&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.1) Are you familiar with any of the following tools or languages?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
    Git (I put it as bfw is migrating to it if I understood well)&lt;br /&gt;
      Used it multiple times for different projects (mainly school ones)&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader with pygame)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Getting more familiar with it&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Trying to use it right now modifying and adding some MIAs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.2) Which tools do you normally use for development? Why do you use them?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part. Gedit is useful too sometimes ;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.3) What programming languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50897</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50897"/>
		<updated>2013-05-04T10:09:16Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: /* Project split */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC Ideas AI Defense Strategies 2013]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Total defense Strategy Google summer of code has for purpose to propose an AI that would take more variable into account before attacking. It would also make decision to move through a defensive algorithm if no &amp;quot;good&amp;quot; attack is found.&lt;br /&gt;
&lt;br /&gt;
==Attacking algorithm==&lt;br /&gt;
&lt;br /&gt;
The new attack algorithm may choose its target according to a different formula, which would take into account next round fight with the attacked unit (will it kill the AI unit instantly because it used a different attack ?) for exemple. Ideas of things to take into account on top of current ones :&lt;br /&gt;
-Some might already be taken into account and I missed it, if so please tell me-&lt;br /&gt;
&lt;br /&gt;
* Possibility of escaping (is there a possibility to block him, or to make him slower -water?- or is he extra slow/ too fast)&lt;br /&gt;
* Firepower right next to him (how many units and power compared to AI's)&lt;br /&gt;
* Next round fight(distance and close attack have different outcome) ponderated by the %age of chance to kill him first&lt;br /&gt;
* Threatening important units or position(almost lvl up for examples, castel, houses or good cases -like mountain for dwarfs- not only the leader)&lt;br /&gt;
* Ratio number of house controlled by the AI and speed of the enemy (kill fast first to avoid quick invasion if AI starts having less house)&lt;br /&gt;
&lt;br /&gt;
==Defense Algorithm==&lt;br /&gt;
&lt;br /&gt;
On the other hand, sometime attacking is not the best way, sometime defending is better : you can pick best position for fighting (like forest for elves and stuff). This algorithm would take place if no good or few attack option are found. &lt;br /&gt;
Stuff I would like the defense algorithm take into account :&lt;br /&gt;
&lt;br /&gt;
* Moving to a nice position for future fight, taking into account what is arround (the more bad cases for the enemy, the best).&lt;br /&gt;
* Defending an important target (same as for attacking), by placing around it so it can't be reach, or on a bad land.&lt;br /&gt;
* Backing to houses which no or few enemy can reach.&lt;br /&gt;
* Move the leader to the best location (ratio between safe and close enough to recruit efficiently)&lt;br /&gt;
&lt;br /&gt;
==Micro AIs for defense and on the fly mods==&lt;br /&gt;
&lt;br /&gt;
The Micro AI system may be very interesting for the algorithms accentuating the aggressivity through bigger strength given to some variables.&lt;br /&gt;
&lt;br /&gt;
On the fly modifications would be useful to determine in which case attacking or defending is better according to the current state of the game (for exemple if AI has advantage with more unit or more house it can be more aggressive).&lt;br /&gt;
&lt;br /&gt;
==Project split==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Refactoring of the attack algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modificating the attack algorithm is useful mainly to defend important AIs unit or zone. This would go through the &amp;quot;good position&amp;quot; detection (detailed in the section of the same name) and defending experimented unit or useful units against the enemy(ies) taking its own &amp;quot;value&amp;quot; into account.&lt;br /&gt;
&lt;br /&gt;
This would allow to check if there is an attack move that is good enough in term of &amp;quot;future&amp;quot; anticipation. If there is no good attack move, it would go to defense algorithm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Defense algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The defense algorithm would allow the AI to think about the future actions. &lt;br /&gt;
If no good attack move is found it goes defending. This would be done by moving to &amp;quot;good position&amp;quot; or in front of important unit. The good position for defense is detailed in the section good position algo.&lt;br /&gt;
If there is no way to protect efficiently a very important unit (through a line of blocking unit per exemple) it would simply try to kill or weaken the highest threat level enemy (detected by the risk detection algorithm).&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;h4&amp;gt;Estimation algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This algorithm estimates the next turn possibilities according to given CAs.&lt;br /&gt;
It would take each CA and run a risk detection on it. It would then pick the one with the lowest RISK-DEFENSE_Possibilites. Defense possiblities represents a good position or for example a home (which would heal next turn) or a high defense terrain.&lt;br /&gt;
&lt;br /&gt;
It would finally return the CAs it estimates best for the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Risk detection algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Risk detection would simply simulate next turn and take some criteria into account.&lt;br /&gt;
Number of possible attacks, risk of death, risk of losing an important terrain, risk of having an important target attacked.&lt;br /&gt;
It would finally returns a value representing the &amp;quot;risk&amp;quot; of the CA&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Good position detection algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A good position may be 2 things. For attack it is where your defense score is the best and enemy's the lowest. For defense it is a little different. If AI anticipates next turn it has to take into attack where its own defense will be the best, but also where enemy defense will be the lowest. It will then try to find the terrain with the highest defense for him and with hex around it which have low defense score for the enemy.&lt;br /&gt;
&lt;br /&gt;
The terrain value would be calculated through the enemy kind in the first place an improvement could be to take the current threatening unit into account.&lt;br /&gt;
&lt;br /&gt;
Then other &amp;quot;good position&amp;quot; may be more dangerous but valuable position : control of a castle, control of a house or even a bridge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;High priority unit algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI high priority unit would be its own leader, high exp unit, or powerful units against enemy kind (improvement could take into account the current threatening units). It may also be depending on the number of house per exemple, its fast moving units (when it needs more money).&lt;br /&gt;
&lt;br /&gt;
The enemy highest priority unit are pretty much the same but reversed for the quick units (if I have a lot of house I don't want some horse to steal them.) and powerful unit against my kind (which would be attacked by counter unit).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Detection of the next turn potential actions&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The detection of the next turn actions has a big part in the AI CAs. It would be done through a 2 steps algorithm : &lt;br /&gt;
&lt;br /&gt;
Estimate the best CAs according to the refactored estimation algorithm (attack or defense move), this would select the N best CAs (1 2 3 or more according to tests).&lt;br /&gt;
&lt;br /&gt;
For each of this CAs it would try to estimate the risks that the enemy move could provoke on next turn. This risk is defined in the &amp;quot;risk detection&amp;quot; algorithm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Project split==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Refactoring of the attack algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modificating the attack algorithm is useful mainly to defend important AIs unit or zone. This would go through the &amp;quot;good position&amp;quot; detection (detailed in the section of the same name) and defending experimented unit or useful units against the enemy(ies) taking its own &amp;quot;value&amp;quot; into account.&lt;br /&gt;
&lt;br /&gt;
This would allow to check if there is an attack move that is good enough in term of &amp;quot;future&amp;quot; anticipation. If there is no good attack move, it would go to defense algorithm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Defense algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The defense algorithm would allow the AI to think about the future actions. &lt;br /&gt;
If no good attack move is found it goes defending. This would be done by moving to &amp;quot;good position&amp;quot; or in front of important unit. The good position for defense is detailed in the section good position algo.&lt;br /&gt;
If there is no way to protect efficiently a very important unit (through a line of blocking unit per exemple) it would simply try to kill or weaken the highest threat level enemy (detected by the risk detection algorithm).&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;h4&amp;gt;Estimation algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This algorithm estimates the next turn possibilities according to given CAs.&lt;br /&gt;
It would take each CA and run a risk detection on it. It would then pick the one with the lowest RISK-DEFENSE_Possibilites. Defense possiblities represents a good position or for example a home (which would heal next turn) or a high defense terrain.&lt;br /&gt;
&lt;br /&gt;
It would finally return the CAs it estimates best for the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Risk detection algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Risk detection would simply simulate next turn and take some criteria into account.&lt;br /&gt;
Number of possible attacks, risk of death, risk of losing an important terrain, risk of having an important target attacked.&lt;br /&gt;
It would finally returns a value representing the &amp;quot;risk&amp;quot; of the CA&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Good position detection algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A good position may be 2 things. For attack it is where your defense score is the best and enemy's the lowest. For defense it is a little different. If AI anticipates next turn it has to take into attack where its own defense will be the best, but also where enemy defense will be the lowest. It will then try to find the terrain with the highest defense for him and with hex around it which have low defense score for the enemy.&lt;br /&gt;
&lt;br /&gt;
The terrain value would be calculated through the enemy kind in the first place an improvement could be to take the current threatening unit into account.&lt;br /&gt;
&lt;br /&gt;
Then other &amp;quot;good position&amp;quot; may be more dangerous but valuable position : control of a castle, control of a house or even a bridge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;High priority unit algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI high priority unit would be its own leader, high exp unit, or powerful units against enemy kind (improvement could take into account the current threatening units). It may also be depending on the number of house per exemple, its fast moving units (when it needs more money).&lt;br /&gt;
&lt;br /&gt;
The enemy highest priority unit are pretty much the same but reversed for the quick units (if I have a lot of house I don't want some horse to steal them.) and powerful unit against my kind (which would be attacked by counter unit).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Detection of the next turn potential actions&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The detection of the next turn actions has a big part in the AI CAs. It would be done through a 2 steps algorithm : &lt;br /&gt;
&lt;br /&gt;
Estimate the best CAs according to the refactored estimation algorithm (attack or defense move), this would select the N best CAs (1 2 3 or more according to tests).&lt;br /&gt;
&lt;br /&gt;
For each of this CAs it would try to estimate the risks that the enemy move could provoke on next turn. This risk is defined in the &amp;quot;risk detection&amp;quot; algorithm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Schedule==&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;Zazweda - Total defense Strategy&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The defense project would include taking more information and probabilities into account (next turn for example).&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
&amp;lt;h4&amp;gt;1) Basics&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.1) Write a small introduction to yourself.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;1.2) State your preferred email address.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&amp;lt;/b&amp;gt;&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.4) Why do you want to participate in summer of code?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.5) What are you studying, subject, level and school?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.6) What country are you from, at what time are you most likely to be able to join IRC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am from France (GMT+2 right now), I would mostly be on IRC between 11 am and 11 pm during the GSOC. Before that I try to be on as much as possible, it would mainly be present at night. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August, then a little bit less since school starts again in september (but the beginning is light).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;2) Experience&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.1) What programs/software have you worked on before?&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or JAVA data handling through ditributed technology such as hadoop. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5) Gaming experience - Are you a gamer?/&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.1) What type of gamer are you?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.2) What type of games?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 or DoDonPachi(we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.3) What type of opponents do you prefer?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.4) Are you more interested in story or gameplay?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it is. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before mostly multiplayer and a few campaigns, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I created (not commited yet, still improving) a MIAs for the guardians that &amp;quot;guards&amp;quot; a zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;3) Communication skills&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.2) What spoken languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.4) Do you give constructive advice?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.5) Do you receive advice well?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.6) Are you good at sorting useful criticisms from useless ones?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticisms into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am more the kind of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;4) Project&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects, mainly the ones about the AIs. The defense AI and recruiting algorithm look really nice ! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.2) If you have invented your own project, please describe the project and the scope.&amp;lt;/b&amp;gt;&lt;br /&gt;
--&lt;br /&gt;
&amp;lt;b&amp;gt;4.3) Why did you choose this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox and then a little less from 25 august to end of september (back to school). Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.5) Include as much technical detail about your implementation as you can&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I think that the easiest way to implement easy to use and update AI would be to create one in C++ with all the basic defense behaviour. And add in LUA different MIAs detailing this general behaviour. A little bit like its done now with the &amp;quot;guardian&amp;quot; behaviour and MIAs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.6) What do you expect to gain from this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;5) Practical considerations&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.1) Are you familiar with any of the following tools or languages?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
    Git (I put it as bfw is migrating to it if I understood well)&lt;br /&gt;
      Used it multiple times for different projects (mainly school ones)&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader with pygame)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Getting more familiar with it&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Trying to use it right now modifying and adding some MIAs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.2) Which tools do you normally use for development? Why do you use them?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part. Gedit is useful too sometimes ;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.3) What programming languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50896</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50896"/>
		<updated>2013-05-04T10:08:39Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: /* Project split */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC Ideas AI Defense Strategies 2013]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Total defense Strategy Google summer of code has for purpose to propose an AI that would take more variable into account before attacking. It would also make decision to move through a defensive algorithm if no &amp;quot;good&amp;quot; attack is found.&lt;br /&gt;
&lt;br /&gt;
==Attacking algorithm==&lt;br /&gt;
&lt;br /&gt;
The new attack algorithm may choose its target according to a different formula, which would take into account next round fight with the attacked unit (will it kill the AI unit instantly because it used a different attack ?) for exemple. Ideas of things to take into account on top of current ones :&lt;br /&gt;
-Some might already be taken into account and I missed it, if so please tell me-&lt;br /&gt;
&lt;br /&gt;
* Possibility of escaping (is there a possibility to block him, or to make him slower -water?- or is he extra slow/ too fast)&lt;br /&gt;
* Firepower right next to him (how many units and power compared to AI's)&lt;br /&gt;
* Next round fight(distance and close attack have different outcome) ponderated by the %age of chance to kill him first&lt;br /&gt;
* Threatening important units or position(almost lvl up for examples, castel, houses or good cases -like mountain for dwarfs- not only the leader)&lt;br /&gt;
* Ratio number of house controlled by the AI and speed of the enemy (kill fast first to avoid quick invasion if AI starts having less house)&lt;br /&gt;
&lt;br /&gt;
==Defense Algorithm==&lt;br /&gt;
&lt;br /&gt;
On the other hand, sometime attacking is not the best way, sometime defending is better : you can pick best position for fighting (like forest for elves and stuff). This algorithm would take place if no good or few attack option are found. &lt;br /&gt;
Stuff I would like the defense algorithm take into account :&lt;br /&gt;
&lt;br /&gt;
* Moving to a nice position for future fight, taking into account what is arround (the more bad cases for the enemy, the best).&lt;br /&gt;
* Defending an important target (same as for attacking), by placing around it so it can't be reach, or on a bad land.&lt;br /&gt;
* Backing to houses which no or few enemy can reach.&lt;br /&gt;
* Move the leader to the best location (ratio between safe and close enough to recruit efficiently)&lt;br /&gt;
&lt;br /&gt;
==Micro AIs for defense and on the fly mods==&lt;br /&gt;
&lt;br /&gt;
The Micro AI system may be very interesting for the algorithms accentuating the aggressivity through bigger strength given to some variables.&lt;br /&gt;
&lt;br /&gt;
On the fly modifications would be useful to determine in which case attacking or defending is better according to the current state of the game (for exemple if AI has advantage with more unit or more house it can be more aggressive).&lt;br /&gt;
&lt;br /&gt;
==Project split==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Refactoring of the attack algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modificating the attack algorithm is useful mainly to defend important AIs unit or zone. This would go through the &amp;quot;good position&amp;quot; detection (detailed in the section of the same name) and defending experimented unit or useful units against the enemy(ies) taking its own &amp;quot;value&amp;quot; into account.&lt;br /&gt;
&lt;br /&gt;
This would allow to check if there is an attack move that is good enough in term of &amp;quot;future&amp;quot; anticipation. If there is no good attack move, it would go to defense algorithm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Defense algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The defense algorithm would allow the AI to think about the future actions. &lt;br /&gt;
If no good attack move is found it goes defending. This would be done by moving to &amp;quot;good position&amp;quot; or in front of important unit. The good position for defense is detailed in the section good position algo.&lt;br /&gt;
If there is no way to protect efficiently a very important unit (through a line of blocking unit per exemple) it would simply try to kill or weaken the highest threat level enemy (detected by the risk detection algorithm).&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;h4&amp;gt;Estimation algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This algorithm estimates the next turn possibilities according to given CAs.&lt;br /&gt;
It would take each CA and run a risk detection on it. It would then pick the one with the lowest RISK-DEFENSE_Possibilites. Defense possiblities represents a good position or for example a home (which would heal next turn) or a high defense terrain.&lt;br /&gt;
&lt;br /&gt;
It would finally return the CAs it estimates best for the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Risk detection algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Risk detection would simply simulate next turn and take some criteria into account.&lt;br /&gt;
Number of possible attacks, risk of death, risk of losing an important terrain, risk of having an important target attacked.&lt;br /&gt;
It would finally returns a value representing the &amp;quot;risk&amp;quot; of the CA&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Good position detection algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A good position may be 2 things. For attack it is where your defense score is the best and enemy's the lowest. For defense it is a little different. If AI anticipates next turn it has to take into attack where its own defense will be the best, but also where enemy defense will be the lowest. It will then try to find the terrain with the highest defense for him and with hex around it which have low defense score for the enemy.&lt;br /&gt;
&lt;br /&gt;
The terrain value would be calculated through the enemy kind in the first place an improvement could be to take the current threatening unit into account.&lt;br /&gt;
&lt;br /&gt;
Then other &amp;quot;good position&amp;quot; may be more dangerous but valuable position : control of a castle, control of a house or even a bridge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;High priority unit algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI high priority unit would be its own leader, high exp unit, or powerful units against enemy kind (improvement could take into account the current threatening units). It may also be depending on the number of house per exemple, its fast moving units (when it needs more money).&lt;br /&gt;
&lt;br /&gt;
The enemy highest priority unit are pretty much the same but reversed for the quick units (if I have a lot of house I don't want some horse to steal them.) and powerful unit against my kind (which would be attacked by counter unit).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Detection of the next turn potential actions&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The detection of the next turn actions has a big part in the AI CAs. It would be done through a 2 steps algorithm : &lt;br /&gt;
&lt;br /&gt;
Estimate the best CAs according to the refactored estimation algorithm (attack or defense move), this would select the N best CAs (1 2 3 or more according to tests).&lt;br /&gt;
&lt;br /&gt;
For each of this CAs it would try to estimate the risks that the enemy move could provoke on next turn. This risk is defined in the &amp;quot;risk detection&amp;quot; algorithm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Schedule&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;Zazweda - Total defense Strategy&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The defense project would include taking more information and probabilities into account (next turn for example).&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
&amp;lt;h4&amp;gt;1) Basics&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.1) Write a small introduction to yourself.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;1.2) State your preferred email address.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&amp;lt;/b&amp;gt;&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.4) Why do you want to participate in summer of code?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.5) What are you studying, subject, level and school?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.6) What country are you from, at what time are you most likely to be able to join IRC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am from France (GMT+2 right now), I would mostly be on IRC between 11 am and 11 pm during the GSOC. Before that I try to be on as much as possible, it would mainly be present at night. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August, then a little bit less since school starts again in september (but the beginning is light).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;2) Experience&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.1) What programs/software have you worked on before?&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or JAVA data handling through ditributed technology such as hadoop. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5) Gaming experience - Are you a gamer?/&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.1) What type of gamer are you?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.2) What type of games?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 or DoDonPachi(we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.3) What type of opponents do you prefer?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.4) Are you more interested in story or gameplay?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it is. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before mostly multiplayer and a few campaigns, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I created (not commited yet, still improving) a MIAs for the guardians that &amp;quot;guards&amp;quot; a zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;3) Communication skills&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.2) What spoken languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.4) Do you give constructive advice?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.5) Do you receive advice well?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.6) Are you good at sorting useful criticisms from useless ones?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticisms into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am more the kind of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;4) Project&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects, mainly the ones about the AIs. The defense AI and recruiting algorithm look really nice ! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.2) If you have invented your own project, please describe the project and the scope.&amp;lt;/b&amp;gt;&lt;br /&gt;
--&lt;br /&gt;
&amp;lt;b&amp;gt;4.3) Why did you choose this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox and then a little less from 25 august to end of september (back to school). Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.5) Include as much technical detail about your implementation as you can&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I think that the easiest way to implement easy to use and update AI would be to create one in C++ with all the basic defense behaviour. And add in LUA different MIAs detailing this general behaviour. A little bit like its done now with the &amp;quot;guardian&amp;quot; behaviour and MIAs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.6) What do you expect to gain from this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;5) Practical considerations&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.1) Are you familiar with any of the following tools or languages?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
    Git (I put it as bfw is migrating to it if I understood well)&lt;br /&gt;
      Used it multiple times for different projects (mainly school ones)&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader with pygame)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Getting more familiar with it&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Trying to use it right now modifying and adding some MIAs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.2) Which tools do you normally use for development? Why do you use them?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part. Gedit is useful too sometimes ;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.3) What programming languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50811</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50811"/>
		<updated>2013-05-02T22:50:12Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: /* Project split */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC Ideas AI Defense Strategies 2013]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Total defense Strategy Google summer of code has for purpose to propose an AI that would take more variable into account before attacking. It would also make decision to move through a defensive algorithm if no &amp;quot;good&amp;quot; attack is found.&lt;br /&gt;
&lt;br /&gt;
==Attacking algorithm==&lt;br /&gt;
&lt;br /&gt;
The new attack algorithm may choose its target according to a different formula, which would take into account next round fight with the attacked unit (will it kill the AI unit instantly because it used a different attack ?) for exemple. Ideas of things to take into account on top of current ones :&lt;br /&gt;
-Some might already be taken into account and I missed it, if so please tell me-&lt;br /&gt;
&lt;br /&gt;
* Possibility of escaping (is there a possibility to block him, or to make him slower -water?- or is he extra slow/ too fast)&lt;br /&gt;
* Firepower right next to him (how many units and power compared to AI's)&lt;br /&gt;
* Next round fight(distance and close attack have different outcome) ponderated by the %age of chance to kill him first&lt;br /&gt;
* Threatening important units or position(almost lvl up for examples, castel, houses or good cases -like mountain for dwarfs- not only the leader)&lt;br /&gt;
* Ratio number of house controlled by the AI and speed of the enemy (kill fast first to avoid quick invasion if AI starts having less house)&lt;br /&gt;
&lt;br /&gt;
==Defense Algorithm==&lt;br /&gt;
&lt;br /&gt;
On the other hand, sometime attacking is not the best way, sometime defending is better : you can pick best position for fighting (like forest for elves and stuff). This algorithm would take place if no good or few attack option are found. &lt;br /&gt;
Stuff I would like the defense algorithm take into account :&lt;br /&gt;
&lt;br /&gt;
* Moving to a nice position for future fight, taking into account what is arround (the more bad cases for the enemy, the best).&lt;br /&gt;
* Defending an important target (same as for attacking), by placing around it so it can't be reach, or on a bad land.&lt;br /&gt;
* Backing to houses which no or few enemy can reach.&lt;br /&gt;
* Move the leader to the best location (ratio between safe and close enough to recruit efficiently)&lt;br /&gt;
&lt;br /&gt;
==Micro AIs for defense and on the fly mods==&lt;br /&gt;
&lt;br /&gt;
The Micro AI system may be very interesting for the algorithms accentuating the aggressivity through bigger strength given to some variables.&lt;br /&gt;
&lt;br /&gt;
On the fly modifications would be useful to determine in which case attacking or defending is better according to the current state of the game (for exemple if AI has advantage with more unit or more house it can be more aggressive).&lt;br /&gt;
&lt;br /&gt;
==Project split==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Refactoring of the attack algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modificating the attack algorithm is useful mainly to defend important AIs unit or zone. This would go through the &amp;quot;good position&amp;quot; detection (detailed in the section of the same name) and defending experimented unit or useful units against the enemy(ies) taking its own &amp;quot;value&amp;quot; into account.&lt;br /&gt;
&lt;br /&gt;
This would allow to check if there is an attack move that is good enough in term of &amp;quot;future&amp;quot; anticipation. If there is no good attack move, it would go to defense algorithm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Defense algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Estimation algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Risk detection algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Good position detection algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;High priority unit algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Detection of the next turn potential actions&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The detection of the next turn actions has a big part in the AI CAs. It would be done through 2 a 2 steps algorithm : &lt;br /&gt;
&lt;br /&gt;
Estimate the best CAs according to the refactored estimation algorithm (attack or defense move), this would select the N best CAs (1 2 3 or more according to tests).&lt;br /&gt;
&lt;br /&gt;
For each of this CAs it would try to estimate the risks that the enemy move could provoke on next turn. This risk is defined in the &amp;quot;risk detection&amp;quot; algorithm.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;Zazweda - Total defense Strategy&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The defense project would include taking more information and probabilities into account (next turn for example).&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
&amp;lt;h4&amp;gt;1) Basics&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.1) Write a small introduction to yourself.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;1.2) State your preferred email address.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&amp;lt;/b&amp;gt;&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.4) Why do you want to participate in summer of code?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.5) What are you studying, subject, level and school?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.6) What country are you from, at what time are you most likely to be able to join IRC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am from France (GMT+2 right now), I would mostly be on IRC between 11 am and 11 pm during the GSOC. Before that I try to be on as much as possible, it would mainly be present at night. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August, then a little bit less since school starts again in september (but the beginning is light).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;2) Experience&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.1) What programs/software have you worked on before?&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or JAVA data handling through ditributed technology such as hadoop. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5) Gaming experience - Are you a gamer?/&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.1) What type of gamer are you?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.2) What type of games?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 or DoDonPachi(we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.3) What type of opponents do you prefer?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.4) Are you more interested in story or gameplay?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it is. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before mostly multiplayer and a few campaigns, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I created (not commited yet, still improving) a MIAs for the guardians that &amp;quot;guards&amp;quot; a zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;3) Communication skills&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.2) What spoken languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.4) Do you give constructive advice?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.5) Do you receive advice well?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.6) Are you good at sorting useful criticisms from useless ones?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticisms into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am more the kind of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;4) Project&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects, mainly the ones about the AIs. The defense AI and recruiting algorithm look really nice ! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.2) If you have invented your own project, please describe the project and the scope.&amp;lt;/b&amp;gt;&lt;br /&gt;
--&lt;br /&gt;
&amp;lt;b&amp;gt;4.3) Why did you choose this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox and then a little less from 25 august to end of september (back to school). Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.5) Include as much technical detail about your implementation as you can&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I think that the easiest way to implement easy to use and update AI would be to create one in C++ with all the basic defense behaviour. And add in LUA different MIAs detailing this general behaviour. A little bit like its done now with the &amp;quot;guardian&amp;quot; behaviour and MIAs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.6) What do you expect to gain from this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;5) Practical considerations&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.1) Are you familiar with any of the following tools or languages?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
    Git (I put it as bfw is migrating to it if I understood well)&lt;br /&gt;
      Used it multiple times for different projects (mainly school ones)&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader with pygame)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Getting more familiar with it&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Trying to use it right now modifying and adding some MIAs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.2) Which tools do you normally use for development? Why do you use them?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part. Gedit is useful too sometimes ;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.3) What programming languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50810</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50810"/>
		<updated>2013-05-02T22:48:55Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: /* Project split */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC Ideas AI Defense Strategies 2013]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Total defense Strategy Google summer of code has for purpose to propose an AI that would take more variable into account before attacking. It would also make decision to move through a defensive algorithm if no &amp;quot;good&amp;quot; attack is found.&lt;br /&gt;
&lt;br /&gt;
==Attacking algorithm==&lt;br /&gt;
&lt;br /&gt;
The new attack algorithm may choose its target according to a different formula, which would take into account next round fight with the attacked unit (will it kill the AI unit instantly because it used a different attack ?) for exemple. Ideas of things to take into account on top of current ones :&lt;br /&gt;
-Some might already be taken into account and I missed it, if so please tell me-&lt;br /&gt;
&lt;br /&gt;
* Possibility of escaping (is there a possibility to block him, or to make him slower -water?- or is he extra slow/ too fast)&lt;br /&gt;
* Firepower right next to him (how many units and power compared to AI's)&lt;br /&gt;
* Next round fight(distance and close attack have different outcome) ponderated by the %age of chance to kill him first&lt;br /&gt;
* Threatening important units or position(almost lvl up for examples, castel, houses or good cases -like mountain for dwarfs- not only the leader)&lt;br /&gt;
* Ratio number of house controlled by the AI and speed of the enemy (kill fast first to avoid quick invasion if AI starts having less house)&lt;br /&gt;
&lt;br /&gt;
==Defense Algorithm==&lt;br /&gt;
&lt;br /&gt;
On the other hand, sometime attacking is not the best way, sometime defending is better : you can pick best position for fighting (like forest for elves and stuff). This algorithm would take place if no good or few attack option are found. &lt;br /&gt;
Stuff I would like the defense algorithm take into account :&lt;br /&gt;
&lt;br /&gt;
* Moving to a nice position for future fight, taking into account what is arround (the more bad cases for the enemy, the best).&lt;br /&gt;
* Defending an important target (same as for attacking), by placing around it so it can't be reach, or on a bad land.&lt;br /&gt;
* Backing to houses which no or few enemy can reach.&lt;br /&gt;
* Move the leader to the best location (ratio between safe and close enough to recruit efficiently)&lt;br /&gt;
&lt;br /&gt;
==Micro AIs for defense and on the fly mods==&lt;br /&gt;
&lt;br /&gt;
The Micro AI system may be very interesting for the algorithms accentuating the aggressivity through bigger strength given to some variables.&lt;br /&gt;
&lt;br /&gt;
On the fly modifications would be useful to determine in which case attacking or defending is better according to the current state of the game (for exemple if AI has advantage with more unit or more house it can be more aggressive).&lt;br /&gt;
&lt;br /&gt;
==Project split==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Refactoring of the attack algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modificating the attack algorithm is useful mainly to defend important AIs unit or zone. This would go through the &amp;quot;good position&amp;quot; detection (detailed in the section of the same name) and defending experimented unit or usefull units against the enemy(ies).&lt;br /&gt;
&lt;br /&gt;
This would allow to check if there is an attack move that is good enough in term of &amp;quot;future&amp;quot; anticipation. If there is no good attack move, it would go to defense algorithm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Defense algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Estimation algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Risk detection algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Good position detection algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;High priority unit algorithm&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Detection of the next turn potential actions&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The detection of the next turn actions has a big part in the AI CAs. It would be done through 2 a 2 steps algorithm : &lt;br /&gt;
&lt;br /&gt;
Estimate the best CAs according to the refactored estimation algorithm (attack or defense move), this would select the N best CAs (1 2 3 or more according to tests).&lt;br /&gt;
&lt;br /&gt;
For each of this CAs it would try to estimate the risks that the enemy move could provoke on next turn. This risk is defined in the &amp;quot;risk detection&amp;quot; algorithm.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;Zazweda - Total defense Strategy&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The defense project would include taking more information and probabilities into account (next turn for example).&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
&amp;lt;h4&amp;gt;1) Basics&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.1) Write a small introduction to yourself.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;1.2) State your preferred email address.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&amp;lt;/b&amp;gt;&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.4) Why do you want to participate in summer of code?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.5) What are you studying, subject, level and school?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.6) What country are you from, at what time are you most likely to be able to join IRC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am from France (GMT+2 right now), I would mostly be on IRC between 11 am and 11 pm during the GSOC. Before that I try to be on as much as possible, it would mainly be present at night. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August, then a little bit less since school starts again in september (but the beginning is light).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;2) Experience&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.1) What programs/software have you worked on before?&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or JAVA data handling through ditributed technology such as hadoop. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5) Gaming experience - Are you a gamer?/&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.1) What type of gamer are you?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.2) What type of games?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 or DoDonPachi(we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.3) What type of opponents do you prefer?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.4) Are you more interested in story or gameplay?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it is. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before mostly multiplayer and a few campaigns, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I created (not commited yet, still improving) a MIAs for the guardians that &amp;quot;guards&amp;quot; a zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;3) Communication skills&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.2) What spoken languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.4) Do you give constructive advice?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.5) Do you receive advice well?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.6) Are you good at sorting useful criticisms from useless ones?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticisms into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am more the kind of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;4) Project&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects, mainly the ones about the AIs. The defense AI and recruiting algorithm look really nice ! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.2) If you have invented your own project, please describe the project and the scope.&amp;lt;/b&amp;gt;&lt;br /&gt;
--&lt;br /&gt;
&amp;lt;b&amp;gt;4.3) Why did you choose this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox and then a little less from 25 august to end of september (back to school). Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.5) Include as much technical detail about your implementation as you can&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I think that the easiest way to implement easy to use and update AI would be to create one in C++ with all the basic defense behaviour. And add in LUA different MIAs detailing this general behaviour. A little bit like its done now with the &amp;quot;guardian&amp;quot; behaviour and MIAs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.6) What do you expect to gain from this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;5) Practical considerations&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.1) Are you familiar with any of the following tools or languages?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
    Git (I put it as bfw is migrating to it if I understood well)&lt;br /&gt;
      Used it multiple times for different projects (mainly school ones)&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader with pygame)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Getting more familiar with it&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Trying to use it right now modifying and adding some MIAs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.2) Which tools do you normally use for development? Why do you use them?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part. Gedit is useful too sometimes ;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.3) What programming languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50809</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50809"/>
		<updated>2013-05-02T21:57:01Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: /* Micro AIs for defense and on the fly mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC Ideas AI Defense Strategies 2013]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Total defense Strategy Google summer of code has for purpose to propose an AI that would take more variable into account before attacking. It would also make decision to move through a defensive algorithm if no &amp;quot;good&amp;quot; attack is found.&lt;br /&gt;
&lt;br /&gt;
==Attacking algorithm==&lt;br /&gt;
&lt;br /&gt;
The new attack algorithm may choose its target according to a different formula, which would take into account next round fight with the attacked unit (will it kill the AI unit instantly because it used a different attack ?) for exemple. Ideas of things to take into account on top of current ones :&lt;br /&gt;
-Some might already be taken into account and I missed it, if so please tell me-&lt;br /&gt;
&lt;br /&gt;
* Possibility of escaping (is there a possibility to block him, or to make him slower -water?- or is he extra slow/ too fast)&lt;br /&gt;
* Firepower right next to him (how many units and power compared to AI's)&lt;br /&gt;
* Next round fight(distance and close attack have different outcome) ponderated by the %age of chance to kill him first&lt;br /&gt;
* Threatening important units or position(almost lvl up for examples, castel, houses or good cases -like mountain for dwarfs- not only the leader)&lt;br /&gt;
* Ratio number of house controlled by the AI and speed of the enemy (kill fast first to avoid quick invasion if AI starts having less house)&lt;br /&gt;
&lt;br /&gt;
==Defense Algorithm==&lt;br /&gt;
&lt;br /&gt;
On the other hand, sometime attacking is not the best way, sometime defending is better : you can pick best position for fighting (like forest for elves and stuff). This algorithm would take place if no good or few attack option are found. &lt;br /&gt;
Stuff I would like the defense algorithm take into account :&lt;br /&gt;
&lt;br /&gt;
* Moving to a nice position for future fight, taking into account what is arround (the more bad cases for the enemy, the best).&lt;br /&gt;
* Defending an important target (same as for attacking), by placing around it so it can't be reach, or on a bad land.&lt;br /&gt;
* Backing to houses which no or few enemy can reach.&lt;br /&gt;
* Move the leader to the best location (ratio between safe and close enough to recruit efficiently)&lt;br /&gt;
&lt;br /&gt;
==Micro AIs for defense and on the fly mods==&lt;br /&gt;
&lt;br /&gt;
The Micro AI system may be very interesting for the algorithms accentuating the aggressivity through bigger strength given to some variables.&lt;br /&gt;
&lt;br /&gt;
On the fly modifications would be useful to determine in which case attacking or defending is better according to the current state of the game (for exemple if AI has advantage with more unit or more house it can be more aggressive).&lt;br /&gt;
&lt;br /&gt;
==Project split==&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;Zazweda - Total defense Strategy&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The defense project would include taking more information and probabilities into account (next turn for example).&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
&amp;lt;h4&amp;gt;1) Basics&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.1) Write a small introduction to yourself.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;1.2) State your preferred email address.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&amp;lt;/b&amp;gt;&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.4) Why do you want to participate in summer of code?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.5) What are you studying, subject, level and school?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.6) What country are you from, at what time are you most likely to be able to join IRC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am from France (GMT+2 right now), I would mostly be on IRC between 11 am and 11 pm during the GSOC. Before that I try to be on as much as possible, it would mainly be present at night. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August, then a little bit less since school starts again in september (but the beginning is light).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;2) Experience&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.1) What programs/software have you worked on before?&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or JAVA data handling through ditributed technology such as hadoop. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5) Gaming experience - Are you a gamer?/&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.1) What type of gamer are you?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.2) What type of games?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 or DoDonPachi(we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.3) What type of opponents do you prefer?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.4) Are you more interested in story or gameplay?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it is. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before mostly multiplayer and a few campaigns, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I created (not commited yet, still improving) a MIAs for the guardians that &amp;quot;guards&amp;quot; a zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;3) Communication skills&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.2) What spoken languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.4) Do you give constructive advice?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.5) Do you receive advice well?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.6) Are you good at sorting useful criticisms from useless ones?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticisms into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am more the kind of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;4) Project&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects, mainly the ones about the AIs. The defense AI and recruiting algorithm look really nice ! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.2) If you have invented your own project, please describe the project and the scope.&amp;lt;/b&amp;gt;&lt;br /&gt;
--&lt;br /&gt;
&amp;lt;b&amp;gt;4.3) Why did you choose this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox and then a little less from 25 august to end of september (back to school). Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.5) Include as much technical detail about your implementation as you can&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I think that the easiest way to implement easy to use and update AI would be to create one in C++ with all the basic defense behaviour. And add in LUA different MIAs detailing this general behaviour. A little bit like its done now with the &amp;quot;guardian&amp;quot; behaviour and MIAs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.6) What do you expect to gain from this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;5) Practical considerations&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.1) Are you familiar with any of the following tools or languages?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
    Git (I put it as bfw is migrating to it if I understood well)&lt;br /&gt;
      Used it multiple times for different projects (mainly school ones)&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader with pygame)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Getting more familiar with it&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Trying to use it right now modifying and adding some MIAs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.2) Which tools do you normally use for development? Why do you use them?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part. Gedit is useful too sometimes ;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.3) What programming languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Micro_AIs&amp;diff=50467</id>
		<title>Micro AIs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Micro_AIs&amp;diff=50467"/>
		<updated>2013-04-27T10:09:51Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: /* Zone guardian (guardian_type=zone_guardian) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mirco AIs allow Wesnoth campaign and scenario authors to add new AI functionality without the need for any AI programming.  A Micro AI is activated and configured (or deleted) via the [micro_ai] tag, requiring only a few lines of WML code.  Note that this is a new functionality and theat '''we are very much looking for feedback''' on bugs, new feature requests for the existing AIs or ideas for new Micro AIs.&lt;br /&gt;
&lt;br /&gt;
Micro AIs are available in mainline Wesnoth '''starting from Version 1.11.2'''.  Additional AIs that are still in an experimental stage are available in the ''AI Modification Demos'' add-on, which also might contain more advanced (development) versions of the mainline Micro AIs.&lt;br /&gt;
&lt;br /&gt;
== A Few General Words about Micro AIs ==&lt;br /&gt;
&lt;br /&gt;
* Micro AIs are meant to bring new specialized behavior to Wesnoth that cannot be achieved, at least not easily, by adjusting default AI parameters (such as those described at [[AiWML]]) or with WML code.&lt;br /&gt;
&lt;br /&gt;
* Most Micro AIs in their default setting apply to all units of a side, although many of them provide parameters for filtering the units that should be affected by the new behavior.  If the Micro AI is applied only to part of the units of a side, the other units follow the default Wesnoth AI behavior.&lt;br /&gt;
&lt;br /&gt;
* By contrast, a few Micro AIs attach directly to a unit and only affect that unit's behavior.  These are so-called [[Lua_AI_Howto#Behavior_.28Sticky.29_Candidate_Actions|Behavior Candidate Actions]] (BCAs).  This type of Micro AI has an [[Micro_AIs#2._Activating_and_configuring_.28or_deleting.29_a_Micro_AI|ai_type=]] value ending in ''_unit'', in order to distinguish it from the side-wide Micro AIs.&lt;br /&gt;
&lt;br /&gt;
=== Micro AI Test and Demo Scenarios ===&lt;br /&gt;
&lt;br /&gt;
All Micro AIs described here can be checked out in a number of test and demo scenarios.  Test scenarios can be accessed from the command line by typing&lt;br /&gt;
 path/wesnoth-executable -t micro_ai_test&lt;br /&gt;
This starts up a &amp;quot;switchboard scenario&amp;quot; in which you can select the Micro AI demonstration scenario you want to check out.  Here, ''path/wesnoth-executable'' needs to be replaced by whatever the path and filename of the Wesnoth executable is on your system.&lt;br /&gt;
&lt;br /&gt;
Another way to test the Micro AIs (as well as some other AIs still under development) is to download the ''AI Modification Demos'' add-on.  All the test/demo scenarios are also available there.&lt;br /&gt;
&lt;br /&gt;
== Setting up a Micro AI ==&lt;br /&gt;
&lt;br /&gt;
Setting up a Micro AI is done in two simple steps:&lt;br /&gt;
&lt;br /&gt;
==== 1. Enabling the Micro AI functionality in the [side] tag ====&lt;br /&gt;
&lt;br /&gt;
The desired AI functionality needs to be enabled for a side before it can be used.  This is done by including a single macro line inside the [side] tag, such as:&lt;br /&gt;
     {MICRO_AI_HEALER_SUPPORT}&lt;br /&gt;
The exact macro name depends on the specific Micro AI and is given below for each AI.  This macro must be put '''directly into the [side] tag''', it does not go inside an [ai] tag.  This step does not yet activate the Micro AI, it simply sets up the desired functionality.&lt;br /&gt;
&lt;br /&gt;
==== 2. Activating and configuring (or deleting) a Micro AI ====&lt;br /&gt;
&lt;br /&gt;
Micro AIs are activated, deleted and configured using the [micro_ai] tag.  This tag needs to be placed in [[ActionWML]], that is, in an event, a menu option or the like.  As an example, the following code activates the healer_support Micro AI in its default configuration for Side 2 from the beginning of the scenario:&lt;br /&gt;
     [event]&lt;br /&gt;
         name=prestart&lt;br /&gt;
 &lt;br /&gt;
         # Configure the healer support micro AI&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=healer_support&lt;br /&gt;
             action=add&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
     [/event]&lt;br /&gt;
All [micro_ai] tags must contain the following three (or four) required keys:&lt;br /&gt;
* '''side''': The side for which the Micro AI is to be added, changed or deleted&lt;br /&gt;
* '''ai_type''': The type of Micro AI to be added, changed or deleted.  See the following sections for allowed values.&lt;br /&gt;
* '''action''' (string): The action to take concerning the Micro AI.  The following values are allowed: &lt;br /&gt;
** ''add'': Add a Micro AI to a side.&lt;br /&gt;
** ''change'': Change the configuration of an existing Micro AI.  Note that this does not only change the specific parameters provided in the tag, but it replaces the entire existing Micro AI by a new version with the new (and only the new) configuration.  It is therefore equivalent to using first the ''delete'' and then the ''add'' action.&lt;br /&gt;
** ''delete'': Delete an existing Micro AI from a side.&lt;br /&gt;
* '''id''': If the Micro AI attaches directly to a unit, rather than being side-wide, the id of the unit is also a required parameter.&lt;br /&gt;
&lt;br /&gt;
Other keys may also be required depending on the Micro AI.  In additional, a number of optional keys may be available to configure the AI behavior.  See the following sections on the individual Micro AIs for details.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* The ''add'' and ''change'' actions ignore all keys that do not apply to the respective Micro AI type.  The ''delete'' action ignores all keys other than the three (or four) required keys listed here.&lt;br /&gt;
&lt;br /&gt;
* Some of the Micro AIs use and/or modify default AI components (candidate actions or aspects) when they are added, or reset these components to their default values when they are deleted.  Thus, if you have modified the AI yourself using the default CAs or aspects, some of these modifications might be affected, or might be interfering with the Micro AI.  The sections below indicate whether a Micro AI modifies any default AI components.&lt;br /&gt;
&lt;br /&gt;
* It is currently not possible to combine different Micro AI types (AIs using different values of ai_type=) on the same side.  In other words, you can use several guardians (and even different guardian types) on the same side (as they are all handled by the Guardian Micro AI), but it is not possible to put, for example, guardians and patrollers on the same side.  This restriction will be lifted in an upcoming release.  In the meantime, you will have to use different (allied) sides to accomplish this.&lt;br /&gt;
&lt;br /&gt;
== Animals Micro AI (ai_type=animals) ==&lt;br /&gt;
&lt;br /&gt;
The Animals Micro AIs are meant to simulate the behaviors of certain types of animals.  They are, however, set up so that they can be used with arbitrary unit types and might be applicable in quite diverse situations.  The AIs nevertheless remain named after the animals for which they were written originally, so that they are (to some extent) descriptive of their behavior.&lt;br /&gt;
&lt;br /&gt;
Brief descriptions of the AI behaviors are given in the following subsections.  To get a better feeling for their behavior, check out the &amp;quot;Animals&amp;quot;, &amp;quot;Swarm&amp;quot;, &amp;quot;Wolves&amp;quot; and &amp;quot;Dragon&amp;quot; scenarios from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.  Note that some of the animal AIs are designed for animal types that do not exist in mainline.  In the test scenario, other animal types are therefore substituted for them.  If you want to see them with the animal types for which they were written, check out the ''AI Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable an Animals Micro AI by putting&lt;br /&gt;
 {MICRO_AI_ANIMALS}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=animals&lt;br /&gt;
in the [micro_ai] tag. The ''animal_type='' tag is then used to select the desired animal AI.&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Wolves (animal_type=wolves) ===&lt;br /&gt;
&lt;br /&gt;
The Wolves Micro AI organizes all &amp;quot;wolf&amp;quot; units (predators) of the side to hunt in a single pack.  They actively chase after the closest prey and try to corner it (not always super successfully), but are easily distracted by other prey coming into range, to the point where the pack splits up.  The wolves can also be told to try to avoid other types of units (such as larger predators), except when they are going in for an attack.  When no prey is left, the wolves wander randomly.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Wolves AI behavior, check out the &amp;quot;Animals&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Note that another wolves AI exists, called [[Micro_AIs#Animals_AI:_Multi-pack_Wolves_.28animal_type.3Dwolves_multipacks.29|Multipack Wolves]], which distributes the wolves of a side into several packs, rather than all of them into one single pack as it is done here.&lt;br /&gt;
&lt;br /&gt;
You can configure the Wolves Micro AI by using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;wolves&amp;quot;.&lt;br /&gt;
* '''[predators]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the predator units&lt;br /&gt;
* '''[prey]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the prey units&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''avoid_type''': Comma-separated list of unit types which the wolves try to avoid&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The Wolves Micro AI modifies the [[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|attacks aspect]].&lt;br /&gt;
&lt;br /&gt;
Here's an example of a wolves [micro_ai] tag usage from the &amp;quot;Animals&amp;quot; test scenario: &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=6&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=wolves&lt;br /&gt;
             [predators]&lt;br /&gt;
                 type=Wolf&lt;br /&gt;
             [/predators]&lt;br /&gt;
             [prey]&lt;br /&gt;
                 type=Deer&lt;br /&gt;
             [/prey]&lt;br /&gt;
             avoid_type=Yeti,Giant Spider,Tarantula,Bear,Dog&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Multi-pack Wolves (animal_type=wolves_multipacks) ===&lt;br /&gt;
&lt;br /&gt;
The Multi-pack Wolves Micro AI is different from the [[Micro_AIs#Animals_AI:_Wolves_.28animal_type.3Dwolves.29|Wolves Micro AI]] in that there can be an arbitrary number of wolf packs, with the pack size being a free parameter.  At the beginning of the scenario, close wolves are grouped into packs in a semi-methodical way.  If the wolves are put on the map in distinct groups of close wolves of the correct number, they will be joined into packs matching these groups.  If, on the other hand, they are spread out all over the map, the method of assigning them to packs is semi-random.&lt;br /&gt;
&lt;br /&gt;
Wolves of the same pack begin by joining each other on the map.  After that, they stay together until only one wolf is left, which then tries to join up with an incomplete pack or with other single wolves.  Individual wolves entering the map during the scenario behave in that way as well.&lt;br /&gt;
&lt;br /&gt;
A second difference to the other Wolves AI is that wolves do not actively hunt here.  For the most part they just wander (often long distance).  However, the pack ferociously (and without regard for its own health) attacks any enemy units that come into range, as long as that does not mean separating the pack by more than a few hexes.  Staying together, or joining with a new wolf assigned to the pack, is the only thing that takes priority over satisfying the wolves' thirst for blood.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Multi-pack Wolves AI behavior, check out the &amp;quot;Wolves&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
You can configure the Multi-pack Wolves Micro AI by using the following keys in the [micro_ai] tag: &lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;wolves_multipacks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''type'''=Wolf: Comma-separated list of the unit types which the AI controls. The default value is &amp;quot;Wolf&amp;quot;.&lt;br /&gt;
* '''pack_size'''=3: (integer) The size of the packs.&lt;br /&gt;
* '''show_pack_number'''=no: If set to &amp;quot;yes&amp;quot;, the wolves' pack numbers will be shown below them.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a wolves_multipacks [micro_ai] tag usage from the &amp;quot;Wolves&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=wolves_multipacks&lt;br /&gt;
             show_pack_number=yes&lt;br /&gt;
             pack_size=4&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Big Animals (animal_type=big_animals) ===&lt;br /&gt;
&lt;br /&gt;
The Big Animals Micro AI is a simulation of large predators that wander and hunt alone, such as Bears, Giant Spiders or Yetis.  For the most part, these just wander on the terrain that's been defined for them, but they attack enemy units if those happen to come into range.  The AI can be set up so that the Big Animals stay out of the way of other units (such as other large predators), in which case they only attack those if cornered.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Big Animals AI behavior, check out the &amp;quot;Animals&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
You can configure the Big Animals Micro AI by using the following keys in the [micro_ai] tag: &lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;big_animals&amp;quot;&lt;br /&gt;
* '''[big_animals]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the animals to which this AI is applied.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[goal_terrain]''': The big animals often go for long distance (multi-turn) wanders.  This tag is a [[StandardLocationFilter|Standard Location Filter]] describing the terrain from which the next wander goal is chosen.  The default is all terrain on the map.&lt;br /&gt;
* '''[wander_terrain]''': The terrain on which the big animals will end their moves. This is a [[StandardLocationFilter|Standard Location Filter]].  The default is all terrain on the map.&lt;br /&gt;
* '''[avoid_unit]''': A [[StandardUnitFilter|Standard Unit Filter]] describing all enemy units that the big animals will avoid.  Note that the condition that this must be enemy units is added by the AI automatically and does not need to be included in the filter.&lt;br /&gt;
&lt;br /&gt;
Here's an example of big_animals [micro_ai] tag usage from the &amp;quot;Animals&amp;quot; test scenario: &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=3&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=big_animals&lt;br /&gt;
             [big_animals]&lt;br /&gt;
                 type=Bear&lt;br /&gt;
             [/big_animals]&lt;br /&gt;
             [avoid_unit]&lt;br /&gt;
                 type=Yeti,Giant Spider,Tarantula,Bear,Dog&lt;br /&gt;
             [/avoid_unit]&lt;br /&gt;
             [goal_terrain]&lt;br /&gt;
                 x,y=1-40,1-18&lt;br /&gt;
             [/goal_terrain]&lt;br /&gt;
             [wander_terrain]&lt;br /&gt;
                 terrain=*&lt;br /&gt;
             [/wander_terrain]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Forest Animals (animal_type=forest_animals) ===&lt;br /&gt;
&lt;br /&gt;
The Forest Animals Micro AI simulates a number of different animal behaviors that one might find in a forest, namely animals behaving like deer, rabbits and families of tuskers.  In the following, we will refer to those animals by these types, even though the actual unit types can be selected freely.  They behave as follows:&lt;br /&gt;
* Each deer wanders randomly on (selectable) terrain, except when enemies get in its (the deer's) maximum movement range, in which case it flees to the farthest point it can reach.&lt;br /&gt;
* Tuskers exhibit the same behavior as deer, except when an enemy is next to one of the tusklets.  This enemy is attacked unconditionally by the tuskers trying to protect their young.&lt;br /&gt;
* Tusklets blindly follow the closest adult tusker, except when there is no tusker left, in which case they behave the same as deer.&lt;br /&gt;
* Rabbits also wander randomly, but in addition disappear into their holes (if any are within reach) when enemies are close.  They reappear out of their holes at the beginning of the turn, if it is safe.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Forest Animals AI behavior, check out the &amp;quot;Animals&amp;quot; scenario from the test scenario or in the AI Modification Demos add-on.&lt;br /&gt;
&lt;br /&gt;
You can configure the Forest Animals Micro AI by using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;forest_animals&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''rabbit_type, tusker_type, tusklet_type, deer_type''': Comma-separated lists of the unit types behaving as the respective animals.  If any of these parameters are not set, those types of animal behavior are skipped by the AI.&lt;br /&gt;
* '''[wander_terrain]''': A [[StandardLocationFilter|Standard Location Filter]] describing the terrain on which the forest animals wander when they are not threatened by enemies.&lt;br /&gt;
* '''rabbit_number'''=6: (integer)  The number of rabbits for the AI to have on the map simultaneously.  The AI puts the missing number of rabbits onto the map at the beginning of the AI's turn (when the rabbits come out of their holes).&lt;br /&gt;
* '''rabbit_enemy_distance'''=3: (number)  Rabbits won't spawn in holes that aren't more than this distance away from all enemies.&lt;br /&gt;
* '''rabbit_hole_img''': Rabbit holes are marked by items on the map.  If this parameter is set, it must be the file name of the item image.  If it is not set, all items on the map are treated as rabbit holes.&lt;br /&gt;
&lt;br /&gt;
Here's an example of forest_animals [micro_ai] tag usage from the &amp;quot;Animals&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=forest_animals&lt;br /&gt;
             deer_type=Deer&lt;br /&gt;
             rabbit_type=Rabbit&lt;br /&gt;
             tusker_type=Tusker&lt;br /&gt;
             tusklet_type=Tusklet&lt;br /&gt;
             [wander_terrain]&lt;br /&gt;
                 terrain=*^F*&lt;br /&gt;
             [/wander_terrain]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Herd and Herders (animal_type=herding) ===&lt;br /&gt;
&lt;br /&gt;
The Herding Micro AI sets up an area on the map where a number of herder units (such as sheep dog) control and protect a herd (such as sheep).  For convenience, we simply refer to them as sheep dogs and sheep in the following, even though arbitrary unit types can be selected for either.&lt;br /&gt;
&lt;br /&gt;
Sheep dogs try to keep their sheep safe.  This involves keeping them inside the herding area, positioning themselves in between the sheep and approaching enemies, and attacking the enemies if those get too close.  If no active herding or protecting move is needed, the dogs go to a random location on the perimeter of the herding area.&lt;br /&gt;
&lt;br /&gt;
Sheep wander aimlessly except when a sheep dog is next to them, in which case they run away from the dog.  The dogs exploit this by positioning themselves on the outside of the sheep, if possible.  Sheep also run away from approaching enemies.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Herding AI behavior, check out the &amp;quot;Animals&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
You can configure the Herding Micro AI by using the following keys in the [micro_ai] tag: &lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;herding&amp;quot;&lt;br /&gt;
* '''[herd]''': A [[StandardUnitFilter|Standard Unit Filter]] describing the herd units (e.g. sheep).&lt;br /&gt;
* '''[herders]''': A [[StandardUnitFilter|Standard Unit Filter]] describing the herder units (e.g. dogs).&lt;br /&gt;
* '''[herding_perimeter]''': A [[StandardLocationFilter|Standard Location Filter]] describing the terrain forming the perimeter of the herding area.  In other words, this is the path the herders (dogs) use to patrol around the outside of the herding area.  This must be a set of coordinates ''completely enclosing'' the herding area.  Here's an example of setting up a rectangular perimeter:&lt;br /&gt;
     [herding_perimeter]&lt;br /&gt;
         x=10-20,10-20,10,  ,20&lt;br /&gt;
         y=11,   21,   11-21,11-21&lt;br /&gt;
     [/herding_perimeter]&lt;br /&gt;
Another possibility is by defining the path by certain terrain on the map (as it is done in the &amp;quot;Animals&amp;quot; test scenario), in which case the filter can simply look like this:&lt;br /&gt;
     [herding_perimeter]&lt;br /&gt;
         terrain=Rb&lt;br /&gt;
     [/herding_perimeter]&lt;br /&gt;
* '''herd_x,herd_y''': The coordinate of one hex (''any'' one hex) inside the herding area.  This is needed to define which part of the map is on the ''inside'' of the herding area perimeter defined by [herding_perimeter], and which is the ''outside''.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
* '''attention_distance'''=8: (integer)  If an enemy is within this distance of a herd unit, but not as close as ''attack_distance'', the herders try to position themselves in between the enemy and the herd unit.&lt;br /&gt;
* '''attack_distance'''=4: (integer)  If an enemy is within this distance of a herd animal, the herders attack this enemy.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a Herding [micro_ai] tag usage from the &amp;quot;Animals&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=7&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=herding&lt;br /&gt;
             [herd]&lt;br /&gt;
                 type=Sheep,Ram&lt;br /&gt;
             [/herd]&lt;br /&gt;
             [herders]&lt;br /&gt;
                 type=Dog&lt;br /&gt;
             [/herders]&lt;br /&gt;
             herd_x,herd_y=32,28&lt;br /&gt;
             [herding_perimeter]&lt;br /&gt;
                 terrain=Rb&lt;br /&gt;
             [/herding_perimeter]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Hunter (animal_type=hunter_unit) ===&lt;br /&gt;
&lt;br /&gt;
The Hunter Micro AI attaches to an individual unit which it leads through hunt-and-rest cycles.  The unit wanders in a prescribed area of the map, its hunting ground, until an enemy unit comes within range.  Note that it does not actively chase down enemies, but wanders randomly through its hunting ground until an enemy is encountered.&lt;br /&gt;
&lt;br /&gt;
If enemies are within range, the hunter attacks the weakest of them.  If a kill is made, it then retreats to its rest location, where it stays for a certain number of turns or until fully healed.&lt;br /&gt;
&lt;br /&gt;
A few more details:&lt;br /&gt;
* If the hunter's way home is entirely blocked on the return (so that there is no possible path), the normal RCA AI takes over its behavior.&lt;br /&gt;
* However, if the way is blocked by an enemy unit occupying the rest hex, that enemy will be attacked unconditionally.&lt;br /&gt;
* A kill only makes the hunter go home when it is the attacker, not as defender.&lt;br /&gt;
&lt;br /&gt;
Multiple hunter units can be used on the same side, by setting up a separate [micro_ai] tag for each unit. &lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Hunter AI behavior, check out the &amp;quot;Dragon&amp;quot; scenario from the test scenario or in the AI Modification Demos add-on. &lt;br /&gt;
&lt;br /&gt;
You can configure the Hunter Micro AI by using the following keys in the [micro_ai] tag: &lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;hunter_unit&amp;quot;&lt;br /&gt;
* '''id''': The ID of the unit to which this AI is to be attached.&lt;br /&gt;
* '''home_x,home_y''': The coordinates of the hex to which the hunter returns and rests at after a kill.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[hunting_ground]''': A [[StandardLocationFilter|Standard Location Filter]] describing the unit's hunting ground.  If this tag is not provided, the hunter uses all of the map.&lt;br /&gt;
* '''rest_turns'''=3: (integer)  The number of turns the AI stays at home_x,home_y after a kill.&lt;br /&gt;
* '''show_messages'''=no: (boolean) If set to yes, the hunter announces whenever its behavior changes to the next phase.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a hunter_unit [micro_ai] tag usage from the &amp;quot;Dragon&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=1&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=hunter_unit&lt;br /&gt;
             id=Rowck&lt;br /&gt;
             home_x,home_y=3,15&lt;br /&gt;
 &lt;br /&gt;
             [hunting_ground]&lt;br /&gt;
                 x,y=5-30,1-15&lt;br /&gt;
             [/hunting_ground]&lt;br /&gt;
             rest_turns=2&lt;br /&gt;
             show_messages=yes&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Swarm (animal_type=swarm) ===&lt;br /&gt;
&lt;br /&gt;
The Swarm Micro AI uses some very simply algorithms to simulate animal swarm behavior.  Without adjacent enemies, they simply do a random move, trying to stay together and at a certain distance from enemies.  However, if an enemy unit is close to any bat, the swarm scatters.  This is particular fun to watch when one places an enemy unit in the middle of the swarm.  After being scattered, the swarm members slowly rejoin, but not in a very organized way.  Sub-swarms or individual bats might roam around for quite some time before they find their way back.  It is also possible that individual bats (or small groups) split off from the larger swarm at times.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Swarm AI behavior, check out the &amp;quot;Swarm&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
You can configure the Swarm Micro AI by using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be 'swarm'.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''scatter_distance'''=3: (int) Enemies within &amp;quot;scatter_distance&amp;quot; hexes of any swarm unit cause the swarm to scatter, by each unit trying to maximize its individual distance from the enemy.&lt;br /&gt;
* '''enemy_distance'''=5: (int) The minimum distance kept between units of the swarm and enemies when the swarm moves as a whole.&lt;br /&gt;
* '''vision_distance'''=12: (int) Only units within this distance follow the overall swarm motion (either away from an enemy or of the swarm as a whole).  The smaller this value is set, the less likely the swarm is to stay together or rejoin.  This parameter is meant to simulate how far an individual member of the swarm can see, meaning that the swarm is &amp;quot;out of sight&amp;quot; (and the unit will not be able to follow it) if it is more than this distance away.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a Swarm [micro_ai] tag usage from the &amp;quot;Swarm&amp;quot; test scenario: &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=swarm&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Bottleneck Defense Micro AI (ai_type=bottleneck_defense) ==&lt;br /&gt;
&lt;br /&gt;
The Bottleneck Defense Micro AI lets you define a location on the map where the AI can take a defensive stance behind a narrow passage (bottleneck).  Units on the front line are backed up by healers and/or units with the leadership ability.  Injured units are moved to the back and replaced by uninjured (or less injured) units.  The units on the front line only attack when it is safe (no retaliation) or when there is a high chance that they will make a kill or level up.  Using this Micro AI only makes sense if there is no way for the enemy sides to move around the bottleneck and attack the AI's units from behind.&lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Bottleneck&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Bottleneck Defense Micro AI by putting&lt;br /&gt;
 {MICRO_AI_BOTTLENECK_DEFENSE}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=bottleneck_defense&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Bottleneck Defense specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
The Bottleneck Defense AI requires two sets of coordinates that define where it should be taking up its defensive stance, and from which side the enemy attacks at that location.&lt;br /&gt;
&lt;br /&gt;
* '''x,y''': Comma separated lists of the hexes on the front line, where strong units are placed.  All hexes on which the AI makes contact with (can be attacked by) the enemy need to be included here.  Units are placed on them in the order in which they are listed here.&lt;br /&gt;
* '''enemy_x,enemy_y''': Comma separated list of the hexes from which the enemy can attack the AI front line units.  This is needed for the AI to know on which side of the front line support units (healers etc.) need to be placed.  In many cases, it is sufficient to provide only one of the enemy front line hexes, but there are geometries for which that does not work.  It is therefore safer to list all enemy front line hexes here.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
By default, the AI places healers and units with the leadership ability both on the front line itself (if they are the strongest units available) and on hexes adjacent to and behind the line.  If different placement is desired, these locations can be overridden with the following keys.&lt;br /&gt;
&lt;br /&gt;
* '''healer_x,healer_y''': Comma separated list of hexes where healers are placed.  This can be used to keep healers from the front line (or to take up only certain positions on the front line), and/or to override the default healing positions behind the line.  Healers are placed on them in the order in which the hexes are listed, with the exception that hexes on the line always take priority over hexes behind the line.&lt;br /&gt;
* '''leadership_x,leadership_y''': Same as ''healer_x,healer_y'', but for units with the leadership ability.&lt;br /&gt;
* '''active_side_leader'''=no: (boolean)  If set to 'yes', the side leader participates in the bottleneck defense action after the side's gold has been spent.  If set to 'no' (default), the leader follows default AI behavior (sitting on the keep and recruiting, for the most part).&lt;br /&gt;
&lt;br /&gt;
As an example, in the &amp;quot;Bottleneck&amp;quot; scenario of the test scenario, there are three front line hexes, two of which are on hill terrain, while the third is a road with a lower defense rating.  The healer and side leader are supposed to participate in combat because they are strong units, but only from the hill hexes to keep them safer.  This is accomplished by using the following keys settings (check out the scenario to see which hex is which):&lt;br /&gt;
 [micro_ai]&lt;br /&gt;
     side=1&lt;br /&gt;
     ai_type=bottleneck_defense&lt;br /&gt;
     action=add&lt;br /&gt;
 &lt;br /&gt;
     x=14,14,14&lt;br /&gt;
     y= 7, 9, 8&lt;br /&gt;
     enemy_x=13,13&lt;br /&gt;
     enemy_y= 8, 9&lt;br /&gt;
 &lt;br /&gt;
     healer_x=14,14,15,15&lt;br /&gt;
     healer_y= 7, 9, 8, 9&lt;br /&gt;
     leadership_x=14,14,15,15&lt;br /&gt;
     leadership_y= 7, 9, 9 ,8&lt;br /&gt;
     active_side_leader=yes&lt;br /&gt;
 [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Generalized Goto Micro AI (ai_type=goto) ==&lt;br /&gt;
&lt;br /&gt;
==== *** Note: this Micro AI is only available in the AI-demos add-on so far, will be in mainline starting with Wesnoth 1.11.3 *** ====&lt;br /&gt;
&lt;br /&gt;
The Goto Micro AI provides a highly configurable method of sending a unit (or units) to a location or set of locations.  The units to be moved are defined using a [[StandardUnitFilter|Standard Unit Filter]] (SUF), while the goto locations are given in a [[StandardLocationFilter|Standard Location Filter]] (SLF).&lt;br /&gt;
&lt;br /&gt;
By default, each unit matching the SUF will move toward the closest goal (in terms of turns needed to get there) matching the SLF via the fastest route given the current situation on the map (locations of enemy units etc.), but this behavior can be influenced by the optional keys listed below.  Note that this means that a unit's goal might change from one turn to the next depending on the location of units on the map.&lt;br /&gt;
&lt;br /&gt;
The behavior of the unit(s) once they reach their goal location(s) is configurable as well.  By default, they will stay there until the Goto Micro AI is deleted or changed.&lt;br /&gt;
&lt;br /&gt;
For demonstrations of several Goto Micro AI usages, check out the &amp;quot;Goto&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Goto Micro AI by putting&lt;br /&gt;
 {MICRO_AI_GOTO}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=goto&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Goto specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[goto_units]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the units to be moved.&lt;br /&gt;
* '''[goto_goals]''': A [[StandardLocationFilter|Standard Location Filter]] describing the possible goal locations for the move.&lt;br /&gt;
&lt;br /&gt;
'''Keys required under certain circumstances:'''&lt;br /&gt;
* '''ca_id''': (string) If several Goto AIs are used for the same side and one or several of these are to be changed or deleted during the scenario, this key needs to be included so that the [micro_ai] tag knows which of them needs to be changed/deleted.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
Note: crossed-out keys have not been implemented yet, will come soon.&lt;br /&gt;
&lt;br /&gt;
* '''&amp;lt;s&amp;gt;avoid_enemies&amp;lt;/s&amp;gt;'''=0: (non-negative number) By default, units controlled by the Goto Micro AI will not take enemy units into account for route finding, other than the enemies' ZoCs.  The larger the value of ''avoid_enemies'', the more units will try to stay out of the enemies' way.  (I will be more specific here once I have coded this, need to figure out how exactly it will work first).&lt;br /&gt;
* '''ca_score'''=210000: (non-negative integer) The evaluation score of the candidate action controlling this Micro AI.  By default, it is set to 210,000, which is higher than any of the [http://wiki.wesnoth.org/AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29 RCA AI candidate actions].  By setting it, for example, to 90,000, we can have it be executed after the combat CA, but before most of the other CAs which move units.  Maybe more importantly, this key can be used to determine which Goto Micro AI is executed first if several are defined for the same side.&lt;br /&gt;
* '''release_unit_at_goal'''=no: (boolean) By default, a unit that reaches a goal location will stay there until the Goto Micro AI is deleted or changed (or until the conditions specified in the [goto_goals] SLF change).  If this parameter is set, a unit that has reached its goal will not be controlled by this Micro AI any more starting from the next turn.&lt;br /&gt;
* '''release_all_units_at_goal'''=no: (boolean) Same as ''release_unit_at_goal'', but this will deactivate the Goto Micro AI for all units once the first unit reaches a goal.&lt;br /&gt;
* '''use_straight_line'''=no: (boolean)  By default, units choose the route by which they will get to their goal locations in the smallest number of turns.  If this parameter is set to 'yes', a straight line route (or something pretty close to it at least) will be chosen instead, irrespective of whether this leads into a dead end, whether it is blocked by enemies, etc.&lt;br /&gt;
* '''&amp;lt;s&amp;gt;unique_goals&amp;lt;/s&amp;gt;'''=no: (boolean)  If set to 'yes', each unit will be sent to a different goal location.&lt;br /&gt;
&lt;br /&gt;
===Goto Micro AI example usages:===&lt;br /&gt;
&lt;br /&gt;
Here are several examples of goto [micro_ai] tag usages (code to be filled in once this MAI is coded):&lt;br /&gt;
* Send a unit towards a hex specified by coordinates (similar to the RCA AI's Goto Candidate Action, but avoiding dead ends and areas ZoCed by enemies)&lt;br /&gt;
* Send all scouts of the side toward the southern border of the map&lt;br /&gt;
* Set up a set of guardian units that doesn't move while no enemy unit is within 6 hexes (ironically, the Goto Micro AI can be used to keep units in place!)&lt;br /&gt;
* Send an important unit to one of several sign posts, choosing the safest route&lt;br /&gt;
* Send all units not involved in active battle toward a specific enemy unit&lt;br /&gt;
&lt;br /&gt;
== Guardian Micro AI (ai_type=guardian_unit) ==&lt;br /&gt;
The Guardian Micro AI attaches to an individual unit and can be used to set up different kind of guardian behaviors.  Three different types of guardians are available and are described below.&lt;br /&gt;
&lt;br /&gt;
Multiple guardian units can be used on the same side, by setting up a separate [micro_ai] tag for each unit.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of several different guardian behaviors, check out the &amp;quot;Guardians&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Guardians Micro AI by putting&lt;br /&gt;
 {MICRO_AI_GUARDIAN}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=guardian_unit&lt;br /&gt;
in the [micro_ai] tag.  The ''guardian_type='' key also needs to be set, as shown in the following.&lt;br /&gt;
&lt;br /&gt;
=== Return Guardian (guardian_type=return_guardian) ===&lt;br /&gt;
&lt;br /&gt;
A 'return guardian' is a variation of the standard Wesnoth guardian. It has an assigned guard position (GP) to which it returns after attacks on approaching enemies:&lt;br /&gt;
* If at GP with no enemy in reach, do nothing.&lt;br /&gt;
* If at GP with an enemy in reach, attack (note that the attack is done by default AI, which might result in the guardian not attacking if the enemy is deemed too strong).&lt;br /&gt;
* If not at GP, return there, no matter whether an enemy is in reach or not.&lt;br /&gt;
* If enemies are blocking the way back to GP, do your best to move around them.&lt;br /&gt;
* If the guardian ends up next to an enemy on the way back, attack that enemy after the move.&lt;br /&gt;
&lt;br /&gt;
You can configure each return guardian using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''guardian_type''': Must be set to &amp;quot;return_guardian&amp;quot;&lt;br /&gt;
* '''id''': The ID of the unit to which this AI should be attached&lt;br /&gt;
* '''return_x,return_y''': The coordinate of the hex the unit returns to after each attack&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no optional keys.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a return guardian [micro_ai] tag usage from the &amp;quot;Guardians&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=guardian_unit&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             guardian_type=return_guardian&lt;br /&gt;
             id=return1&lt;br /&gt;
             return_x,return_y=20,2&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
===Stationed Guardian (guardian_type=stationed_guardian) ===&lt;br /&gt;
&lt;br /&gt;
A 'stationed guardian' is another variation of the standard Wesnoth guardian with a somewhat more complex behavior than that of the 'return guardian'. Two positions are defined for it, a 'station' and a 'guarded location', as well as a distance. The behavior is as follows:&lt;br /&gt;
* If no enemy is within 'distance' of the guard's current position, do nothing.  This is independent of the guardian being at its station or not.&lt;br /&gt;
* Otherwise: If an enemy is within 'distance' of the guard, but not also within the same distance of the guarded location and the station (all of this simultaneously), move the guard in the direction of the station.&lt;br /&gt;
* Otherwise:&lt;br /&gt;
** Pick the enemy unit that is closest to the guarded location.&lt;br /&gt;
** If we can reach it, pick the adjacent hex with the highest defense rating and attack from there.&lt;br /&gt;
** If not in reach, move toward this unit.&lt;br /&gt;
&lt;br /&gt;
You can configure each stationed guardian using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''guardian_type''': Must be &amp;quot;stationed_guardian&amp;quot;&lt;br /&gt;
* '''id''': The ID of the unit to which this AI should be attached&lt;br /&gt;
* '''distance''': The distance parameter as explained above&lt;br /&gt;
* '''station_x,station_y''': The x and y position of the hex that serves as the guardians station.&lt;br /&gt;
* '''guard_x, guard_y''': The x and y position of the guarded location.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no optional keys.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a stationed guardian [micro_ai] tag usage from the &amp;quot;Guardians&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=guardian_unit&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             guardian_type=stationed_guardian&lt;br /&gt;
             id=stationed1&lt;br /&gt;
             distance=4&lt;br /&gt;
             station_x,station_y=2,14&lt;br /&gt;
             guard_x,guard_y=3,13&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Coward (guardian_type=coward) ===&lt;br /&gt;
&lt;br /&gt;
Cowards are units that, like guardians, sit around doing nothing until an enemy comes into range.  Unlike guardians, however, they run away once enemies approach. Applications might be wild animals, unarmed civilians getting in the way of a battle, etc.  The coward macro can be called with two optional locations, 'seek' and 'avoid':&lt;br /&gt;
* If neither is given, the coward retreats to the position farthest away from the approaching enemies.&lt;br /&gt;
* If 'seek' is given, it preferentially goes toward that location (but getting away from enemies takes priority).&lt;br /&gt;
* If 'avoid' is given, it in addition tries to avoid that location (with both maximizing distance from enemies and going toward 'seek' taking priority).&lt;br /&gt;
* Both 'seek' and 'avoid' may consist of only one coordinate ('x' or 'y'), in which case not a single hex, but a line of hexes is sought or avoided.&lt;br /&gt;
&lt;br /&gt;
You can configure each coward using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''guardian_type''': Must be &amp;quot;coward&amp;quot;&lt;br /&gt;
* '''id''': The ID of the unit to which this AI should be attached&lt;br /&gt;
* '''distance''': The distance within which an enemy must be to &amp;quot;scare&amp;quot; the unit&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''seek_x, seek_y''': The x and y coordinate of the hex to seek&lt;br /&gt;
* '''avoid_x, avoid_y''': The x and y coordinate of the hex to avoid&lt;br /&gt;
&lt;br /&gt;
Here's an example of a coward [micro_ai] tag usage from the &amp;quot;Guardians&amp;quot; test scenario: &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=guardian_unit&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             guardian_type=coward&lt;br /&gt;
             id=coward3&lt;br /&gt;
             distance=5&lt;br /&gt;
             seek_x,seek_y=24,5&lt;br /&gt;
             avoid_x,avoid_y=24,15&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Zone guardian (guardian_type=zone_guardian) ===&lt;br /&gt;
&lt;br /&gt;
Zone guards are units that, as the name says, guard a zone. It will keep moving inside this zone until an enemy comes inside its guard zone or its enemy zone. Application might be simulating the defense of a castle or a nest, etc. The zone macro can be called with one optional SLF, 'zone_enemy':&lt;br /&gt;
* If nothing is specified, the zone guard will attack any enemy coming inside its guard zone.&lt;br /&gt;
* If 'zone_enemy' is given, it will attack any enemy entering this zone and once there are no more enemies it will go back to patrol in its basic zone.&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''guardian_type''': Must be &amp;quot;zone_guardian&amp;quot;&lt;br /&gt;
* '''id''': The ID of the unit to which this AI should be attached&lt;br /&gt;
* '''zone_goals''': The SLF designating the zone to guard.&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''zone_enemy''': A SLF designating the zone where enemies have to be attacked.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a zone guardian [micro_ai] tag usage from the &amp;quot;Guardians&amp;quot; test scenario:&lt;br /&gt;
 &lt;br /&gt;
        [micro_ai]&lt;br /&gt;
            side=2&lt;br /&gt;
            ai_type=guardian_unit&lt;br /&gt;
            action=add&lt;br /&gt;
            guardian_type=zone_guardian&lt;br /&gt;
            id=zone3&lt;br /&gt;
            [zone_goals]&lt;br /&gt;
                    x,y=22-31,4-11&lt;br /&gt;
                    terrain=W*&lt;br /&gt;
            [/zone_goals]&lt;br /&gt;
        [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Healer Support Micro AI (ai_type=healer_support) ==&lt;br /&gt;
&lt;br /&gt;
The Healer Support Micro AI configures the healers of a side to stay behind the battle lines and heal injured and/or threatened units rather than participate in combat under all circumstances.  You can set different levels of aggressiveness for the healers.  Note that it is not always better to use this Micro AI than the default AI, as it takes healers (which can be strong units) away from the pool of units to choose for attacks.&lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Healers&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Healer Support Micro AI by putting&lt;br /&gt;
 {MICRO_AI_HEALER_SUPPORT}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=healer_support&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Healer Support specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no required keys.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[healers]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the healer units.  If set, only units passing this filter ''and'' having the healing ability are considered by this Micro AI.  '''Available from Wesnoth 1.11.3'''&lt;br /&gt;
* '''aggression'''=1.0: (float) Sets the aggressiveness of the AI.  This parameter is set up as a float to accommodate future functionality, but it currently acts as a boolean: if set to zero, the AI will never let its healers participate in combat, for all other values it allows them to attack after all other units have attacked and if the healers cannot find any more units to support.  The former behavior might be appropriate in scenarios with only one or few valuable healers, while the latter might work better in scenarios with many healers.&lt;br /&gt;
* '''injured_units_only'''=no: (boolean) If set to 'yes', the AI will only move healers next to units that are already injured and skip units that currently have full hitpoints, but might get injured during the next enemy turn.&lt;br /&gt;
* '''max_threats'''=9999: (integer) The maximum allowable number of enemies that can attack a hex in order for it to be considered for a healer.  As an example, setting 'max_threats=0' means that the AI only moves healers to locations that are entirely safe from the enemy (assuming that none of the units currently on the map dies).  Note that the value of this key is checked against the number of enemies that can make it to the hex, not the number of adjacent hexes from which the healer could be attacked.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The Healer Support Micro AI modifies the [[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|attacks aspect]].&lt;br /&gt;
&lt;br /&gt;
This is an example of a Healer Support Micro AI configuration:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=healer_support&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             aggression=0&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Lurkers Micro AI (ai_type=lurkers) ==&lt;br /&gt;
&lt;br /&gt;
The Lurker Micro AI controls some or all units of a side in &amp;quot;lurker mode&amp;quot;.  A lurker is a unit that is capable of moving across most terrains, but that only stops on and attacks from specific terrain.  It might also have the ability to hide on this terrain (which is the reason why it is called a lurker).&lt;br /&gt;
&lt;br /&gt;
Lurkers move individually without strategy and always attack the weakest enemy within their reach.  If no enemy is in reach, the lurker does a random move instead - or it just sits and waits (lurks).&lt;br /&gt;
&lt;br /&gt;
For a demonstration of different types of lurker behavior, check out the &amp;quot;Lurkers&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Lurkers Micro AI by putting&lt;br /&gt;
 {MICRO_AI_LURKERS}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=lurkers&lt;br /&gt;
in the [micro_ai] tag&lt;br /&gt;
&lt;br /&gt;
===Lurkers specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
* '''[lurkers]''': Specifies which units of the side are controlled by the Lurker Micro AI.  This is a [[StandardUnitFilter|Standard Unit Filter]].&lt;br /&gt;
* '''[attack_terrain]''': Specifies the terrain from which the lurkers attack. This is a [[StandardLocationFilter|Standard Location Filter]].&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
* '''[wander_terrain]''': Specifies the terrain on which lurkers end their moves if there is no enemy in reach. This is a [[StandardLocationFilter|Standard Location Filter]].  If [wander_terrain] is not given, it defaults to [attack_terrain].&lt;br /&gt;
* '''stationary'''=no: (boolean)  If set to yes, a lurker never moves if there is no enemy within attack range.&lt;br /&gt;
&lt;br /&gt;
Here's an example of [micro_ai] tag usage from the &amp;quot;Lurkers&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=4&lt;br /&gt;
             ai_type=lurkers&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             [lurkers]&lt;br /&gt;
                 type=Naga Fighter&lt;br /&gt;
             [/lurkers]&lt;br /&gt;
             [attack_terrain]&lt;br /&gt;
                 terrain=W*,S*&lt;br /&gt;
             [/attack_terrain]&lt;br /&gt;
             [wander_terrain]&lt;br /&gt;
                 terrain=W*&lt;br /&gt;
             [/wander_terrain]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Messenger Escort Micro AI (ai_type=messenger_escort) ==&lt;br /&gt;
&lt;br /&gt;
The Messenger Escort Micro AI lets you define a set of waypoints through which it tries to move one of its units, the messenger.  The other units escort the messenger, trying to protect it and attacking enemies that are in its way.  Note that the messenger might not strictly hit intermediate waypoints, but that getting close is good enough, especially if a waypoint is occupied by an enemy unit.  It does, however, always try to get to the last waypoint. &lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Messenger&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Messenger Escort Micro AI by putting&lt;br /&gt;
 {MICRO_AI_MESSENGER_ESCORT}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=messenger_escort&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Messenger Escort specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''id''': The id of the messenger.  All other units of the side protect the messenger.&lt;br /&gt;
* '''waypoint_x,waypoint_y''': Comma-separated list of waypoint coordinates through which the messenger will go in the given order to reach its goal, given by the last coordinate.  If you want the messenger to go directly to the goal, simply enter a single x,y coordinate here.  Note that the messenger does not have to hit each waypoint exactly (except for the final one), getting close to them is good enough.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''enemy_death_chance'''=0.67 and '''messenger_death_chance'''=0.0: (both floats; ranging from 0 to 1)    If the messenger is adjacent to an enemy at the end of the move, it will only attack the enemy if the chance of death of the enemy is &amp;gt;= enemy_death_chance and if the messenger's chance of death is &amp;lt;= messenger_death_chance (or if it is an attack at a range for which the enemy does not have a weapon).&lt;br /&gt;
&lt;br /&gt;
Here's an example of [micro_ai] tag usage from the &amp;quot;Messenger Escort&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=messenger_escort&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             id=messenger&lt;br /&gt;
             waypoint_x=31,24,27,28&lt;br /&gt;
             waypoint_y=20,14,7,1&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Patrol Micro AI (ai_type=patrol_unit) ==&lt;br /&gt;
&lt;br /&gt;
The Patrol Micro AI attaches to an individual unit and defines a number of waypoints for that unit to follow.  Options can be set whether the route should be followed in a loop, as an out-and back, only once, whether units encountered along the way should be attacked, etc.&lt;br /&gt;
&lt;br /&gt;
No matter what options are chosen, getting to the next waypoint always takes priority over attacking for a patroller.  The AI thus prefers to move the patrol unit around enemies rather than straight for them.  Also, if a waypoint is occupied by a unit the AI is not instructed to attack, it will (eventually) abandon that waypoint once it gets close enough and move on to the next one.&lt;br /&gt;
&lt;br /&gt;
Multiple patrol units can be used on the same side, by setting up a separate [micro_ai] tag for each unit.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of several different patrol behaviors, check out the &amp;quot;Patrols&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Patrol Micro AI by putting&lt;br /&gt;
 {MICRO_AI_PATROL}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=patrol_unit&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
'''NOTE: The [micro_ai] tag needs to be placed after the creation of the unit it controls in the scenario event.'''&lt;br /&gt;
&lt;br /&gt;
===Patrol specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''id''': The id of the patrol unit.&lt;br /&gt;
* '''waypoint_x,waypoint_y''': Comma-separated lists of the waypoint coordinates through which the patrol travels (in order).&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''out_and_back'''=no: (boolean)  By default, a patrol unit returns to the first waypoint after reaching the last, doing the patrol route as a loop.  If this parameter is set to 'yes', the unit instead reverses its course and perpetually does out and backs of the route.&lt;br /&gt;
* '''one_time_only'''=no: (boolean)  If set to 'yes', the unit goes through the patrol route only once and then hangs out at the last waypoint.  It also always attacks any enemy unit on the last waypoint, independent of what ''attack='' is set to.&lt;br /&gt;
* '''attack''': By default (if this key is not set), the patrol unit attacks any unit it ends up next to after a move.  Alternatively, this parameter can be set to a comma-separated list of unit ids. If that is done, the patrol only attacks these units when it ends up next to them and ignores any other unit.  This can in turn be used to have the patroller not attack at all, by setting ''attack='' to a non-existing id.&lt;br /&gt;
&lt;br /&gt;
Here's an example of [micro_ai] tag usage from the &amp;quot;Patrols&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=patrol_unit&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             id=Konrad&lt;br /&gt;
             waypoint_x=9,24,25&lt;br /&gt;
             waypoint_y=21,23,15&lt;br /&gt;
             one_time_only=yes&lt;br /&gt;
             attack=Gertburt&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Protect Unit Micro AI (ai_type=protect_unit) ==&lt;br /&gt;
&lt;br /&gt;
The Protect Unit Micro AI tries to move one or several units to a given location while keeping them safe from enem attacks. It does so by keeping the protected units away from enemy units and close to friendly units. Other units on the AI side are controlled by the default Wesnoth AI.&lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Protect Unit&amp;quot; and &amp;quot;The Elves Besieged&amp;quot; scenarios from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Protect Unit Micro AI by putting&lt;br /&gt;
 {MICRO_AI_PROTECT_UNIT}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=protect_unit&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Protect Unit specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[unit]''': A separate [unit] tag is required for each protected unit(s).  Each tag has required keys id=, goal_x=, goal_y= for each unit, as shown in the example below.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''disable_move_leader_to_keep'''=no: (boolean) If set to 'yes', side leaders protected by this AI do not try to return to their keep.  This is necessary for this Micro AI to work with units that are side leaders and that are supposed to move to an off-keep location.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The Protect Unit Micro AI modifies the [[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|attacks aspect]].  Depending on the parameters, it might also modify the [[AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29|move leader to keep candidate action]].&lt;br /&gt;
&lt;br /&gt;
Here's an example of [micro_ai] tag usage from the &amp;quot;HttT: The Elves Besieged&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             # Required keys of [micro_ai] tag&lt;br /&gt;
             side=1&lt;br /&gt;
             ai_type=protect_unit&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             [unit]&lt;br /&gt;
                 id=Delfador&lt;br /&gt;
                 goal_x,goal_y=1,2&lt;br /&gt;
             [/unit]&lt;br /&gt;
             [unit]&lt;br /&gt;
                 id=Konrad&lt;br /&gt;
                 goal_x,goal_y=1,1&lt;br /&gt;
             [/unit]&lt;br /&gt;
 &lt;br /&gt;
             disable_move_leader_to_keep=true&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Recruiting Micro AI (ai_type=recruiting) ==&lt;br /&gt;
&lt;br /&gt;
The Recruiting Micro AI replaces the default recruitment AI by alternative recruiting patterns.  Currently there are two recruiting algorithms you can choose from, random recruiting and the rush recruiting used in the new (as of Version 1.11.1) Experimental AI (see below).&lt;br /&gt;
&lt;br /&gt;
For a demonstration of a different recruiting pattern, check out the &amp;quot;Recruiting&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.  You can also explore the unit choices by watching the Experimental AI in a multiplayer game.&lt;br /&gt;
&lt;br /&gt;
Enable the Recruiting Micro AI by putting&lt;br /&gt;
 {MICRO_AI_RECRUITING}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=recruiting&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Obviously, the Recruitment Micro AI modifies the [[AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29|recruitment candidate action]].&lt;br /&gt;
&lt;br /&gt;
=== Random Recruitment AI (recruiting_type=random) ===&lt;br /&gt;
&lt;br /&gt;
This AI randomly selects a unit type from the recruitment list of the side.  The probability of choosing each type and the behavior in low-gold situations can be influenced with optional parameters.&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''recruiting_type''': Must be &amp;quot;random&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[probability]''': This tag sets the probability of selecting the given unit type.  It has two required sub-keys:&lt;br /&gt;
** '''type''': comma-separated list of unit types to which this probability is to be applied&lt;br /&gt;
** '''probability''': (non-negative float)  The probability with which these unit types is to be selected.  All unit types for which no [probability] tag is defined receive a default probability of 1.0, thus values should be chosen relative to that.  As an example, in the code below swordsmen and peasants are given a probability of 8, while no other units have assigned probabilities.  Thus, each of these two unit types is 8 times more likely to be selected than any other individual unit type.&lt;br /&gt;
* '''skip_low_gold_recruit'''=no: (boolean)  By default, the random recruitment AI chooses a unit to recruit only from those types for which it has sufficient gold.  If this parameter is set to 'yes', it will instead choose from all available unit types and end recruiting for the turn if there is not enough gold to recruit it this turn (even if other, affordable unit types exist).&lt;br /&gt;
&lt;br /&gt;
Here's an example of a random recruiting [micro_ai] tag usage from the &amp;quot;Recruiting&amp;quot; test scenario: &lt;br /&gt;
&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=1&lt;br /&gt;
             ai_type=recruiting&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             recruiting_type=random&lt;br /&gt;
             [probability]&lt;br /&gt;
                 type=Swordsman,Peasant&lt;br /&gt;
                 probability=8&lt;br /&gt;
             [/probability]&lt;br /&gt;
 &lt;br /&gt;
             skip_low_gold_recruiting=yes&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Rush Recruitment AI (recruiting_type=rushers) ===&lt;br /&gt;
&lt;br /&gt;
This AI replaces the default recruiting with the rush recruiting used in the new (as of Version 1.11.1) Experimental AI.&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''recruiting_type''': Must be &amp;quot;rushers&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''randomness'''=0.1: (number)  A random number is applied to the rusher recruit engine's score to prevent the recruitment pattern from being too predictable. 0 causes no randomness to be applied, while larger numbers increase the random effect. A value of 1-2 generates results in which the random effect is approximately equal to the scored effect. Extremely high values are essentially entirely random.&lt;br /&gt;
&lt;br /&gt;
Rush recruiting is set up like this:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=1&lt;br /&gt;
             ai_type=recruiting&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             recruiting_type=rushers&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Other Potential Micro AIs ==&lt;br /&gt;
&lt;br /&gt;
The following Micro AIs might be added at some point.  Feel free to add to this list, if you have other ideas.&lt;br /&gt;
&lt;br /&gt;
* Leader support&lt;br /&gt;
* Targeted enemy poisoning&lt;br /&gt;
* Protect unit/location/area&lt;br /&gt;
* Annoying AI (grab targets and avoid fights as much as possible)&lt;br /&gt;
* Orderly retreat&lt;br /&gt;
&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50426</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50426"/>
		<updated>2013-04-23T13:41:43Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC Ideas AI Defense Strategies 2013]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Total defense Strategy Google summer of code has for purpose to propose an AI that would take more variable into account before attacking. It would also make decision to move through a defensive algorithm if no &amp;quot;good&amp;quot; attack is found.&lt;br /&gt;
&lt;br /&gt;
==Attacking algorithm==&lt;br /&gt;
&lt;br /&gt;
The new attack algorithm may choose its target according to a different formula, which would take into account next round fight with the attacked unit (will it kill the AI unit instantly because it used a different attack ?) for exemple. Ideas of things to take into account on top of current ones :&lt;br /&gt;
-Some might already be taken into account and I missed it, if so please tell me-&lt;br /&gt;
&lt;br /&gt;
* Possibility of escaping (is there a possibility to block him, or to make him slower -water?- or is he extra slow/ too fast)&lt;br /&gt;
* Firepower right next to him (how many units and power compared to AI's)&lt;br /&gt;
* Next round fight(distance and close attack have different outcome) ponderated by the %age of chance to kill him first&lt;br /&gt;
* Threatening important units or position(almost lvl up for examples, castel, houses or good cases -like mountain for dwarfs- not only the leader)&lt;br /&gt;
* Ratio number of house controlled by the AI and speed of the enemy (kill fast first to avoid quick invasion if AI starts having less house)&lt;br /&gt;
&lt;br /&gt;
==Defense Algorithm==&lt;br /&gt;
&lt;br /&gt;
On the other hand, sometime attacking is not the best way, sometime defending is better : you can pick best position for fighting (like forest for elves and stuff). This algorithm would take place if no good or few attack option are found. &lt;br /&gt;
Stuff I would like the defense algorithm take into account :&lt;br /&gt;
&lt;br /&gt;
* Moving to a nice position for future fight, taking into account what is arround (the more bad cases for the enemy, the best).&lt;br /&gt;
* Defending an important target (same as for attacking), by placing around it so it can't be reach, or on a bad land.&lt;br /&gt;
* Backing to houses which no or few enemy can reach.&lt;br /&gt;
* Move the leader to the best location (ratio between safe and close enough to recruit efficiently)&lt;br /&gt;
&lt;br /&gt;
==Micro AIs for defense and on the fly mods==&lt;br /&gt;
&lt;br /&gt;
The Micro AI system may be very interesting for the algorithms accentuating the aggressivity through bigger strength given to some variables.&lt;br /&gt;
&lt;br /&gt;
On the fly modifications would be useful to determine in which case attacking or defending is better according to the current state of the game (for exemple if AI has advantage with more unit or more house it can be more aggressive).&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;Zazweda - Total defense Strategy&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The defense project would include taking more information and probabilities into account (next turn for example), a more detailed description can be found here : &lt;br /&gt;
[http://wiki.wesnoth.org/index.php?title=User:Zazweda User:Zazweda]&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
&amp;lt;h4&amp;gt;1) Basics&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.1) Write a small introduction to yourself.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;1.2) State your preferred email address.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&amp;lt;/b&amp;gt;&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.4) Why do you want to participate in summer of code?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.5) What are you studying, subject, level and school?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.6) What country are you from, at what time are you most likely to be able to join IRC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am from France (GMT+2 right now), I would mostly be on IRC between 11 am and 11 pm during the GSOC. Before that I try to be on as much as possible, it would mainly be present at night. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August, then a little bit less since school starts again in september (but the beginning is light).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;2) Experience&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.1) What programs/software have you worked on before?&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or JAVA data handling through ditributed technology such as hadoop. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5) Gaming experience - Are you a gamer?/&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.1) What type of gamer are you?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.2) What type of games?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 or DoDonPachi(we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.3) What type of opponents do you prefer?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.4) Are you more interested in story or gameplay?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it is. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before mostly multiplayer and a few campaigns, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I created (not commited yet, still improving) a MIAs for the guardians that &amp;quot;guards&amp;quot; a zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;3) Communication skills&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.2) What spoken languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.4) Do you give constructive advice?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.5) Do you receive advice well?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.6) Are you good at sorting useful criticisms from useless ones?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticisms into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am more the kind of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;4) Project&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects, mainly the ones about the AIs. The defense AI and recruiting algorithm look really nice ! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.2) If you have invented your own project, please describe the project and the scope.&amp;lt;/b&amp;gt;&lt;br /&gt;
--&lt;br /&gt;
&amp;lt;b&amp;gt;4.3) Why did you choose this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox and then a little less from 25 august to end of september (back to school). Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.5) Include as much technical detail about your implementation as you can&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I think that the easiest way to implement easy to use and update AI would be to create one in C++ with all the basic defense behaviour. And add in LUA different MIAs detailing this general behaviour. A little bit like its done now with the &amp;quot;guardian&amp;quot; behaviour and MIAs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.6) What do you expect to gain from this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;5) Practical considerations&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.1) Are you familiar with any of the following tools or languages?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
    Git (I put it as bfw is migrating to it if I understood well)&lt;br /&gt;
      Used it multiple times for different projects (mainly school ones)&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader with pygame)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Getting more familiar with it&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Trying to use it right now modifying and adding some MIAs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.2) Which tools do you normally use for development? Why do you use them?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part. Gedit is useful too sometimes ;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.3) What programming languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50425</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50425"/>
		<updated>2013-04-23T13:36:11Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC Ideas AI Defense Strategies 2013]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Total defense Strategy Google summer of code has for purpose to propose an AI that would take more variable into account before attacking. It would also make decision to move through a defensive algorithm if no &amp;quot;good&amp;quot; attack is found.&lt;br /&gt;
&lt;br /&gt;
==Attacking algorithm==&lt;br /&gt;
&lt;br /&gt;
The new attack algorithm may choose its target according to a different formula, which would take into account next round fight with the attacked unit (will it kill the AI unit instantly because it used a different attack ?) for exemple. Ideas of things to take into account on top of current ones :&lt;br /&gt;
-Some might already be taken into account and I missed it, if so please tell me-&lt;br /&gt;
&lt;br /&gt;
* Possibility of escaping (is there a possibility to block him, or to make him slower -water?- or is he extra slow/ too fast)&lt;br /&gt;
* Firepower right next to him (how many units and power compared to AI's)&lt;br /&gt;
* Next round fight(distance and close attack have different outcome) ponderated by the %age of chance to kill him first&lt;br /&gt;
* Threatening important units or position(almost lvl up for examples, castel, houses or good cases -like mountain for dwarfs- not only the leader)&lt;br /&gt;
* Ratio number of house controlled by the AI and speed of the enemy (kill fast first to avoid quick invasion if AI starts having less house)&lt;br /&gt;
&lt;br /&gt;
==Defense Algorithm==&lt;br /&gt;
&lt;br /&gt;
On the other hand, sometime attacking is not the best way, sometime defending is better : you can pick best position for fighting (like forest for elves and stuff). This algorithm would take place if no good or few attack option are found. &lt;br /&gt;
Stuff I would like the defense algorithm take into account :&lt;br /&gt;
&lt;br /&gt;
* Moving to a nice position for future fight, taking into account what is arround (the more bad cases for the enemy, the best).&lt;br /&gt;
* Defending an important target (same as for attacking), by placing around it so it can't be reach, or on a bad land.&lt;br /&gt;
* Backing to houses which no or few enemy can reach.&lt;br /&gt;
* Move the leader to the best location (ratio between safe and close enough to recruit efficiently)&lt;br /&gt;
&lt;br /&gt;
==Micro AIs for defense and on the fly mods==&lt;br /&gt;
&lt;br /&gt;
The Micro AI system may be very interesting for the algorithms accentuating the aggressivity through bigger strength given to some variables.&lt;br /&gt;
&lt;br /&gt;
On the fly modifications would be useful to determine in which case attacking or defending is better according to the current state of the game (for exemple if AI has advantage with more unit or more house it can be more aggressive).&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;Zazweda - Total defense Strategy&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
&amp;lt;h4&amp;gt;1) Basics&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.1) Write a small introduction to yourself.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;1.2) State your preferred email address.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&amp;lt;/b&amp;gt;&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.4) Why do you want to participate in summer of code?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.5) What are you studying, subject, level and school?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.6) What country are you from, at what time are you most likely to be able to join IRC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am from France (GMT+2 right now), I would mostly be on IRC between 11 am and 11 pm during the GSOC. Before that I try to be on as much as possible, it would mainly be present at night. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August, then a little bit less since school starts again in september (but the beginning is light).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;2) Experience&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.1) What programs/software have you worked on before?&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or JAVA data handling through ditributed technology such as hadoop. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5) Gaming experience - Are you a gamer?/&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.1) What type of gamer are you?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.2) What type of games?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 or DoDonPachi(we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.3) What type of opponents do you prefer?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.4) Are you more interested in story or gameplay?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it is. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before mostly multiplayer and a few campaigns, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I created (not commited yet, still improving) a MIAs for the guardians that &amp;quot;guards&amp;quot; a zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;3) Communication skills&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.2) What spoken languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.4) Do you give constructive advice?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.5) Do you receive advice well?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.6) Are you good at sorting useful criticisms from useless ones?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticisms into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am more the kind of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;4) Project&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects, mainly the ones about the AIs. The defense AI and recruiting algorithm look really nice ! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.2) If you have invented your own project, please describe the project and the scope.&amp;lt;/b&amp;gt;&lt;br /&gt;
--&lt;br /&gt;
&amp;lt;b&amp;gt;4.3) Why did you choose this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox and then a little less from 25 august to end of september (back to school). Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.5) Include as much technical detail about your implementation as you can&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I think that the easiest way to implement easy to use and update AI would be to create one in C++ with all the basic defense behaviour. And add in LUA different MIAs detailing this general behaviour. A little bit like its done now with the &amp;quot;guardian&amp;quot; behaviour and MIAs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.6) What do you expect to gain from this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;5) Practical considerations&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.1) Are you familiar with any of the following tools or languages?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
    Git (I put it as bfw is migrating to it if I understood well)&lt;br /&gt;
      Used it multiple times for different projects (mainly school ones)&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader with pygame)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Getting more familiar with it&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Trying to use it right now modifying and adding some MIAs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.2) Which tools do you normally use for development? Why do you use them?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part. Gedit is useful too sometimes ;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.3) What programming languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50424</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50424"/>
		<updated>2013-04-23T13:35:15Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC Ideas AI Defense Strategies 2013]]&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;Zazweda - Total defense Strategy&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Total defense Strategy Google summer of code has for purpose to propose an AI that would take more variable into account before attacking. It would also make decision to move through a defensive algorithm if no &amp;quot;good&amp;quot; attack is found.&lt;br /&gt;
&lt;br /&gt;
==Attacking algorithm==&lt;br /&gt;
&lt;br /&gt;
The new attack algorithm may choose its target according to a different formula, which would take into account next round fight with the attacked unit (will it kill the AI unit instantly because it used a different attack ?) for exemple. Ideas of things to take into account on top of current ones :&lt;br /&gt;
-Some might already be taken into account and I missed it, if so please tell me-&lt;br /&gt;
&lt;br /&gt;
* Possibility of escaping (is there a possibility to block him, or to make him slower -water?- or is he extra slow/ too fast)&lt;br /&gt;
* Firepower right next to him (how many units and power compared to AI's)&lt;br /&gt;
* Next round fight(distance and close attack have different outcome) ponderated by the %age of chance to kill him first&lt;br /&gt;
* Threatening important units or position(almost lvl up for examples, castel, houses or good cases -like mountain for dwarfs- not only the leader)&lt;br /&gt;
* Ratio number of house controlled by the AI and speed of the enemy (kill fast first to avoid quick invasion if AI starts having less house)&lt;br /&gt;
&lt;br /&gt;
==Defense Algorithm==&lt;br /&gt;
&lt;br /&gt;
On the other hand, sometime attacking is not the best way, sometime defending is better : you can pick best position for fighting (like forest for elves and stuff). This algorithm would take place if no good or few attack option are found. &lt;br /&gt;
Stuff I would like the defense algorithm take into account :&lt;br /&gt;
&lt;br /&gt;
* Moving to a nice position for future fight, taking into account what is arround (the more bad cases for the enemy, the best).&lt;br /&gt;
* Defending an important target (same as for attacking), by placing around it so it can't be reach, or on a bad land.&lt;br /&gt;
* Backing to houses which no or few enemy can reach.&lt;br /&gt;
* Move the leader to the best location (ratio between safe and close enough to recruit efficiently)&lt;br /&gt;
&lt;br /&gt;
==Micro AIs for defense and on the fly mods==&lt;br /&gt;
&lt;br /&gt;
The Micro AI system may be very interesting for the algorithms accentuating the aggressivity through bigger strength given to some variables.&lt;br /&gt;
&lt;br /&gt;
On the fly modifications would be useful to determine in which case attacking or defending is better according to the current state of the game (for exemple if AI has advantage with more unit or more house it can be more aggressive).&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
&amp;lt;h4&amp;gt;1) Basics&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.1) Write a small introduction to yourself.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;1.2) State your preferred email address.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&amp;lt;/b&amp;gt;&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.4) Why do you want to participate in summer of code?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.5) What are you studying, subject, level and school?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.6) What country are you from, at what time are you most likely to be able to join IRC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am from France (GMT+2 right now), I would mostly be on IRC between 11 am and 11 pm during the GSOC. Before that I try to be on as much as possible, it would mainly be present at night. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August, then a little bit less since school starts again in september (but the beginning is light).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;2) Experience&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.1) What programs/software have you worked on before?&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or JAVA data handling through ditributed technology such as hadoop. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5) Gaming experience - Are you a gamer?/&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.1) What type of gamer are you?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.2) What type of games?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 or DoDonPachi(we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.3) What type of opponents do you prefer?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.4) Are you more interested in story or gameplay?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it is. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before mostly multiplayer and a few campaigns, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I created (not commited yet, still improving) a MIAs for the guardians that &amp;quot;guards&amp;quot; a zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;3) Communication skills&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.2) What spoken languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.4) Do you give constructive advice?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.5) Do you receive advice well?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.6) Are you good at sorting useful criticisms from useless ones?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticisms into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am more the kind of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;4) Project&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects, mainly the ones about the AIs. The defense AI and recruiting algorithm look really nice ! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.2) If you have invented your own project, please describe the project and the scope.&amp;lt;/b&amp;gt;&lt;br /&gt;
--&lt;br /&gt;
&amp;lt;b&amp;gt;4.3) Why did you choose this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox and then a little less from 25 august to end of september (back to school). Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.5) Include as much technical detail about your implementation as you can&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I think that the easiest way to implement easy to use and update AI would be to create one in C++ with all the basic defense behaviour. And add in LUA different MIAs detailing this general behaviour. A little bit like its done now with the &amp;quot;guardian&amp;quot; behaviour and MIAs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.6) What do you expect to gain from this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;5) Practical considerations&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.1) Are you familiar with any of the following tools or languages?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
    Git (I put it as bfw is migrating to it if I understood well)&lt;br /&gt;
      Used it multiple times for different projects (mainly school ones)&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader with pygame)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Getting more familiar with it&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Trying to use it right now modifying and adding some MIAs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.2) Which tools do you normally use for development? Why do you use them?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part. Gedit is useful too sometimes ;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.3) What programming languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Micro_AIs&amp;diff=50412</id>
		<title>Micro AIs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Micro_AIs&amp;diff=50412"/>
		<updated>2013-04-23T09:33:56Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: /* Zone guardian (guardian_type=zone_guardian) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mirco AIs allow Wesnoth campaign and scenario authors to add new AI functionality without the need for any AI programming.  A Micro AI is activated and configured (or deleted) via the [micro_ai] tag, requiring only a few lines of WML code.  Note that this is a new functionality and theat '''we are very much looking for feedback''' on bugs, new feature requests for the existing AIs or ideas for new Micro AIs.&lt;br /&gt;
&lt;br /&gt;
Micro AIs are available in mainline Wesnoth '''starting from Version 1.11.2'''.  Additional AIs that are still in an experimental stage are available in the ''AI Modification Demos'' add-on, which also might contain more advanced (development) versions of the mainline Micro AIs.&lt;br /&gt;
&lt;br /&gt;
== A Few General Words about Micro AIs ==&lt;br /&gt;
&lt;br /&gt;
* Micro AIs are meant to bring new specialized behavior to Wesnoth that cannot be achieved, at least not easily, by adjusting default AI parameters (such as those described at [[AiWML]]) or with WML code.&lt;br /&gt;
&lt;br /&gt;
* Most Micro AIs in their default setting apply to all units of a side, although many of them provide parameters for filtering the units that should be affected by the new behavior.  If the Micro AI is applied only to part of the units of a side, the other units follow the default Wesnoth AI behavior.&lt;br /&gt;
&lt;br /&gt;
* By contrast, a few Micro AIs attach directly to a unit and only affect that unit's behavior.  These are so-called [[Lua_AI_Howto#Behavior_.28Sticky.29_Candidate_Actions|Behavior Candidate Actions]] (BCAs).  This type of Micro AI has an [[Micro_AIs#2._Activating_and_configuring_.28or_deleting.29_a_Micro_AI|ai_type=]] value ending in ''_unit'', in order to distinguish it from the side-wide Micro AIs.&lt;br /&gt;
&lt;br /&gt;
=== Micro AI Test and Demo Scenarios ===&lt;br /&gt;
&lt;br /&gt;
All Micro AIs described here can be checked out in a number of test and demo scenarios.  Test scenarios can be accessed from the command line by typing&lt;br /&gt;
 path/wesnoth-executable -t micro_ai_test&lt;br /&gt;
This starts up a &amp;quot;switchboard scenario&amp;quot; in which you can select the Micro AI demonstration scenario you want to check out.  Here, ''path/wesnoth-executable'' needs to be replaced by whatever the path and filename of the Wesnoth executable is on your system.&lt;br /&gt;
&lt;br /&gt;
Another way to test the Micro AIs (as well as some other AIs still under development) is to download the ''AI Modification Demos'' add-on.  All the test/demo scenarios are also available there.&lt;br /&gt;
&lt;br /&gt;
== Setting up a Micro AI ==&lt;br /&gt;
&lt;br /&gt;
Setting up a Micro AI is done in two simple steps:&lt;br /&gt;
&lt;br /&gt;
==== 1. Enabling the Micro AI functionality in the [side] tag ====&lt;br /&gt;
&lt;br /&gt;
The desired AI functionality needs to be enabled for a side before it can be used.  This is done by including a single macro line inside the [side] tag, such as:&lt;br /&gt;
     {MICRO_AI_HEALER_SUPPORT}&lt;br /&gt;
The exact macro name depends on the specific Micro AI and is given below for each AI.  This macro must be put '''directly into the [side] tag''', it does not go inside an [ai] tag.  This step does not yet activate the Micro AI, it simply sets up the desired functionality.&lt;br /&gt;
&lt;br /&gt;
==== 2. Activating and configuring (or deleting) a Micro AI ====&lt;br /&gt;
&lt;br /&gt;
Micro AIs are activated, deleted and configured using the [micro_ai] tag.  This tag needs to be placed in [[ActionWML]], that is, in an event, a menu option or the like.  As an example, the following code activates the healer_support Micro AI in its default configuration for Side 2 from the beginning of the scenario:&lt;br /&gt;
     [event]&lt;br /&gt;
         name=prestart&lt;br /&gt;
 &lt;br /&gt;
         # Configure the healer support micro AI&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=healer_support&lt;br /&gt;
             action=add&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
     [/event]&lt;br /&gt;
All [micro_ai] tags must contain the following three (or four) required keys:&lt;br /&gt;
* '''side''': The side for which the Micro AI is to be added, changed or deleted&lt;br /&gt;
* '''ai_type''': The type of Micro AI to be added, changed or deleted.  See the following sections for allowed values.&lt;br /&gt;
* '''action''' (string): The action to take concerning the Micro AI.  The following values are allowed: &lt;br /&gt;
** ''add'': Add a Micro AI to a side.&lt;br /&gt;
** ''change'': Change the configuration of an existing Micro AI.  Note that this does not only change the specific parameters provided in the tag, but it replaces the entire existing Micro AI by a new version with the new (and only the new) configuration.  It is therefore equivalent to using first the ''delete'' and then the ''add'' action.&lt;br /&gt;
** ''delete'': Delete an existing Micro AI from a side.&lt;br /&gt;
* '''id''': If the Micro AI attaches directly to a unit, rather than being side-wide, the id of the unit is also a required parameter.&lt;br /&gt;
&lt;br /&gt;
Other keys may also be required depending on the Micro AI.  In additional, a number of optional keys may be available to configure the AI behavior.  See the following sections on the individual Micro AIs for details.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* The ''add'' and ''change'' actions ignore all keys that do not apply to the respective Micro AI type.  The ''delete'' action ignores all keys other than the three (or four) required keys listed here.&lt;br /&gt;
&lt;br /&gt;
* Some of the Micro AIs use and/or modify default AI components (candidate actions or aspects) when they are added, or reset these components to their default values when they are deleted.  Thus, if you have modified the AI yourself using the default CAs or aspects, some of these modifications might be affected, or might be interfering with the Micro AI.  The sections below indicate whether a Micro AI modifies any default AI components.&lt;br /&gt;
&lt;br /&gt;
* It is currently not possible to combine different Micro AI types (AIs using different values of ai_type=) on the same side.  In other words, you can use several guardians (and even different guardian types) on the same side (as they are all handled by the Guardian Micro AI), but it is not possible to put, for example, guardians and patrollers on the same side.  This restriction will be lifted in an upcoming release.  In the meantime, you will have to use different (allied) sides to accomplish this.&lt;br /&gt;
&lt;br /&gt;
== Animals Micro AI (ai_type=animals) ==&lt;br /&gt;
&lt;br /&gt;
The Animals Micro AIs are meant to simulate the behaviors of certain types of animals.  They are, however, set up so that they can be used with arbitrary unit types and might be applicable in quite diverse situations.  The AIs nevertheless remain named after the animals for which they were written originally, so that they are (to some extent) descriptive of their behavior.&lt;br /&gt;
&lt;br /&gt;
Brief descriptions of the AI behaviors are given in the following subsections.  To get a better feeling for their behavior, check out the &amp;quot;Animals&amp;quot;, &amp;quot;Swarm&amp;quot;, &amp;quot;Wolves&amp;quot; and &amp;quot;Dragon&amp;quot; scenarios from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.  Note that some of the animal AIs are designed for animal types that do not exist in mainline.  In the test scenario, other animal types are therefore substituted for them.  If you want to see them with the animal types for which they were written, check out the ''AI Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable an Animals Micro AI by putting&lt;br /&gt;
 {MICRO_AI_ANIMALS}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=animals&lt;br /&gt;
in the [micro_ai] tag. The ''animal_type='' tag is then used to select the desired animal AI.&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Wolves (animal_type=wolves) ===&lt;br /&gt;
&lt;br /&gt;
The Wolves Micro AI organizes all &amp;quot;wolf&amp;quot; units (predators) of the side to hunt in a single pack.  They actively chase after the closest prey and try to corner it (not always super successfully), but are easily distracted by other prey coming into range, to the point where the pack splits up.  The wolves can also be told to try to avoid other types of units (such as larger predators), except when they are going in for an attack.  When no prey is left, the wolves wander randomly.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Wolves AI behavior, check out the &amp;quot;Animals&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Note that another wolves AI exists, called [[Micro_AIs#Animals_AI:_Multi-pack_Wolves_.28animal_type.3Dwolves_multipacks.29|Multipack Wolves]], which distributes the wolves of a side into several packs, rather than all of them into one single pack as it is done here.&lt;br /&gt;
&lt;br /&gt;
You can configure the Wolves Micro AI by using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;wolves&amp;quot;.&lt;br /&gt;
* '''[predators]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the predator units&lt;br /&gt;
* '''[prey]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the prey units&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''avoid_type''': Comma-separated list of unit types which the wolves try to avoid&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The Wolves Micro AI modifies the [[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|attacks aspect]].&lt;br /&gt;
&lt;br /&gt;
Here's an example of a wolves [micro_ai] tag usage from the &amp;quot;Animals&amp;quot; test scenario: &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=6&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=wolves&lt;br /&gt;
             [predators]&lt;br /&gt;
                 type=Wolf&lt;br /&gt;
             [/predators]&lt;br /&gt;
             [prey]&lt;br /&gt;
                 type=Deer&lt;br /&gt;
             [/prey]&lt;br /&gt;
             avoid_type=Yeti,Giant Spider,Tarantula,Bear,Dog&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Multi-pack Wolves (animal_type=wolves_multipacks) ===&lt;br /&gt;
&lt;br /&gt;
The Multi-pack Wolves Micro AI is different from the [[Micro_AIs#Animals_AI:_Wolves_.28animal_type.3Dwolves.29|Wolves Micro AI]] in that there can be an arbitrary number of wolf packs, with the pack size being a free parameter.  At the beginning of the scenario, close wolves are grouped into packs in a semi-methodical way.  If the wolves are put on the map in distinct groups of close wolves of the correct number, they will be joined into packs matching these groups.  If, on the other hand, they are spread out all over the map, the method of assigning them to packs is semi-random.&lt;br /&gt;
&lt;br /&gt;
Wolves of the same pack begin by joining each other on the map.  After that, they stay together until only one wolf is left, which then tries to join up with an incomplete pack or with other single wolves.  Individual wolves entering the map during the scenario behave in that way as well.&lt;br /&gt;
&lt;br /&gt;
A second difference to the other Wolves AI is that wolves do not actively hunt here.  For the most part they just wander (often long distance).  However, the pack ferociously (and without regard for its own health) attacks any enemy units that come into range, as long as that does not mean separating the pack by more than a few hexes.  Staying together, or joining with a new wolf assigned to the pack, is the only thing that takes priority over satisfying the wolves' thirst for blood.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Multi-pack Wolves AI behavior, check out the &amp;quot;Wolves&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
You can configure the Multi-pack Wolves Micro AI by using the following keys in the [micro_ai] tag: &lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;wolves_multipacks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''type'''=Wolf: Comma-separated list of the unit types which the AI controls. The default value is &amp;quot;Wolf&amp;quot;.&lt;br /&gt;
* '''pack_size'''=3: (integer) The size of the packs.&lt;br /&gt;
* '''show_pack_number'''=no: If set to &amp;quot;yes&amp;quot;, the wolves' pack numbers will be shown below them.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a wolves_multipacks [micro_ai] tag usage from the &amp;quot;Wolves&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=wolves_multipacks&lt;br /&gt;
             show_pack_number=yes&lt;br /&gt;
             pack_size=4&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Big Animals (animal_type=big_animals) ===&lt;br /&gt;
&lt;br /&gt;
The Big Animals Micro AI is a simulation of large predators that wander and hunt alone, such as Bears, Giant Spiders or Yetis.  For the most part, these just wander on the terrain that's been defined for them, but they attack enemy units if those happen to come into range.  The AI can be set up so that the Big Animals stay out of the way of other units (such as other large predators), in which case they only attack those if cornered.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Big Animals AI behavior, check out the &amp;quot;Animals&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
You can configure the Big Animals Micro AI by using the following keys in the [micro_ai] tag: &lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;big_animals&amp;quot;&lt;br /&gt;
* '''[big_animals]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the animals to which this AI is applied.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[goal_terrain]''': The big animals often go for long distance (multi-turn) wanders.  This tag is a [[StandardLocationFilter|Standard Location Filter]] describing the terrain from which the next wander goal is chosen.  The default is all terrain on the map.&lt;br /&gt;
* '''[wander_terrain]''': The terrain on which the big animals will end their moves. This is a [[StandardLocationFilter|Standard Location Filter]].  The default is all terrain on the map.&lt;br /&gt;
* '''[avoid_unit]''': A [[StandardUnitFilter|Standard Unit Filter]] describing all enemy units that the big animals will avoid.  Note that the condition that this must be enemy units is added by the AI automatically and does not need to be included in the filter.&lt;br /&gt;
&lt;br /&gt;
Here's an example of big_animals [micro_ai] tag usage from the &amp;quot;Animals&amp;quot; test scenario: &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=3&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=big_animals&lt;br /&gt;
             [big_animals]&lt;br /&gt;
                 type=Bear&lt;br /&gt;
             [/big_animals]&lt;br /&gt;
             [avoid_unit]&lt;br /&gt;
                 type=Yeti,Giant Spider,Tarantula,Bear,Dog&lt;br /&gt;
             [/avoid_unit]&lt;br /&gt;
             [goal_terrain]&lt;br /&gt;
                 x,y=1-40,1-18&lt;br /&gt;
             [/goal_terrain]&lt;br /&gt;
             [wander_terrain]&lt;br /&gt;
                 terrain=*&lt;br /&gt;
             [/wander_terrain]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Forest Animals (animal_type=forest_animals) ===&lt;br /&gt;
&lt;br /&gt;
The Forest Animals Micro AI simulates a number of different animal behaviors that one might find in a forest, namely animals behaving like deer, rabbits and families of tuskers.  In the following, we will refer to those animals by these types, even though the actual unit types can be selected freely.  They behave as follows:&lt;br /&gt;
* Each deer wanders randomly on (selectable) terrain, except when enemies get in its (the deer's) maximum movement range, in which case it flees to the farthest point it can reach.&lt;br /&gt;
* Tuskers exhibit the same behavior as deer, except when an enemy is next to one of the tusklets.  This enemy is attacked unconditionally by the tuskers trying to protect their young.&lt;br /&gt;
* Tusklets blindly follow the closest adult tusker, except when there is no tusker left, in which case they behave the same as deer.&lt;br /&gt;
* Rabbits also wander randomly, but in addition disappear into their holes (if any are within reach) when enemies are close.  They reappear out of their holes at the beginning of the turn, if it is safe.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Forest Animals AI behavior, check out the &amp;quot;Animals&amp;quot; scenario from the test scenario or in the AI Modification Demos add-on.&lt;br /&gt;
&lt;br /&gt;
You can configure the Forest Animals Micro AI by using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;forest_animals&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''rabbit_type, tusker_type, tusklet_type, deer_type''': Comma-separated lists of the unit types behaving as the respective animals.  If any of these parameters are not set, those types of animal behavior are skipped by the AI.&lt;br /&gt;
* '''[wander_terrain]''': A [[StandardLocationFilter|Standard Location Filter]] describing the terrain on which the forest animals wander when they are not threatened by enemies.&lt;br /&gt;
* '''rabbit_number'''=6: (integer)  The number of rabbits for the AI to have on the map simultaneously.  The AI puts the missing number of rabbits onto the map at the beginning of the AI's turn (when the rabbits come out of their holes).&lt;br /&gt;
* '''rabbit_enemy_distance'''=3: (number)  Rabbits won't spawn in holes that aren't more than this distance away from all enemies.&lt;br /&gt;
* '''rabbit_hole_img''': Rabbit holes are marked by items on the map.  If this parameter is set, it must be the file name of the item image.  If it is not set, all items on the map are treated as rabbit holes.&lt;br /&gt;
&lt;br /&gt;
Here's an example of forest_animals [micro_ai] tag usage from the &amp;quot;Animals&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=forest_animals&lt;br /&gt;
             deer_type=Deer&lt;br /&gt;
             rabbit_type=Rabbit&lt;br /&gt;
             tusker_type=Tusker&lt;br /&gt;
             tusklet_type=Tusklet&lt;br /&gt;
             [wander_terrain]&lt;br /&gt;
                 terrain=*^F*&lt;br /&gt;
             [/wander_terrain]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Herd and Herders (animal_type=herding) ===&lt;br /&gt;
&lt;br /&gt;
The Herding Micro AI sets up an area on the map where a number of herder units (such as sheep dog) control and protect a herd (such as sheep).  For convenience, we simply refer to them as sheep dogs and sheep in the following, even though arbitrary unit types can be selected for either.&lt;br /&gt;
&lt;br /&gt;
Sheep dogs try to keep their sheep safe.  This involves keeping them inside the herding area, positioning themselves in between the sheep and approaching enemies, and attacking the enemies if those get too close.  If no active herding or protecting move is needed, the dogs go to a random location on the perimeter of the herding area.&lt;br /&gt;
&lt;br /&gt;
Sheep wander aimlessly except when a sheep dog is next to them, in which case they run away from the dog.  The dogs exploit this by positioning themselves on the outside of the sheep, if possible.  Sheep also run away from approaching enemies.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Herding AI behavior, check out the &amp;quot;Animals&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
You can configure the Herding Micro AI by using the following keys in the [micro_ai] tag: &lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;herding&amp;quot;&lt;br /&gt;
* '''[herd]''': A [[StandardUnitFilter|Standard Unit Filter]] describing the herd units (e.g. sheep).&lt;br /&gt;
* '''[herders]''': A [[StandardUnitFilter|Standard Unit Filter]] describing the herder units (e.g. dogs).&lt;br /&gt;
* '''[herding_perimeter]''': A [[StandardLocationFilter|Standard Location Filter]] describing the terrain forming the perimeter of the herding area.  In other words, this is the path the herders (dogs) use to patrol around the outside of the herding area.  This must be a set of coordinates ''completely enclosing'' the herding area.  Here's an example of setting up a rectangular perimeter:&lt;br /&gt;
     [herding_perimeter]&lt;br /&gt;
         x=10-20,10-20,10,  ,20&lt;br /&gt;
         y=11,   21,   11-21,11-21&lt;br /&gt;
     [/herding_perimeter]&lt;br /&gt;
Another possibility is by defining the path by certain terrain on the map (as it is done in the &amp;quot;Animals&amp;quot; test scenario), in which case the filter can simply look like this:&lt;br /&gt;
     [herding_perimeter]&lt;br /&gt;
         terrain=Rb&lt;br /&gt;
     [/herding_perimeter]&lt;br /&gt;
* '''herd_x,herd_y''': The coordinate of one hex (''any'' one hex) inside the herding area.  This is needed to define which part of the map is on the ''inside'' of the herding area perimeter defined by [herding_perimeter], and which is the ''outside''.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
* '''attention_distance'''=8: (integer)  If an enemy is within this distance of a herd unit, but not as close as ''attack_distance'', the herders try to position themselves in between the enemy and the herd unit.&lt;br /&gt;
* '''attack_distance'''=4: (integer)  If an enemy is within this distance of a herd animal, the herders attack this enemy.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a Herding [micro_ai] tag usage from the &amp;quot;Animals&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=7&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=herding&lt;br /&gt;
             [herd]&lt;br /&gt;
                 type=Sheep,Ram&lt;br /&gt;
             [/herd]&lt;br /&gt;
             [herders]&lt;br /&gt;
                 type=Dog&lt;br /&gt;
             [/herders]&lt;br /&gt;
             herd_x,herd_y=32,28&lt;br /&gt;
             [herding_perimeter]&lt;br /&gt;
                 terrain=Rb&lt;br /&gt;
             [/herding_perimeter]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Hunter (animal_type=hunter_unit) ===&lt;br /&gt;
&lt;br /&gt;
The Hunter Micro AI attaches to an individual unit which it leads through hunt-and-rest cycles.  The unit wanders in a prescribed area of the map, its hunting ground, until an enemy unit comes within range.  Note that it does not actively chase down enemies, but wanders randomly through its hunting ground until an enemy is encountered.&lt;br /&gt;
&lt;br /&gt;
If enemies are within range, the hunter attacks the weakest of them.  If a kill is made, it then retreats to its rest location, where it stays for a certain number of turns or until fully healed.&lt;br /&gt;
&lt;br /&gt;
A few more details:&lt;br /&gt;
* If the hunter's way home is entirely blocked on the return (so that there is no possible path), the normal RCA AI takes over its behavior.&lt;br /&gt;
* However, if the way is blocked by an enemy unit occupying the rest hex, that enemy will be attacked unconditionally.&lt;br /&gt;
* A kill only makes the hunter go home when it is the attacker, not as defender.&lt;br /&gt;
&lt;br /&gt;
Multiple hunter units can be used on the same side, by setting up a separate [micro_ai] tag for each unit. &lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Hunter AI behavior, check out the &amp;quot;Dragon&amp;quot; scenario from the test scenario or in the AI Modification Demos add-on. &lt;br /&gt;
&lt;br /&gt;
You can configure the Hunter Micro AI by using the following keys in the [micro_ai] tag: &lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;hunter_unit&amp;quot;&lt;br /&gt;
* '''id''': The ID of the unit to which this AI is to be attached.&lt;br /&gt;
* '''home_x,home_y''': The coordinates of the hex to which the hunter returns and rests at after a kill.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[hunting_ground]''': A [[StandardLocationFilter|Standard Location Filter]] describing the unit's hunting ground.  If this tag is not provided, the hunter uses all of the map.&lt;br /&gt;
* '''rest_turns'''=3: (integer)  The number of turns the AI stays at home_x,home_y after a kill.&lt;br /&gt;
* '''show_messages'''=no: (boolean) If set to yes, the hunter announces whenever its behavior changes to the next phase.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a hunter_unit [micro_ai] tag usage from the &amp;quot;Dragon&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=1&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=hunter_unit&lt;br /&gt;
             id=Rowck&lt;br /&gt;
             home_x,home_y=3,15&lt;br /&gt;
 &lt;br /&gt;
             [hunting_ground]&lt;br /&gt;
                 x,y=5-30,1-15&lt;br /&gt;
             [/hunting_ground]&lt;br /&gt;
             rest_turns=2&lt;br /&gt;
             show_messages=yes&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Swarm (animal_type=swarm) ===&lt;br /&gt;
&lt;br /&gt;
The Swarm Micro AI uses some very simply algorithms to simulate animal swarm behavior.  Without adjacent enemies, they simply do a random move, trying to stay together and at a certain distance from enemies.  However, if an enemy unit is close to any bat, the swarm scatters.  This is particular fun to watch when one places an enemy unit in the middle of the swarm.  After being scattered, the swarm members slowly rejoin, but not in a very organized way.  Sub-swarms or individual bats might roam around for quite some time before they find their way back.  It is also possible that individual bats (or small groups) split off from the larger swarm at times.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Swarm AI behavior, check out the &amp;quot;Swarm&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
You can configure the Swarm Micro AI by using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be 'swarm'.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''scatter_distance'''=3: (int) Enemies within &amp;quot;scatter_distance&amp;quot; hexes of any swarm unit cause the swarm to scatter, by each unit trying to maximize its individual distance from the enemy.&lt;br /&gt;
* '''enemy_distance'''=5: (int) The minimum distance kept between units of the swarm and enemies when the swarm moves as a whole.&lt;br /&gt;
* '''vision_distance'''=12: (int) Only units within this distance follow the overall swarm motion (either away from an enemy or of the swarm as a whole).  The smaller this value is set, the less likely the swarm is to stay together or rejoin.  This parameter is meant to simulate how far an individual member of the swarm can see, meaning that the swarm is &amp;quot;out of sight&amp;quot; (and the unit will not be able to follow it) if it is more than this distance away.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a Swarm [micro_ai] tag usage from the &amp;quot;Swarm&amp;quot; test scenario: &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=swarm&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Bottleneck Defense Micro AI (ai_type=bottleneck_defense) ==&lt;br /&gt;
&lt;br /&gt;
The Bottleneck Defense Micro AI lets you define a location on the map where the AI can take a defensive stance behind a narrow passage (bottleneck).  Units on the front line are backed up by healers and/or units with the leadership ability.  Injured units are moved to the back and replaced by uninjured (or less injured) units.  The units on the front line only attack when it is safe (no retaliation) or when there is a high chance that they will make a kill or level up.  Using this Micro AI only makes sense if there is no way for the enemy sides to move around the bottleneck and attack the AI's units from behind.&lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Bottleneck&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Bottleneck Defense Micro AI by putting&lt;br /&gt;
 {MICRO_AI_BOTTLENECK_DEFENSE}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=bottleneck_defense&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Bottleneck Defense specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
The Bottleneck Defense AI requires two sets of coordinates that define where it should be taking up its defensive stance, and from which side the enemy attacks at that location.&lt;br /&gt;
&lt;br /&gt;
* '''x,y''': Comma separated lists of the hexes on the front line, where strong units are placed.  All hexes on which the AI makes contact with (can be attacked by) the enemy need to be included here.  Units are placed on them in the order in which they are listed here.&lt;br /&gt;
* '''enemy_x,enemy_y''': Comma separated list of the hexes from which the enemy can attack the AI front line units.  This is needed for the AI to know on which side of the front line support units (healers etc.) need to be placed.  In many cases, it is sufficient to provide only one of the enemy front line hexes, but there are geometries for which that does not work.  It is therefore safer to list all enemy front line hexes here.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
By default, the AI places healers and units with the leadership ability both on the front line itself (if they are the strongest units available) and on hexes adjacent to and behind the line.  If different placement is desired, these locations can be overridden with the following keys.&lt;br /&gt;
&lt;br /&gt;
* '''healer_x,healer_y''': Comma separated list of hexes where healers are placed.  This can be used to keep healers from the front line (or to take up only certain positions on the front line), and/or to override the default healing positions behind the line.  Healers are placed on them in the order in which the hexes are listed, with the exception that hexes on the line always take priority over hexes behind the line.&lt;br /&gt;
* '''leadership_x,leadership_y''': Same as ''healer_x,healer_y'', but for units with the leadership ability.&lt;br /&gt;
* '''active_side_leader'''=no: (boolean)  If set to 'yes', the side leader participates in the bottleneck defense action after the side's gold has been spent.  If set to 'no' (default), the leader follows default AI behavior (sitting on the keep and recruiting, for the most part).&lt;br /&gt;
&lt;br /&gt;
As an example, in the &amp;quot;Bottleneck&amp;quot; scenario of the test scenario, there are three front line hexes, two of which are on hill terrain, while the third is a road with a lower defense rating.  The healer and side leader are supposed to participate in combat because they are strong units, but only from the hill hexes to keep them safer.  This is accomplished by using the following keys settings (check out the scenario to see which hex is which):&lt;br /&gt;
 [micro_ai]&lt;br /&gt;
     side=1&lt;br /&gt;
     ai_type=bottleneck_defense&lt;br /&gt;
     action=add&lt;br /&gt;
 &lt;br /&gt;
     x=14,14,14&lt;br /&gt;
     y= 7, 9, 8&lt;br /&gt;
     enemy_x=13,13&lt;br /&gt;
     enemy_y= 8, 9&lt;br /&gt;
 &lt;br /&gt;
     healer_x=14,14,15,15&lt;br /&gt;
     healer_y= 7, 9, 8, 9&lt;br /&gt;
     leadership_x=14,14,15,15&lt;br /&gt;
     leadership_y= 7, 9, 9 ,8&lt;br /&gt;
     active_side_leader=yes&lt;br /&gt;
 [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Generalized Goto Micro AI (ai_type=goto) ==&lt;br /&gt;
&lt;br /&gt;
==== *** Note: this Micro AI is only available in the AI-demos add-on so far, will be in mainline starting with Wesnoth 1.11.3 *** ====&lt;br /&gt;
&lt;br /&gt;
The Goto Micro AI provides a highly configurable method of sending a unit (or units) to a location or set of locations.  The units to be moved are defined using a [[StandardUnitFilter|Standard Unit Filter]] (SUF), while the goto locations are given in a [[StandardLocationFilter|Standard Location Filter]] (SLF).&lt;br /&gt;
&lt;br /&gt;
By default, each unit matching the SUF will move toward the closest goal (in terms of turns needed to get there) matching the SLF via the fastest route given the current situation on the map (locations of enemy units etc.), but this behavior can be influenced by the optional keys listed below.  Note that this means that a unit's goal might change from one turn to the next depending on the location of units on the map.&lt;br /&gt;
&lt;br /&gt;
The behavior of the unit(s) once they reach their goal location(s) is configurable as well.  By default, they will stay there until the Goto Micro AI is deleted or changed.&lt;br /&gt;
&lt;br /&gt;
For demonstrations of several Goto Micro AI usages, check out the &amp;quot;Goto&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Goto Micro AI by putting&lt;br /&gt;
 {MICRO_AI_GOTO}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=goto&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Goto specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[goto_units]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the units to be moved.&lt;br /&gt;
* '''[goto_goals]''': A [[StandardLocationFilter|Standard Location Filter]] describing the possible goal locations for the move.&lt;br /&gt;
&lt;br /&gt;
'''Keys required under certain circumstances:'''&lt;br /&gt;
* '''ca_id''': (string) If several Goto AIs are used for the same side and one or several of these are to be changed or deleted during the scenario, this key needs to be included so that the [micro_ai] tag knows which of them needs to be changed/deleted.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
Note: crossed-out keys have not been implemented yet, will come soon.&lt;br /&gt;
&lt;br /&gt;
* '''&amp;lt;s&amp;gt;avoid_enemies&amp;lt;/s&amp;gt;'''=0: (non-negative number) By default, units controlled by the Goto Micro AI will not take enemy units into account for route finding, other than the enemies' ZoCs.  The larger the value of ''avoid_enemies'', the more units will try to stay out of the enemies' way.  (I will be more specific here once I have coded this, need to figure out how exactly it will work first).&lt;br /&gt;
* '''ca_score'''=210000: (non-negative integer) The evaluation score of the candidate action controlling this Micro AI.  By default, it is set to 210,000, which is higher than any of the [http://wiki.wesnoth.org/AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29 RCA AI candidate actions].  By setting it, for example, to 90,000, we can have it be executed after the combat CA, but before most of the other CAs which move units.  Maybe more importantly, this key can be used to determine which Goto Micro AI is executed first if several are defined for the same side.&lt;br /&gt;
* '''release_unit_at_goal'''=no: (boolean) By default, a unit that reaches a goal location will stay there until the Goto Micro AI is deleted or changed (or until the conditions specified in the [goto_goals] SLF change).  If this parameter is set, a unit that has reached its goal will not be controlled by this Micro AI any more starting from the next turn.&lt;br /&gt;
* '''release_all_units_at_goal'''=no: (boolean) Same as ''release_unit_at_goal'', but this will deactivate the Goto Micro AI for all units once the first unit reaches a goal.&lt;br /&gt;
* '''use_straight_line'''=no: (boolean)  By default, units choose the route by which they will get to their goal locations in the smallest number of turns.  If this parameter is set to 'yes', a straight line route (or something pretty close to it at least) will be chosen instead, irrespective of whether this leads into a dead end, whether it is blocked by enemies, etc.&lt;br /&gt;
* '''&amp;lt;s&amp;gt;unique_goals&amp;lt;/s&amp;gt;'''=no: (boolean)  If set to 'yes', each unit will be sent to a different goal location.&lt;br /&gt;
&lt;br /&gt;
===Goto Micro AI example usages:===&lt;br /&gt;
&lt;br /&gt;
Here are several examples of goto [micro_ai] tag usages (code to be filled in once this MAI is coded):&lt;br /&gt;
* Send a unit towards a hex specified by coordinates (similar to the RCA AI's Goto Candidate Action, but avoiding dead ends and areas ZoCed by enemies)&lt;br /&gt;
* Send all scouts of the side toward the southern border of the map&lt;br /&gt;
* Set up a set of guardian units that doesn't move while no enemy unit is within 6 hexes (ironically, the Goto Micro AI can be used to keep units in place!)&lt;br /&gt;
* Send an important unit to one of several sign posts, choosing the safest route&lt;br /&gt;
* Send all units not involved in active battle toward a specific enemy unit&lt;br /&gt;
&lt;br /&gt;
== Guardian Micro AI (ai_type=guardian_unit) ==&lt;br /&gt;
The Guardian Micro AI attaches to an individual unit and can be used to set up different kind of guardian behaviors.  Three different types of guardians are available and are described below.&lt;br /&gt;
&lt;br /&gt;
Multiple guardian units can be used on the same side, by setting up a separate [micro_ai] tag for each unit.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of several different guardian behaviors, check out the &amp;quot;Guardians&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Guardians Micro AI by putting&lt;br /&gt;
 {MICRO_AI_GUARDIAN}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=guardian_unit&lt;br /&gt;
in the [micro_ai] tag.  The ''guardian_type='' key also needs to be set, as shown in the following.&lt;br /&gt;
&lt;br /&gt;
=== Return Guardian (guardian_type=return_guardian) ===&lt;br /&gt;
&lt;br /&gt;
A 'return guardian' is a variation of the standard Wesnoth guardian. It has an assigned guard position (GP) to which it returns after attacks on approaching enemies:&lt;br /&gt;
* If at GP with no enemy in reach, do nothing.&lt;br /&gt;
* If at GP with an enemy in reach, attack (note that the attack is done by default AI, which might result in the guardian not attacking if the enemy is deemed too strong).&lt;br /&gt;
* If not at GP, return there, no matter whether an enemy is in reach or not.&lt;br /&gt;
* If enemies are blocking the way back to GP, do your best to move around them.&lt;br /&gt;
* If the guardian ends up next to an enemy on the way back, attack that enemy after the move.&lt;br /&gt;
&lt;br /&gt;
You can configure each return guardian using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''guardian_type''': Must be set to &amp;quot;return_guardian&amp;quot;&lt;br /&gt;
* '''id''': The ID of the unit to which this AI should be attached&lt;br /&gt;
* '''return_x,return_y''': The coordinate of the hex the unit returns to after each attack&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no optional keys.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a return guardian [micro_ai] tag usage from the &amp;quot;Guardians&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=guardian_unit&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             guardian_type=return_guardian&lt;br /&gt;
             id=return1&lt;br /&gt;
             return_x,return_y=20,2&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
===Stationed Guardian (guardian_type=stationed_guardian) ===&lt;br /&gt;
&lt;br /&gt;
A 'stationed guardian' is another variation of the standard Wesnoth guardian with a somewhat more complex behavior than that of the 'return guardian'. Two positions are defined for it, a 'station' and a 'guarded location', as well as a distance. The behavior is as follows:&lt;br /&gt;
* If no enemy is within 'distance' of the guard's current position, do nothing.  This is independent of the guardian being at its station or not.&lt;br /&gt;
* Otherwise: If an enemy is within 'distance' of the guard, but not also within the same distance of the guarded location and the station (all of this simultaneously), move the guard in the direction of the station.&lt;br /&gt;
* Otherwise:&lt;br /&gt;
** Pick the enemy unit that is closest to the guarded location.&lt;br /&gt;
** If we can reach it, pick the adjacent hex with the highest defense rating and attack from there.&lt;br /&gt;
** If not in reach, move toward this unit.&lt;br /&gt;
&lt;br /&gt;
You can configure each stationed guardian using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''guardian_type''': Must be &amp;quot;stationed_guardian&amp;quot;&lt;br /&gt;
* '''id''': The ID of the unit to which this AI should be attached&lt;br /&gt;
* '''distance''': The distance parameter as explained above&lt;br /&gt;
* '''station_x,station_y''': The x and y position of the hex that serves as the guardians station.&lt;br /&gt;
* '''guard_x, guard_y''': The x and y position of the guarded location.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no optional keys.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a stationed guardian [micro_ai] tag usage from the &amp;quot;Guardians&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=guardian_unit&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             guardian_type=stationed_guardian&lt;br /&gt;
             id=stationed1&lt;br /&gt;
             distance=4&lt;br /&gt;
             station_x,station_y=2,14&lt;br /&gt;
             guard_x,guard_y=3,13&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Coward (guardian_type=coward) ===&lt;br /&gt;
&lt;br /&gt;
Cowards are units that, like guardians, sit around doing nothing until an enemy comes into range.  Unlike guardians, however, they run away once enemies approach. Applications might be wild animals, unarmed civilians getting in the way of a battle, etc.  The coward macro can be called with two optional locations, 'seek' and 'avoid':&lt;br /&gt;
* If neither is given, the coward retreats to the position farthest away from the approaching enemies.&lt;br /&gt;
* If 'seek' is given, it preferentially goes toward that location (but getting away from enemies takes priority).&lt;br /&gt;
* If 'avoid' is given, it in addition tries to avoid that location (with both maximizing distance from enemies and going toward 'seek' taking priority).&lt;br /&gt;
* Both 'seek' and 'avoid' may consist of only one coordinate ('x' or 'y'), in which case not a single hex, but a line of hexes is sought or avoided.&lt;br /&gt;
&lt;br /&gt;
You can configure each coward using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''guardian_type''': Must be &amp;quot;coward&amp;quot;&lt;br /&gt;
* '''id''': The ID of the unit to which this AI should be attached&lt;br /&gt;
* '''distance''': The distance within which an enemy must be to &amp;quot;scare&amp;quot; the unit&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''seek_x, seek_y''': The x and y coordinate of the hex to seek&lt;br /&gt;
* '''avoid_x, avoid_y''': The x and y coordinate of the hex to avoid&lt;br /&gt;
&lt;br /&gt;
Here's an example of a coward [micro_ai] tag usage from the &amp;quot;Guardians&amp;quot; test scenario: &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=guardian_unit&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             guardian_type=coward&lt;br /&gt;
             id=coward3&lt;br /&gt;
             distance=5&lt;br /&gt;
             seek_x,seek_y=24,5&lt;br /&gt;
             avoid_x,avoid_y=24,15&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Zone guardian (guardian_type=zone_guardian) ===&lt;br /&gt;
&lt;br /&gt;
Zone guards are units that, as the name says, guard a zone. It will keep moving inside this zone until an enemy comes inside its guard zone or its enemy zone. Application might be simulating the defense of a castle or a nest, etc. The zone macro can be called with one optional SLF, 'zone_enemy':&lt;br /&gt;
* If nothing is specified, the zone guard will attack any enemy coming inside its guard zone.&lt;br /&gt;
* If 'zone_enemy' is given, it will attack any enemy entering this zone and once there are no more enemies it will go back to patrol in its basic zone.&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''guardian_type''': Must be &amp;quot;zone_guardian&amp;quot;&lt;br /&gt;
* '''id''': The ID of the unit to which this AI should be attached&lt;br /&gt;
* '''zone_goals''': The SLF designating the zone to guard.&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''zone_enemy''': A SLF designating the zone where enemies have to be attacked.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a zone guardian [micro_ai] tag usage from the &amp;quot;Guardians&amp;quot; test scenario:&lt;br /&gt;
 &lt;br /&gt;
        [micro_ai]&lt;br /&gt;
            side=2&lt;br /&gt;
            ai_type=guardian_unit&lt;br /&gt;
            action=add&lt;br /&gt;
            guardian_type=zone_guardian&lt;br /&gt;
            id=zone3&lt;br /&gt;
            [zone_goals]&lt;br /&gt;
                [filter_location]&lt;br /&gt;
                    x,y=22-31,4-11&lt;br /&gt;
                    terrain=W*&lt;br /&gt;
                [/filter_location]&lt;br /&gt;
            [/zone_goals]&lt;br /&gt;
        [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Healer Support Micro AI (ai_type=healer_support) ==&lt;br /&gt;
&lt;br /&gt;
The Healer Support Micro AI configures the healers of a side to stay behind the battle lines and heal injured and/or threatened units rather than participate in combat under all circumstances.  You can set different levels of aggressiveness for the healers.  Note that it is not always better to use this Micro AI than the default AI, as it takes healers (which can be strong units) away from the pool of units to choose for attacks.&lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Healers&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Healer Support Micro AI by putting&lt;br /&gt;
 {MICRO_AI_HEALER_SUPPORT}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=healer_support&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Healer Support specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no required keys.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[healers]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the healer units.  If set, only units passing this filter ''and'' having the healing ability are considered by this Micro AI.  '''Available from Wesnoth 1.11.3'''&lt;br /&gt;
* '''aggression'''=1.0: (float) Sets the aggressiveness of the AI.  This parameter is set up as a float to accommodate future functionality, but it currently acts as a boolean: if set to zero, the AI will never let its healers participate in combat, for all other values it allows them to attack after all other units have attacked and if the healers cannot find any more units to support.  The former behavior might be appropriate in scenarios with only one or few valuable healers, while the latter might work better in scenarios with many healers.&lt;br /&gt;
* '''injured_units_only'''=no: (boolean) If set to 'yes', the AI will only move healers next to units that are already injured and skip units that currently have full hitpoints, but might get injured during the next enemy turn.&lt;br /&gt;
* '''max_threats'''=9999: (integer) The maximum allowable number of enemies that can attack a hex in order for it to be considered for a healer.  As an example, setting 'max_threats=0' means that the AI only moves healers to locations that are entirely safe from the enemy (assuming that none of the units currently on the map dies).  Note that the value of this key is checked against the number of enemies that can make it to the hex, not the number of adjacent hexes from which the healer could be attacked.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The Healer Support Micro AI modifies the [[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|attacks aspect]].&lt;br /&gt;
&lt;br /&gt;
This is an example of a Healer Support Micro AI configuration:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=healer_support&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             aggression=0&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Lurkers Micro AI (ai_type=lurkers) ==&lt;br /&gt;
&lt;br /&gt;
The Lurker Micro AI controls some or all units of a side in &amp;quot;lurker mode&amp;quot;.  A lurker is a unit that is capable of moving across most terrains, but that only stops on and attacks from specific terrain.  It might also have the ability to hide on this terrain (which is the reason why it is called a lurker).&lt;br /&gt;
&lt;br /&gt;
Lurkers move individually without strategy and always attack the weakest enemy within their reach.  If no enemy is in reach, the lurker does a random move instead - or it just sits and waits (lurks).&lt;br /&gt;
&lt;br /&gt;
For a demonstration of different types of lurker behavior, check out the &amp;quot;Lurkers&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Lurkers Micro AI by putting&lt;br /&gt;
 {MICRO_AI_LURKERS}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=lurkers&lt;br /&gt;
in the [micro_ai] tag&lt;br /&gt;
&lt;br /&gt;
===Lurkers specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
* '''[lurkers]''': Specifies which units of the side are controlled by the Lurker Micro AI.  This is a [[StandardUnitFilter|Standard Unit Filter]].&lt;br /&gt;
* '''[attack_terrain]''': Specifies the terrain from which the lurkers attack. This is a [[StandardLocationFilter|Standard Location Filter]].&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
* '''[wander_terrain]''': Specifies the terrain on which lurkers end their moves if there is no enemy in reach. This is a [[StandardLocationFilter|Standard Location Filter]].  If [wander_terrain] is not given, it defaults to [attack_terrain].&lt;br /&gt;
* '''stationary'''=no: (boolean)  If set to yes, a lurker never moves if there is no enemy within attack range.&lt;br /&gt;
&lt;br /&gt;
Here's an example of [micro_ai] tag usage from the &amp;quot;Lurkers&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=4&lt;br /&gt;
             ai_type=lurkers&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             [lurkers]&lt;br /&gt;
                 type=Naga Fighter&lt;br /&gt;
             [/lurkers]&lt;br /&gt;
             [attack_terrain]&lt;br /&gt;
                 terrain=W*,S*&lt;br /&gt;
             [/attack_terrain]&lt;br /&gt;
             [wander_terrain]&lt;br /&gt;
                 terrain=W*&lt;br /&gt;
             [/wander_terrain]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Messenger Escort Micro AI (ai_type=messenger_escort) ==&lt;br /&gt;
&lt;br /&gt;
The Messenger Escort Micro AI lets you define a set of waypoints through which it tries to move one of its units, the messenger.  The other units escort the messenger, trying to protect it and attacking enemies that are in its way.  Note that the messenger might not strictly hit intermediate waypoints, but that getting close is good enough, especially if a waypoint is occupied by an enemy unit.  It does, however, always try to get to the last waypoint. &lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Messenger&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Messenger Escort Micro AI by putting&lt;br /&gt;
 {MICRO_AI_MESSENGER_ESCORT}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=messenger_escort&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Messenger Escort specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''id''': The id of the messenger.  All other units of the side protect the messenger.&lt;br /&gt;
* '''waypoint_x,waypoint_y''': Comma-separated list of waypoint coordinates through which the messenger will go in the given order to reach its goal, given by the last coordinate.  If you want the messenger to go directly to the goal, simply enter a single x,y coordinate here.  Note that the messenger does not have to hit each waypoint exactly (except for the final one), getting close to them is good enough.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''enemy_death_chance'''=0.67 and '''messenger_death_chance'''=0.0: (both floats; ranging from 0 to 1)    If the messenger is adjacent to an enemy at the end of the move, it will only attack the enemy if the chance of death of the enemy is &amp;gt;= enemy_death_chance and if the messenger's chance of death is &amp;lt;= messenger_death_chance (or if it is an attack at a range for which the enemy does not have a weapon).&lt;br /&gt;
&lt;br /&gt;
Here's an example of [micro_ai] tag usage from the &amp;quot;Messenger Escort&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=messenger_escort&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             id=messenger&lt;br /&gt;
             waypoint_x=31,24,27,28&lt;br /&gt;
             waypoint_y=20,14,7,1&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Patrol Micro AI (ai_type=patrol_unit) ==&lt;br /&gt;
&lt;br /&gt;
The Patrol Micro AI attaches to an individual unit and defines a number of waypoints for that unit to follow.  Options can be set whether the route should be followed in a loop, as an out-and back, only once, whether units encountered along the way should be attacked, etc.&lt;br /&gt;
&lt;br /&gt;
No matter what options are chosen, getting to the next waypoint always takes priority over attacking for a patroller.  The AI thus prefers to move the patrol unit around enemies rather than straight for them.  Also, if a waypoint is occupied by a unit the AI is not instructed to attack, it will (eventually) abandon that waypoint once it gets close enough and move on to the next one.&lt;br /&gt;
&lt;br /&gt;
Multiple patrol units can be used on the same side, by setting up a separate [micro_ai] tag for each unit.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of several different patrol behaviors, check out the &amp;quot;Patrols&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Patrol Micro AI by putting&lt;br /&gt;
 {MICRO_AI_PATROL}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=patrol_unit&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
'''NOTE: The [micro_ai] tag needs to be placed after the creation of the unit it controls in the scenario event.'''&lt;br /&gt;
&lt;br /&gt;
===Patrol specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''id''': The id of the patrol unit.&lt;br /&gt;
* '''waypoint_x,waypoint_y''': Comma-separated lists of the waypoint coordinates through which the patrol travels (in order).&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''out_and_back'''=no: (boolean)  By default, a patrol unit returns to the first waypoint after reaching the last, doing the patrol route as a loop.  If this parameter is set to 'yes', the unit instead reverses its course and perpetually does out and backs of the route.&lt;br /&gt;
* '''one_time_only'''=no: (boolean)  If set to 'yes', the unit goes through the patrol route only once and then hangs out at the last waypoint.  It also always attacks any enemy unit on the last waypoint, independent of what ''attack='' is set to.&lt;br /&gt;
* '''attack''': By default (if this key is not set), the patrol unit attacks any unit it ends up next to after a move.  Alternatively, this parameter can be set to a comma-separated list of unit ids. If that is done, the patrol only attacks these units when it ends up next to them and ignores any other unit.  This can in turn be used to have the patroller not attack at all, by setting ''attack='' to a non-existing id.&lt;br /&gt;
&lt;br /&gt;
Here's an example of [micro_ai] tag usage from the &amp;quot;Patrols&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=patrol_unit&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             id=Konrad&lt;br /&gt;
             waypoint_x=9,24,25&lt;br /&gt;
             waypoint_y=21,23,15&lt;br /&gt;
             one_time_only=yes&lt;br /&gt;
             attack=Gertburt&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Protect Unit Micro AI (ai_type=protect_unit) ==&lt;br /&gt;
&lt;br /&gt;
The Protect Unit Micro AI tries to move one or several units to a given location while keeping them safe from enem attacks. It does so by keeping the protected units away from enemy units and close to friendly units. Other units on the AI side are controlled by the default Wesnoth AI.&lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Protect Unit&amp;quot; and &amp;quot;The Elves Besieged&amp;quot; scenarios from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Protect Unit Micro AI by putting&lt;br /&gt;
 {MICRO_AI_PROTECT_UNIT}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=protect_unit&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Protect Unit specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[unit]''': A separate [unit] tag is required for each protected unit(s).  Each tag has required keys id=, goal_x=, goal_y= for each unit, as shown in the example below.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''disable_move_leader_to_keep'''=no: (boolean) If set to 'yes', side leaders protected by this AI do not try to return to their keep.  This is necessary for this Micro AI to work with units that are side leaders and that are supposed to move to an off-keep location.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The Protect Unit Micro AI modifies the [[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|attacks aspect]].  Depending on the parameters, it might also modify the [[AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29|move leader to keep candidate action]].&lt;br /&gt;
&lt;br /&gt;
Here's an example of [micro_ai] tag usage from the &amp;quot;HttT: The Elves Besieged&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             # Required keys of [micro_ai] tag&lt;br /&gt;
             side=1&lt;br /&gt;
             ai_type=protect_unit&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             [unit]&lt;br /&gt;
                 id=Delfador&lt;br /&gt;
                 goal_x,goal_y=1,2&lt;br /&gt;
             [/unit]&lt;br /&gt;
             [unit]&lt;br /&gt;
                 id=Konrad&lt;br /&gt;
                 goal_x,goal_y=1,1&lt;br /&gt;
             [/unit]&lt;br /&gt;
 &lt;br /&gt;
             disable_move_leader_to_keep=true&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Recruiting Micro AI (ai_type=recruiting) ==&lt;br /&gt;
&lt;br /&gt;
The Recruiting Micro AI replaces the default recruitment AI by alternative recruiting patterns.  Currently there are two recruiting algorithms you can choose from, random recruiting and the rush recruiting used in the new (as of Version 1.11.1) Experimental AI (see below).&lt;br /&gt;
&lt;br /&gt;
For a demonstration of a different recruiting pattern, check out the &amp;quot;Recruiting&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.  You can also explore the unit choices by watching the Experimental AI in a multiplayer game.&lt;br /&gt;
&lt;br /&gt;
Enable the Recruiting Micro AI by putting&lt;br /&gt;
 {MICRO_AI_RECRUITING}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=recruiting&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Obviously, the Recruitment Micro AI modifies the [[AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29|recruitment candidate action]].&lt;br /&gt;
&lt;br /&gt;
=== Random Recruitment AI (recruiting_type=random) ===&lt;br /&gt;
&lt;br /&gt;
This AI randomly selects a unit type from the recruitment list of the side.  The probability of choosing each type and the behavior in low-gold situations can be influenced with optional parameters.&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''recruiting_type''': Must be &amp;quot;random&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[probability]''': This tag sets the probability of selecting the given unit type.  It has two required sub-keys:&lt;br /&gt;
** '''type''': comma-separated list of unit types to which this probability is to be applied&lt;br /&gt;
** '''probability''': (non-negative float)  The probability with which these unit types is to be selected.  All unit types for which no [probability] tag is defined receive a default probability of 1.0, thus values should be chosen relative to that.  As an example, in the code below swordsmen and peasants are given a probability of 8, while no other units have assigned probabilities.  Thus, each of these two unit types is 8 times more likely to be selected than any other individual unit type.&lt;br /&gt;
* '''skip_low_gold_recruit'''=no: (boolean)  By default, the random recruitment AI chooses a unit to recruit only from those types for which it has sufficient gold.  If this parameter is set to 'yes', it will instead choose from all available unit types and end recruiting for the turn if there is not enough gold to recruit it this turn (even if other, affordable unit types exist).&lt;br /&gt;
&lt;br /&gt;
Here's an example of a random recruiting [micro_ai] tag usage from the &amp;quot;Recruiting&amp;quot; test scenario: &lt;br /&gt;
&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=1&lt;br /&gt;
             ai_type=recruiting&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             recruiting_type=random&lt;br /&gt;
             [probability]&lt;br /&gt;
                 type=Swordsman,Peasant&lt;br /&gt;
                 probability=8&lt;br /&gt;
             [/probability]&lt;br /&gt;
 &lt;br /&gt;
             skip_low_gold_recruiting=yes&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Rush Recruitment AI (recruiting_type=rushers) ===&lt;br /&gt;
&lt;br /&gt;
This AI replaces the default recruiting with the rush recruiting used in the new (as of Version 1.11.1) Experimental AI.&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''recruiting_type''': Must be &amp;quot;rushers&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''randomness'''=0.1: (number)  A random number is applied to the rusher recruit engine's score to prevent the recruitment pattern from being too predictable. 0 causes no randomness to be applied, while larger numbers increase the random effect. A value of 1-2 generates results in which the random effect is approximately equal to the scored effect. Extremely high values are essentially entirely random.&lt;br /&gt;
&lt;br /&gt;
Rush recruiting is set up like this:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=1&lt;br /&gt;
             ai_type=recruiting&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             recruiting_type=rushers&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Other Potential Micro AIs ==&lt;br /&gt;
&lt;br /&gt;
The following Micro AIs might be added at some point.  Feel free to add to this list, if you have other ideas.&lt;br /&gt;
&lt;br /&gt;
* Leader support&lt;br /&gt;
* Targeted enemy poisoning&lt;br /&gt;
* Protect unit/location/area&lt;br /&gt;
* Annoying AI (grab targets and avoid fights as much as possible)&lt;br /&gt;
* Orderly retreat&lt;br /&gt;
&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Micro_AIs&amp;diff=50411</id>
		<title>Micro AIs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Micro_AIs&amp;diff=50411"/>
		<updated>2013-04-23T09:33:13Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: /* Guardian Micro AI (ai_type=guardian_unit) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mirco AIs allow Wesnoth campaign and scenario authors to add new AI functionality without the need for any AI programming.  A Micro AI is activated and configured (or deleted) via the [micro_ai] tag, requiring only a few lines of WML code.  Note that this is a new functionality and theat '''we are very much looking for feedback''' on bugs, new feature requests for the existing AIs or ideas for new Micro AIs.&lt;br /&gt;
&lt;br /&gt;
Micro AIs are available in mainline Wesnoth '''starting from Version 1.11.2'''.  Additional AIs that are still in an experimental stage are available in the ''AI Modification Demos'' add-on, which also might contain more advanced (development) versions of the mainline Micro AIs.&lt;br /&gt;
&lt;br /&gt;
== A Few General Words about Micro AIs ==&lt;br /&gt;
&lt;br /&gt;
* Micro AIs are meant to bring new specialized behavior to Wesnoth that cannot be achieved, at least not easily, by adjusting default AI parameters (such as those described at [[AiWML]]) or with WML code.&lt;br /&gt;
&lt;br /&gt;
* Most Micro AIs in their default setting apply to all units of a side, although many of them provide parameters for filtering the units that should be affected by the new behavior.  If the Micro AI is applied only to part of the units of a side, the other units follow the default Wesnoth AI behavior.&lt;br /&gt;
&lt;br /&gt;
* By contrast, a few Micro AIs attach directly to a unit and only affect that unit's behavior.  These are so-called [[Lua_AI_Howto#Behavior_.28Sticky.29_Candidate_Actions|Behavior Candidate Actions]] (BCAs).  This type of Micro AI has an [[Micro_AIs#2._Activating_and_configuring_.28or_deleting.29_a_Micro_AI|ai_type=]] value ending in ''_unit'', in order to distinguish it from the side-wide Micro AIs.&lt;br /&gt;
&lt;br /&gt;
=== Micro AI Test and Demo Scenarios ===&lt;br /&gt;
&lt;br /&gt;
All Micro AIs described here can be checked out in a number of test and demo scenarios.  Test scenarios can be accessed from the command line by typing&lt;br /&gt;
 path/wesnoth-executable -t micro_ai_test&lt;br /&gt;
This starts up a &amp;quot;switchboard scenario&amp;quot; in which you can select the Micro AI demonstration scenario you want to check out.  Here, ''path/wesnoth-executable'' needs to be replaced by whatever the path and filename of the Wesnoth executable is on your system.&lt;br /&gt;
&lt;br /&gt;
Another way to test the Micro AIs (as well as some other AIs still under development) is to download the ''AI Modification Demos'' add-on.  All the test/demo scenarios are also available there.&lt;br /&gt;
&lt;br /&gt;
== Setting up a Micro AI ==&lt;br /&gt;
&lt;br /&gt;
Setting up a Micro AI is done in two simple steps:&lt;br /&gt;
&lt;br /&gt;
==== 1. Enabling the Micro AI functionality in the [side] tag ====&lt;br /&gt;
&lt;br /&gt;
The desired AI functionality needs to be enabled for a side before it can be used.  This is done by including a single macro line inside the [side] tag, such as:&lt;br /&gt;
     {MICRO_AI_HEALER_SUPPORT}&lt;br /&gt;
The exact macro name depends on the specific Micro AI and is given below for each AI.  This macro must be put '''directly into the [side] tag''', it does not go inside an [ai] tag.  This step does not yet activate the Micro AI, it simply sets up the desired functionality.&lt;br /&gt;
&lt;br /&gt;
==== 2. Activating and configuring (or deleting) a Micro AI ====&lt;br /&gt;
&lt;br /&gt;
Micro AIs are activated, deleted and configured using the [micro_ai] tag.  This tag needs to be placed in [[ActionWML]], that is, in an event, a menu option or the like.  As an example, the following code activates the healer_support Micro AI in its default configuration for Side 2 from the beginning of the scenario:&lt;br /&gt;
     [event]&lt;br /&gt;
         name=prestart&lt;br /&gt;
 &lt;br /&gt;
         # Configure the healer support micro AI&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=healer_support&lt;br /&gt;
             action=add&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
     [/event]&lt;br /&gt;
All [micro_ai] tags must contain the following three (or four) required keys:&lt;br /&gt;
* '''side''': The side for which the Micro AI is to be added, changed or deleted&lt;br /&gt;
* '''ai_type''': The type of Micro AI to be added, changed or deleted.  See the following sections for allowed values.&lt;br /&gt;
* '''action''' (string): The action to take concerning the Micro AI.  The following values are allowed: &lt;br /&gt;
** ''add'': Add a Micro AI to a side.&lt;br /&gt;
** ''change'': Change the configuration of an existing Micro AI.  Note that this does not only change the specific parameters provided in the tag, but it replaces the entire existing Micro AI by a new version with the new (and only the new) configuration.  It is therefore equivalent to using first the ''delete'' and then the ''add'' action.&lt;br /&gt;
** ''delete'': Delete an existing Micro AI from a side.&lt;br /&gt;
* '''id''': If the Micro AI attaches directly to a unit, rather than being side-wide, the id of the unit is also a required parameter.&lt;br /&gt;
&lt;br /&gt;
Other keys may also be required depending on the Micro AI.  In additional, a number of optional keys may be available to configure the AI behavior.  See the following sections on the individual Micro AIs for details.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* The ''add'' and ''change'' actions ignore all keys that do not apply to the respective Micro AI type.  The ''delete'' action ignores all keys other than the three (or four) required keys listed here.&lt;br /&gt;
&lt;br /&gt;
* Some of the Micro AIs use and/or modify default AI components (candidate actions or aspects) when they are added, or reset these components to their default values when they are deleted.  Thus, if you have modified the AI yourself using the default CAs or aspects, some of these modifications might be affected, or might be interfering with the Micro AI.  The sections below indicate whether a Micro AI modifies any default AI components.&lt;br /&gt;
&lt;br /&gt;
* It is currently not possible to combine different Micro AI types (AIs using different values of ai_type=) on the same side.  In other words, you can use several guardians (and even different guardian types) on the same side (as they are all handled by the Guardian Micro AI), but it is not possible to put, for example, guardians and patrollers on the same side.  This restriction will be lifted in an upcoming release.  In the meantime, you will have to use different (allied) sides to accomplish this.&lt;br /&gt;
&lt;br /&gt;
== Animals Micro AI (ai_type=animals) ==&lt;br /&gt;
&lt;br /&gt;
The Animals Micro AIs are meant to simulate the behaviors of certain types of animals.  They are, however, set up so that they can be used with arbitrary unit types and might be applicable in quite diverse situations.  The AIs nevertheless remain named after the animals for which they were written originally, so that they are (to some extent) descriptive of their behavior.&lt;br /&gt;
&lt;br /&gt;
Brief descriptions of the AI behaviors are given in the following subsections.  To get a better feeling for their behavior, check out the &amp;quot;Animals&amp;quot;, &amp;quot;Swarm&amp;quot;, &amp;quot;Wolves&amp;quot; and &amp;quot;Dragon&amp;quot; scenarios from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.  Note that some of the animal AIs are designed for animal types that do not exist in mainline.  In the test scenario, other animal types are therefore substituted for them.  If you want to see them with the animal types for which they were written, check out the ''AI Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable an Animals Micro AI by putting&lt;br /&gt;
 {MICRO_AI_ANIMALS}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=animals&lt;br /&gt;
in the [micro_ai] tag. The ''animal_type='' tag is then used to select the desired animal AI.&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Wolves (animal_type=wolves) ===&lt;br /&gt;
&lt;br /&gt;
The Wolves Micro AI organizes all &amp;quot;wolf&amp;quot; units (predators) of the side to hunt in a single pack.  They actively chase after the closest prey and try to corner it (not always super successfully), but are easily distracted by other prey coming into range, to the point where the pack splits up.  The wolves can also be told to try to avoid other types of units (such as larger predators), except when they are going in for an attack.  When no prey is left, the wolves wander randomly.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Wolves AI behavior, check out the &amp;quot;Animals&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Note that another wolves AI exists, called [[Micro_AIs#Animals_AI:_Multi-pack_Wolves_.28animal_type.3Dwolves_multipacks.29|Multipack Wolves]], which distributes the wolves of a side into several packs, rather than all of them into one single pack as it is done here.&lt;br /&gt;
&lt;br /&gt;
You can configure the Wolves Micro AI by using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;wolves&amp;quot;.&lt;br /&gt;
* '''[predators]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the predator units&lt;br /&gt;
* '''[prey]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the prey units&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''avoid_type''': Comma-separated list of unit types which the wolves try to avoid&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The Wolves Micro AI modifies the [[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|attacks aspect]].&lt;br /&gt;
&lt;br /&gt;
Here's an example of a wolves [micro_ai] tag usage from the &amp;quot;Animals&amp;quot; test scenario: &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=6&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=wolves&lt;br /&gt;
             [predators]&lt;br /&gt;
                 type=Wolf&lt;br /&gt;
             [/predators]&lt;br /&gt;
             [prey]&lt;br /&gt;
                 type=Deer&lt;br /&gt;
             [/prey]&lt;br /&gt;
             avoid_type=Yeti,Giant Spider,Tarantula,Bear,Dog&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Multi-pack Wolves (animal_type=wolves_multipacks) ===&lt;br /&gt;
&lt;br /&gt;
The Multi-pack Wolves Micro AI is different from the [[Micro_AIs#Animals_AI:_Wolves_.28animal_type.3Dwolves.29|Wolves Micro AI]] in that there can be an arbitrary number of wolf packs, with the pack size being a free parameter.  At the beginning of the scenario, close wolves are grouped into packs in a semi-methodical way.  If the wolves are put on the map in distinct groups of close wolves of the correct number, they will be joined into packs matching these groups.  If, on the other hand, they are spread out all over the map, the method of assigning them to packs is semi-random.&lt;br /&gt;
&lt;br /&gt;
Wolves of the same pack begin by joining each other on the map.  After that, they stay together until only one wolf is left, which then tries to join up with an incomplete pack or with other single wolves.  Individual wolves entering the map during the scenario behave in that way as well.&lt;br /&gt;
&lt;br /&gt;
A second difference to the other Wolves AI is that wolves do not actively hunt here.  For the most part they just wander (often long distance).  However, the pack ferociously (and without regard for its own health) attacks any enemy units that come into range, as long as that does not mean separating the pack by more than a few hexes.  Staying together, or joining with a new wolf assigned to the pack, is the only thing that takes priority over satisfying the wolves' thirst for blood.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Multi-pack Wolves AI behavior, check out the &amp;quot;Wolves&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
You can configure the Multi-pack Wolves Micro AI by using the following keys in the [micro_ai] tag: &lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;wolves_multipacks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''type'''=Wolf: Comma-separated list of the unit types which the AI controls. The default value is &amp;quot;Wolf&amp;quot;.&lt;br /&gt;
* '''pack_size'''=3: (integer) The size of the packs.&lt;br /&gt;
* '''show_pack_number'''=no: If set to &amp;quot;yes&amp;quot;, the wolves' pack numbers will be shown below them.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a wolves_multipacks [micro_ai] tag usage from the &amp;quot;Wolves&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=wolves_multipacks&lt;br /&gt;
             show_pack_number=yes&lt;br /&gt;
             pack_size=4&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Big Animals (animal_type=big_animals) ===&lt;br /&gt;
&lt;br /&gt;
The Big Animals Micro AI is a simulation of large predators that wander and hunt alone, such as Bears, Giant Spiders or Yetis.  For the most part, these just wander on the terrain that's been defined for them, but they attack enemy units if those happen to come into range.  The AI can be set up so that the Big Animals stay out of the way of other units (such as other large predators), in which case they only attack those if cornered.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Big Animals AI behavior, check out the &amp;quot;Animals&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
You can configure the Big Animals Micro AI by using the following keys in the [micro_ai] tag: &lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;big_animals&amp;quot;&lt;br /&gt;
* '''[big_animals]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the animals to which this AI is applied.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[goal_terrain]''': The big animals often go for long distance (multi-turn) wanders.  This tag is a [[StandardLocationFilter|Standard Location Filter]] describing the terrain from which the next wander goal is chosen.  The default is all terrain on the map.&lt;br /&gt;
* '''[wander_terrain]''': The terrain on which the big animals will end their moves. This is a [[StandardLocationFilter|Standard Location Filter]].  The default is all terrain on the map.&lt;br /&gt;
* '''[avoid_unit]''': A [[StandardUnitFilter|Standard Unit Filter]] describing all enemy units that the big animals will avoid.  Note that the condition that this must be enemy units is added by the AI automatically and does not need to be included in the filter.&lt;br /&gt;
&lt;br /&gt;
Here's an example of big_animals [micro_ai] tag usage from the &amp;quot;Animals&amp;quot; test scenario: &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=3&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=big_animals&lt;br /&gt;
             [big_animals]&lt;br /&gt;
                 type=Bear&lt;br /&gt;
             [/big_animals]&lt;br /&gt;
             [avoid_unit]&lt;br /&gt;
                 type=Yeti,Giant Spider,Tarantula,Bear,Dog&lt;br /&gt;
             [/avoid_unit]&lt;br /&gt;
             [goal_terrain]&lt;br /&gt;
                 x,y=1-40,1-18&lt;br /&gt;
             [/goal_terrain]&lt;br /&gt;
             [wander_terrain]&lt;br /&gt;
                 terrain=*&lt;br /&gt;
             [/wander_terrain]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Forest Animals (animal_type=forest_animals) ===&lt;br /&gt;
&lt;br /&gt;
The Forest Animals Micro AI simulates a number of different animal behaviors that one might find in a forest, namely animals behaving like deer, rabbits and families of tuskers.  In the following, we will refer to those animals by these types, even though the actual unit types can be selected freely.  They behave as follows:&lt;br /&gt;
* Each deer wanders randomly on (selectable) terrain, except when enemies get in its (the deer's) maximum movement range, in which case it flees to the farthest point it can reach.&lt;br /&gt;
* Tuskers exhibit the same behavior as deer, except when an enemy is next to one of the tusklets.  This enemy is attacked unconditionally by the tuskers trying to protect their young.&lt;br /&gt;
* Tusklets blindly follow the closest adult tusker, except when there is no tusker left, in which case they behave the same as deer.&lt;br /&gt;
* Rabbits also wander randomly, but in addition disappear into their holes (if any are within reach) when enemies are close.  They reappear out of their holes at the beginning of the turn, if it is safe.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Forest Animals AI behavior, check out the &amp;quot;Animals&amp;quot; scenario from the test scenario or in the AI Modification Demos add-on.&lt;br /&gt;
&lt;br /&gt;
You can configure the Forest Animals Micro AI by using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;forest_animals&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''rabbit_type, tusker_type, tusklet_type, deer_type''': Comma-separated lists of the unit types behaving as the respective animals.  If any of these parameters are not set, those types of animal behavior are skipped by the AI.&lt;br /&gt;
* '''[wander_terrain]''': A [[StandardLocationFilter|Standard Location Filter]] describing the terrain on which the forest animals wander when they are not threatened by enemies.&lt;br /&gt;
* '''rabbit_number'''=6: (integer)  The number of rabbits for the AI to have on the map simultaneously.  The AI puts the missing number of rabbits onto the map at the beginning of the AI's turn (when the rabbits come out of their holes).&lt;br /&gt;
* '''rabbit_enemy_distance'''=3: (number)  Rabbits won't spawn in holes that aren't more than this distance away from all enemies.&lt;br /&gt;
* '''rabbit_hole_img''': Rabbit holes are marked by items on the map.  If this parameter is set, it must be the file name of the item image.  If it is not set, all items on the map are treated as rabbit holes.&lt;br /&gt;
&lt;br /&gt;
Here's an example of forest_animals [micro_ai] tag usage from the &amp;quot;Animals&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=forest_animals&lt;br /&gt;
             deer_type=Deer&lt;br /&gt;
             rabbit_type=Rabbit&lt;br /&gt;
             tusker_type=Tusker&lt;br /&gt;
             tusklet_type=Tusklet&lt;br /&gt;
             [wander_terrain]&lt;br /&gt;
                 terrain=*^F*&lt;br /&gt;
             [/wander_terrain]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Herd and Herders (animal_type=herding) ===&lt;br /&gt;
&lt;br /&gt;
The Herding Micro AI sets up an area on the map where a number of herder units (such as sheep dog) control and protect a herd (such as sheep).  For convenience, we simply refer to them as sheep dogs and sheep in the following, even though arbitrary unit types can be selected for either.&lt;br /&gt;
&lt;br /&gt;
Sheep dogs try to keep their sheep safe.  This involves keeping them inside the herding area, positioning themselves in between the sheep and approaching enemies, and attacking the enemies if those get too close.  If no active herding or protecting move is needed, the dogs go to a random location on the perimeter of the herding area.&lt;br /&gt;
&lt;br /&gt;
Sheep wander aimlessly except when a sheep dog is next to them, in which case they run away from the dog.  The dogs exploit this by positioning themselves on the outside of the sheep, if possible.  Sheep also run away from approaching enemies.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Herding AI behavior, check out the &amp;quot;Animals&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
You can configure the Herding Micro AI by using the following keys in the [micro_ai] tag: &lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;herding&amp;quot;&lt;br /&gt;
* '''[herd]''': A [[StandardUnitFilter|Standard Unit Filter]] describing the herd units (e.g. sheep).&lt;br /&gt;
* '''[herders]''': A [[StandardUnitFilter|Standard Unit Filter]] describing the herder units (e.g. dogs).&lt;br /&gt;
* '''[herding_perimeter]''': A [[StandardLocationFilter|Standard Location Filter]] describing the terrain forming the perimeter of the herding area.  In other words, this is the path the herders (dogs) use to patrol around the outside of the herding area.  This must be a set of coordinates ''completely enclosing'' the herding area.  Here's an example of setting up a rectangular perimeter:&lt;br /&gt;
     [herding_perimeter]&lt;br /&gt;
         x=10-20,10-20,10,  ,20&lt;br /&gt;
         y=11,   21,   11-21,11-21&lt;br /&gt;
     [/herding_perimeter]&lt;br /&gt;
Another possibility is by defining the path by certain terrain on the map (as it is done in the &amp;quot;Animals&amp;quot; test scenario), in which case the filter can simply look like this:&lt;br /&gt;
     [herding_perimeter]&lt;br /&gt;
         terrain=Rb&lt;br /&gt;
     [/herding_perimeter]&lt;br /&gt;
* '''herd_x,herd_y''': The coordinate of one hex (''any'' one hex) inside the herding area.  This is needed to define which part of the map is on the ''inside'' of the herding area perimeter defined by [herding_perimeter], and which is the ''outside''.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
* '''attention_distance'''=8: (integer)  If an enemy is within this distance of a herd unit, but not as close as ''attack_distance'', the herders try to position themselves in between the enemy and the herd unit.&lt;br /&gt;
* '''attack_distance'''=4: (integer)  If an enemy is within this distance of a herd animal, the herders attack this enemy.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a Herding [micro_ai] tag usage from the &amp;quot;Animals&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=7&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=herding&lt;br /&gt;
             [herd]&lt;br /&gt;
                 type=Sheep,Ram&lt;br /&gt;
             [/herd]&lt;br /&gt;
             [herders]&lt;br /&gt;
                 type=Dog&lt;br /&gt;
             [/herders]&lt;br /&gt;
             herd_x,herd_y=32,28&lt;br /&gt;
             [herding_perimeter]&lt;br /&gt;
                 terrain=Rb&lt;br /&gt;
             [/herding_perimeter]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Hunter (animal_type=hunter_unit) ===&lt;br /&gt;
&lt;br /&gt;
The Hunter Micro AI attaches to an individual unit which it leads through hunt-and-rest cycles.  The unit wanders in a prescribed area of the map, its hunting ground, until an enemy unit comes within range.  Note that it does not actively chase down enemies, but wanders randomly through its hunting ground until an enemy is encountered.&lt;br /&gt;
&lt;br /&gt;
If enemies are within range, the hunter attacks the weakest of them.  If a kill is made, it then retreats to its rest location, where it stays for a certain number of turns or until fully healed.&lt;br /&gt;
&lt;br /&gt;
A few more details:&lt;br /&gt;
* If the hunter's way home is entirely blocked on the return (so that there is no possible path), the normal RCA AI takes over its behavior.&lt;br /&gt;
* However, if the way is blocked by an enemy unit occupying the rest hex, that enemy will be attacked unconditionally.&lt;br /&gt;
* A kill only makes the hunter go home when it is the attacker, not as defender.&lt;br /&gt;
&lt;br /&gt;
Multiple hunter units can be used on the same side, by setting up a separate [micro_ai] tag for each unit. &lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Hunter AI behavior, check out the &amp;quot;Dragon&amp;quot; scenario from the test scenario or in the AI Modification Demos add-on. &lt;br /&gt;
&lt;br /&gt;
You can configure the Hunter Micro AI by using the following keys in the [micro_ai] tag: &lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be &amp;quot;hunter_unit&amp;quot;&lt;br /&gt;
* '''id''': The ID of the unit to which this AI is to be attached.&lt;br /&gt;
* '''home_x,home_y''': The coordinates of the hex to which the hunter returns and rests at after a kill.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[hunting_ground]''': A [[StandardLocationFilter|Standard Location Filter]] describing the unit's hunting ground.  If this tag is not provided, the hunter uses all of the map.&lt;br /&gt;
* '''rest_turns'''=3: (integer)  The number of turns the AI stays at home_x,home_y after a kill.&lt;br /&gt;
* '''show_messages'''=no: (boolean) If set to yes, the hunter announces whenever its behavior changes to the next phase.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a hunter_unit [micro_ai] tag usage from the &amp;quot;Dragon&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=1&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=hunter_unit&lt;br /&gt;
             id=Rowck&lt;br /&gt;
             home_x,home_y=3,15&lt;br /&gt;
 &lt;br /&gt;
             [hunting_ground]&lt;br /&gt;
                 x,y=5-30,1-15&lt;br /&gt;
             [/hunting_ground]&lt;br /&gt;
             rest_turns=2&lt;br /&gt;
             show_messages=yes&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Swarm (animal_type=swarm) ===&lt;br /&gt;
&lt;br /&gt;
The Swarm Micro AI uses some very simply algorithms to simulate animal swarm behavior.  Without adjacent enemies, they simply do a random move, trying to stay together and at a certain distance from enemies.  However, if an enemy unit is close to any bat, the swarm scatters.  This is particular fun to watch when one places an enemy unit in the middle of the swarm.  After being scattered, the swarm members slowly rejoin, but not in a very organized way.  Sub-swarms or individual bats might roam around for quite some time before they find their way back.  It is also possible that individual bats (or small groups) split off from the larger swarm at times.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Swarm AI behavior, check out the &amp;quot;Swarm&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
You can configure the Swarm Micro AI by using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''animal_type''': Must be 'swarm'.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''scatter_distance'''=3: (int) Enemies within &amp;quot;scatter_distance&amp;quot; hexes of any swarm unit cause the swarm to scatter, by each unit trying to maximize its individual distance from the enemy.&lt;br /&gt;
* '''enemy_distance'''=5: (int) The minimum distance kept between units of the swarm and enemies when the swarm moves as a whole.&lt;br /&gt;
* '''vision_distance'''=12: (int) Only units within this distance follow the overall swarm motion (either away from an enemy or of the swarm as a whole).  The smaller this value is set, the less likely the swarm is to stay together or rejoin.  This parameter is meant to simulate how far an individual member of the swarm can see, meaning that the swarm is &amp;quot;out of sight&amp;quot; (and the unit will not be able to follow it) if it is more than this distance away.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a Swarm [micro_ai] tag usage from the &amp;quot;Swarm&amp;quot; test scenario: &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             animal_type=swarm&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Bottleneck Defense Micro AI (ai_type=bottleneck_defense) ==&lt;br /&gt;
&lt;br /&gt;
The Bottleneck Defense Micro AI lets you define a location on the map where the AI can take a defensive stance behind a narrow passage (bottleneck).  Units on the front line are backed up by healers and/or units with the leadership ability.  Injured units are moved to the back and replaced by uninjured (or less injured) units.  The units on the front line only attack when it is safe (no retaliation) or when there is a high chance that they will make a kill or level up.  Using this Micro AI only makes sense if there is no way for the enemy sides to move around the bottleneck and attack the AI's units from behind.&lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Bottleneck&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Bottleneck Defense Micro AI by putting&lt;br /&gt;
 {MICRO_AI_BOTTLENECK_DEFENSE}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=bottleneck_defense&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Bottleneck Defense specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
The Bottleneck Defense AI requires two sets of coordinates that define where it should be taking up its defensive stance, and from which side the enemy attacks at that location.&lt;br /&gt;
&lt;br /&gt;
* '''x,y''': Comma separated lists of the hexes on the front line, where strong units are placed.  All hexes on which the AI makes contact with (can be attacked by) the enemy need to be included here.  Units are placed on them in the order in which they are listed here.&lt;br /&gt;
* '''enemy_x,enemy_y''': Comma separated list of the hexes from which the enemy can attack the AI front line units.  This is needed for the AI to know on which side of the front line support units (healers etc.) need to be placed.  In many cases, it is sufficient to provide only one of the enemy front line hexes, but there are geometries for which that does not work.  It is therefore safer to list all enemy front line hexes here.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
By default, the AI places healers and units with the leadership ability both on the front line itself (if they are the strongest units available) and on hexes adjacent to and behind the line.  If different placement is desired, these locations can be overridden with the following keys.&lt;br /&gt;
&lt;br /&gt;
* '''healer_x,healer_y''': Comma separated list of hexes where healers are placed.  This can be used to keep healers from the front line (or to take up only certain positions on the front line), and/or to override the default healing positions behind the line.  Healers are placed on them in the order in which the hexes are listed, with the exception that hexes on the line always take priority over hexes behind the line.&lt;br /&gt;
* '''leadership_x,leadership_y''': Same as ''healer_x,healer_y'', but for units with the leadership ability.&lt;br /&gt;
* '''active_side_leader'''=no: (boolean)  If set to 'yes', the side leader participates in the bottleneck defense action after the side's gold has been spent.  If set to 'no' (default), the leader follows default AI behavior (sitting on the keep and recruiting, for the most part).&lt;br /&gt;
&lt;br /&gt;
As an example, in the &amp;quot;Bottleneck&amp;quot; scenario of the test scenario, there are three front line hexes, two of which are on hill terrain, while the third is a road with a lower defense rating.  The healer and side leader are supposed to participate in combat because they are strong units, but only from the hill hexes to keep them safer.  This is accomplished by using the following keys settings (check out the scenario to see which hex is which):&lt;br /&gt;
 [micro_ai]&lt;br /&gt;
     side=1&lt;br /&gt;
     ai_type=bottleneck_defense&lt;br /&gt;
     action=add&lt;br /&gt;
 &lt;br /&gt;
     x=14,14,14&lt;br /&gt;
     y= 7, 9, 8&lt;br /&gt;
     enemy_x=13,13&lt;br /&gt;
     enemy_y= 8, 9&lt;br /&gt;
 &lt;br /&gt;
     healer_x=14,14,15,15&lt;br /&gt;
     healer_y= 7, 9, 8, 9&lt;br /&gt;
     leadership_x=14,14,15,15&lt;br /&gt;
     leadership_y= 7, 9, 9 ,8&lt;br /&gt;
     active_side_leader=yes&lt;br /&gt;
 [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Generalized Goto Micro AI (ai_type=goto) ==&lt;br /&gt;
&lt;br /&gt;
==== *** Note: this Micro AI is only available in the AI-demos add-on so far, will be in mainline starting with Wesnoth 1.11.3 *** ====&lt;br /&gt;
&lt;br /&gt;
The Goto Micro AI provides a highly configurable method of sending a unit (or units) to a location or set of locations.  The units to be moved are defined using a [[StandardUnitFilter|Standard Unit Filter]] (SUF), while the goto locations are given in a [[StandardLocationFilter|Standard Location Filter]] (SLF).&lt;br /&gt;
&lt;br /&gt;
By default, each unit matching the SUF will move toward the closest goal (in terms of turns needed to get there) matching the SLF via the fastest route given the current situation on the map (locations of enemy units etc.), but this behavior can be influenced by the optional keys listed below.  Note that this means that a unit's goal might change from one turn to the next depending on the location of units on the map.&lt;br /&gt;
&lt;br /&gt;
The behavior of the unit(s) once they reach their goal location(s) is configurable as well.  By default, they will stay there until the Goto Micro AI is deleted or changed.&lt;br /&gt;
&lt;br /&gt;
For demonstrations of several Goto Micro AI usages, check out the &amp;quot;Goto&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Goto Micro AI by putting&lt;br /&gt;
 {MICRO_AI_GOTO}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=goto&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Goto specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[goto_units]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the units to be moved.&lt;br /&gt;
* '''[goto_goals]''': A [[StandardLocationFilter|Standard Location Filter]] describing the possible goal locations for the move.&lt;br /&gt;
&lt;br /&gt;
'''Keys required under certain circumstances:'''&lt;br /&gt;
* '''ca_id''': (string) If several Goto AIs are used for the same side and one or several of these are to be changed or deleted during the scenario, this key needs to be included so that the [micro_ai] tag knows which of them needs to be changed/deleted.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
Note: crossed-out keys have not been implemented yet, will come soon.&lt;br /&gt;
&lt;br /&gt;
* '''&amp;lt;s&amp;gt;avoid_enemies&amp;lt;/s&amp;gt;'''=0: (non-negative number) By default, units controlled by the Goto Micro AI will not take enemy units into account for route finding, other than the enemies' ZoCs.  The larger the value of ''avoid_enemies'', the more units will try to stay out of the enemies' way.  (I will be more specific here once I have coded this, need to figure out how exactly it will work first).&lt;br /&gt;
* '''ca_score'''=210000: (non-negative integer) The evaluation score of the candidate action controlling this Micro AI.  By default, it is set to 210,000, which is higher than any of the [http://wiki.wesnoth.org/AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29 RCA AI candidate actions].  By setting it, for example, to 90,000, we can have it be executed after the combat CA, but before most of the other CAs which move units.  Maybe more importantly, this key can be used to determine which Goto Micro AI is executed first if several are defined for the same side.&lt;br /&gt;
* '''release_unit_at_goal'''=no: (boolean) By default, a unit that reaches a goal location will stay there until the Goto Micro AI is deleted or changed (or until the conditions specified in the [goto_goals] SLF change).  If this parameter is set, a unit that has reached its goal will not be controlled by this Micro AI any more starting from the next turn.&lt;br /&gt;
* '''release_all_units_at_goal'''=no: (boolean) Same as ''release_unit_at_goal'', but this will deactivate the Goto Micro AI for all units once the first unit reaches a goal.&lt;br /&gt;
* '''use_straight_line'''=no: (boolean)  By default, units choose the route by which they will get to their goal locations in the smallest number of turns.  If this parameter is set to 'yes', a straight line route (or something pretty close to it at least) will be chosen instead, irrespective of whether this leads into a dead end, whether it is blocked by enemies, etc.&lt;br /&gt;
* '''&amp;lt;s&amp;gt;unique_goals&amp;lt;/s&amp;gt;'''=no: (boolean)  If set to 'yes', each unit will be sent to a different goal location.&lt;br /&gt;
&lt;br /&gt;
===Goto Micro AI example usages:===&lt;br /&gt;
&lt;br /&gt;
Here are several examples of goto [micro_ai] tag usages (code to be filled in once this MAI is coded):&lt;br /&gt;
* Send a unit towards a hex specified by coordinates (similar to the RCA AI's Goto Candidate Action, but avoiding dead ends and areas ZoCed by enemies)&lt;br /&gt;
* Send all scouts of the side toward the southern border of the map&lt;br /&gt;
* Set up a set of guardian units that doesn't move while no enemy unit is within 6 hexes (ironically, the Goto Micro AI can be used to keep units in place!)&lt;br /&gt;
* Send an important unit to one of several sign posts, choosing the safest route&lt;br /&gt;
* Send all units not involved in active battle toward a specific enemy unit&lt;br /&gt;
&lt;br /&gt;
== Guardian Micro AI (ai_type=guardian_unit) ==&lt;br /&gt;
The Guardian Micro AI attaches to an individual unit and can be used to set up different kind of guardian behaviors.  Three different types of guardians are available and are described below.&lt;br /&gt;
&lt;br /&gt;
Multiple guardian units can be used on the same side, by setting up a separate [micro_ai] tag for each unit.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of several different guardian behaviors, check out the &amp;quot;Guardians&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Guardians Micro AI by putting&lt;br /&gt;
 {MICRO_AI_GUARDIAN}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=guardian_unit&lt;br /&gt;
in the [micro_ai] tag.  The ''guardian_type='' key also needs to be set, as shown in the following.&lt;br /&gt;
&lt;br /&gt;
=== Return Guardian (guardian_type=return_guardian) ===&lt;br /&gt;
&lt;br /&gt;
A 'return guardian' is a variation of the standard Wesnoth guardian. It has an assigned guard position (GP) to which it returns after attacks on approaching enemies:&lt;br /&gt;
* If at GP with no enemy in reach, do nothing.&lt;br /&gt;
* If at GP with an enemy in reach, attack (note that the attack is done by default AI, which might result in the guardian not attacking if the enemy is deemed too strong).&lt;br /&gt;
* If not at GP, return there, no matter whether an enemy is in reach or not.&lt;br /&gt;
* If enemies are blocking the way back to GP, do your best to move around them.&lt;br /&gt;
* If the guardian ends up next to an enemy on the way back, attack that enemy after the move.&lt;br /&gt;
&lt;br /&gt;
You can configure each return guardian using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''guardian_type''': Must be set to &amp;quot;return_guardian&amp;quot;&lt;br /&gt;
* '''id''': The ID of the unit to which this AI should be attached&lt;br /&gt;
* '''return_x,return_y''': The coordinate of the hex the unit returns to after each attack&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no optional keys.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a return guardian [micro_ai] tag usage from the &amp;quot;Guardians&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=guardian_unit&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             guardian_type=return_guardian&lt;br /&gt;
             id=return1&lt;br /&gt;
             return_x,return_y=20,2&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
===Stationed Guardian (guardian_type=stationed_guardian) ===&lt;br /&gt;
&lt;br /&gt;
A 'stationed guardian' is another variation of the standard Wesnoth guardian with a somewhat more complex behavior than that of the 'return guardian'. Two positions are defined for it, a 'station' and a 'guarded location', as well as a distance. The behavior is as follows:&lt;br /&gt;
* If no enemy is within 'distance' of the guard's current position, do nothing.  This is independent of the guardian being at its station or not.&lt;br /&gt;
* Otherwise: If an enemy is within 'distance' of the guard, but not also within the same distance of the guarded location and the station (all of this simultaneously), move the guard in the direction of the station.&lt;br /&gt;
* Otherwise:&lt;br /&gt;
** Pick the enemy unit that is closest to the guarded location.&lt;br /&gt;
** If we can reach it, pick the adjacent hex with the highest defense rating and attack from there.&lt;br /&gt;
** If not in reach, move toward this unit.&lt;br /&gt;
&lt;br /&gt;
You can configure each stationed guardian using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''guardian_type''': Must be &amp;quot;stationed_guardian&amp;quot;&lt;br /&gt;
* '''id''': The ID of the unit to which this AI should be attached&lt;br /&gt;
* '''distance''': The distance parameter as explained above&lt;br /&gt;
* '''station_x,station_y''': The x and y position of the hex that serves as the guardians station.&lt;br /&gt;
* '''guard_x, guard_y''': The x and y position of the guarded location.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no optional keys.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a stationed guardian [micro_ai] tag usage from the &amp;quot;Guardians&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=guardian_unit&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             guardian_type=stationed_guardian&lt;br /&gt;
             id=stationed1&lt;br /&gt;
             distance=4&lt;br /&gt;
             station_x,station_y=2,14&lt;br /&gt;
             guard_x,guard_y=3,13&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Coward (guardian_type=coward) ===&lt;br /&gt;
&lt;br /&gt;
Cowards are units that, like guardians, sit around doing nothing until an enemy comes into range.  Unlike guardians, however, they run away once enemies approach. Applications might be wild animals, unarmed civilians getting in the way of a battle, etc.  The coward macro can be called with two optional locations, 'seek' and 'avoid':&lt;br /&gt;
* If neither is given, the coward retreats to the position farthest away from the approaching enemies.&lt;br /&gt;
* If 'seek' is given, it preferentially goes toward that location (but getting away from enemies takes priority).&lt;br /&gt;
* If 'avoid' is given, it in addition tries to avoid that location (with both maximizing distance from enemies and going toward 'seek' taking priority).&lt;br /&gt;
* Both 'seek' and 'avoid' may consist of only one coordinate ('x' or 'y'), in which case not a single hex, but a line of hexes is sought or avoided.&lt;br /&gt;
&lt;br /&gt;
You can configure each coward using the following keys in the [micro_ai] tag:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''guardian_type''': Must be &amp;quot;coward&amp;quot;&lt;br /&gt;
* '''id''': The ID of the unit to which this AI should be attached&lt;br /&gt;
* '''distance''': The distance within which an enemy must be to &amp;quot;scare&amp;quot; the unit&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''seek_x, seek_y''': The x and y coordinate of the hex to seek&lt;br /&gt;
* '''avoid_x, avoid_y''': The x and y coordinate of the hex to avoid&lt;br /&gt;
&lt;br /&gt;
Here's an example of a coward [micro_ai] tag usage from the &amp;quot;Guardians&amp;quot; test scenario: &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=guardian_unit&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             guardian_type=coward&lt;br /&gt;
             id=coward3&lt;br /&gt;
             distance=5&lt;br /&gt;
             seek_x,seek_y=24,5&lt;br /&gt;
             avoid_x,avoid_y=24,15&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Zone guardian (guardian_type=zone_guardian) ===&lt;br /&gt;
&lt;br /&gt;
Zone guards are units that, as the name says, guard a zone. It will keep moving inside this zone until an enemy comes inside its guard zone or its enemy zone. Application might be simulating the defense of a castle or a nest, etc. The zone macro can be called with one optional SLF, 'zone_enemy':&lt;br /&gt;
* If nothing is specified, the zone guard will attack any enemy coming inside its guard zone.&lt;br /&gt;
* If 'zone_enemy' is given, it will attack any enemy entering this zone and once there are no more enemies it will go back to patrol in its basic zone.&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''guardian_type''': Must be &amp;quot;zone_guardian&amp;quot;&lt;br /&gt;
* '''id''': The ID of the unit to which this AI should be attached&lt;br /&gt;
* '''zone_goals''': The SLF designating the zone to guard.&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''zone_enemy''': A SLF designating the zone where enemies have to be attacked.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a zone guardian [micro_ai] tag usage from the &amp;quot;Guardians&amp;quot; test scenario:&lt;br /&gt;
 &lt;br /&gt;
        [micro_ai]&lt;br /&gt;
            side=2&lt;br /&gt;
            ai_type=guardian_unit&lt;br /&gt;
            action=add&lt;br /&gt;
&lt;br /&gt;
            guardian_type=zone_guardian&lt;br /&gt;
            id=zone3&lt;br /&gt;
&lt;br /&gt;
            [zone_goals]&lt;br /&gt;
                [filter_location]&lt;br /&gt;
                    x,y=22-31,4-11&lt;br /&gt;
                    terrain=W*&lt;br /&gt;
                [/filter_location]&lt;br /&gt;
            [/zone_goals]&lt;br /&gt;
        [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Healer Support Micro AI (ai_type=healer_support) ==&lt;br /&gt;
&lt;br /&gt;
The Healer Support Micro AI configures the healers of a side to stay behind the battle lines and heal injured and/or threatened units rather than participate in combat under all circumstances.  You can set different levels of aggressiveness for the healers.  Note that it is not always better to use this Micro AI than the default AI, as it takes healers (which can be strong units) away from the pool of units to choose for attacks.&lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Healers&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Healer Support Micro AI by putting&lt;br /&gt;
 {MICRO_AI_HEALER_SUPPORT}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=healer_support&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Healer Support specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no required keys.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[healers]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the healer units.  If set, only units passing this filter ''and'' having the healing ability are considered by this Micro AI.  '''Available from Wesnoth 1.11.3'''&lt;br /&gt;
* '''aggression'''=1.0: (float) Sets the aggressiveness of the AI.  This parameter is set up as a float to accommodate future functionality, but it currently acts as a boolean: if set to zero, the AI will never let its healers participate in combat, for all other values it allows them to attack after all other units have attacked and if the healers cannot find any more units to support.  The former behavior might be appropriate in scenarios with only one or few valuable healers, while the latter might work better in scenarios with many healers.&lt;br /&gt;
* '''injured_units_only'''=no: (boolean) If set to 'yes', the AI will only move healers next to units that are already injured and skip units that currently have full hitpoints, but might get injured during the next enemy turn.&lt;br /&gt;
* '''max_threats'''=9999: (integer) The maximum allowable number of enemies that can attack a hex in order for it to be considered for a healer.  As an example, setting 'max_threats=0' means that the AI only moves healers to locations that are entirely safe from the enemy (assuming that none of the units currently on the map dies).  Note that the value of this key is checked against the number of enemies that can make it to the hex, not the number of adjacent hexes from which the healer could be attacked.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The Healer Support Micro AI modifies the [[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|attacks aspect]].&lt;br /&gt;
&lt;br /&gt;
This is an example of a Healer Support Micro AI configuration:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=healer_support&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             aggression=0&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Lurkers Micro AI (ai_type=lurkers) ==&lt;br /&gt;
&lt;br /&gt;
The Lurker Micro AI controls some or all units of a side in &amp;quot;lurker mode&amp;quot;.  A lurker is a unit that is capable of moving across most terrains, but that only stops on and attacks from specific terrain.  It might also have the ability to hide on this terrain (which is the reason why it is called a lurker).&lt;br /&gt;
&lt;br /&gt;
Lurkers move individually without strategy and always attack the weakest enemy within their reach.  If no enemy is in reach, the lurker does a random move instead - or it just sits and waits (lurks).&lt;br /&gt;
&lt;br /&gt;
For a demonstration of different types of lurker behavior, check out the &amp;quot;Lurkers&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Lurkers Micro AI by putting&lt;br /&gt;
 {MICRO_AI_LURKERS}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=lurkers&lt;br /&gt;
in the [micro_ai] tag&lt;br /&gt;
&lt;br /&gt;
===Lurkers specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
* '''[lurkers]''': Specifies which units of the side are controlled by the Lurker Micro AI.  This is a [[StandardUnitFilter|Standard Unit Filter]].&lt;br /&gt;
* '''[attack_terrain]''': Specifies the terrain from which the lurkers attack. This is a [[StandardLocationFilter|Standard Location Filter]].&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
* '''[wander_terrain]''': Specifies the terrain on which lurkers end their moves if there is no enemy in reach. This is a [[StandardLocationFilter|Standard Location Filter]].  If [wander_terrain] is not given, it defaults to [attack_terrain].&lt;br /&gt;
* '''stationary'''=no: (boolean)  If set to yes, a lurker never moves if there is no enemy within attack range.&lt;br /&gt;
&lt;br /&gt;
Here's an example of [micro_ai] tag usage from the &amp;quot;Lurkers&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=4&lt;br /&gt;
             ai_type=lurkers&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             [lurkers]&lt;br /&gt;
                 type=Naga Fighter&lt;br /&gt;
             [/lurkers]&lt;br /&gt;
             [attack_terrain]&lt;br /&gt;
                 terrain=W*,S*&lt;br /&gt;
             [/attack_terrain]&lt;br /&gt;
             [wander_terrain]&lt;br /&gt;
                 terrain=W*&lt;br /&gt;
             [/wander_terrain]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Messenger Escort Micro AI (ai_type=messenger_escort) ==&lt;br /&gt;
&lt;br /&gt;
The Messenger Escort Micro AI lets you define a set of waypoints through which it tries to move one of its units, the messenger.  The other units escort the messenger, trying to protect it and attacking enemies that are in its way.  Note that the messenger might not strictly hit intermediate waypoints, but that getting close is good enough, especially if a waypoint is occupied by an enemy unit.  It does, however, always try to get to the last waypoint. &lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Messenger&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Messenger Escort Micro AI by putting&lt;br /&gt;
 {MICRO_AI_MESSENGER_ESCORT}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=messenger_escort&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Messenger Escort specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''id''': The id of the messenger.  All other units of the side protect the messenger.&lt;br /&gt;
* '''waypoint_x,waypoint_y''': Comma-separated list of waypoint coordinates through which the messenger will go in the given order to reach its goal, given by the last coordinate.  If you want the messenger to go directly to the goal, simply enter a single x,y coordinate here.  Note that the messenger does not have to hit each waypoint exactly (except for the final one), getting close to them is good enough.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''enemy_death_chance'''=0.67 and '''messenger_death_chance'''=0.0: (both floats; ranging from 0 to 1)    If the messenger is adjacent to an enemy at the end of the move, it will only attack the enemy if the chance of death of the enemy is &amp;gt;= enemy_death_chance and if the messenger's chance of death is &amp;lt;= messenger_death_chance (or if it is an attack at a range for which the enemy does not have a weapon).&lt;br /&gt;
&lt;br /&gt;
Here's an example of [micro_ai] tag usage from the &amp;quot;Messenger Escort&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=messenger_escort&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             id=messenger&lt;br /&gt;
             waypoint_x=31,24,27,28&lt;br /&gt;
             waypoint_y=20,14,7,1&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Patrol Micro AI (ai_type=patrol_unit) ==&lt;br /&gt;
&lt;br /&gt;
The Patrol Micro AI attaches to an individual unit and defines a number of waypoints for that unit to follow.  Options can be set whether the route should be followed in a loop, as an out-and back, only once, whether units encountered along the way should be attacked, etc.&lt;br /&gt;
&lt;br /&gt;
No matter what options are chosen, getting to the next waypoint always takes priority over attacking for a patroller.  The AI thus prefers to move the patrol unit around enemies rather than straight for them.  Also, if a waypoint is occupied by a unit the AI is not instructed to attack, it will (eventually) abandon that waypoint once it gets close enough and move on to the next one.&lt;br /&gt;
&lt;br /&gt;
Multiple patrol units can be used on the same side, by setting up a separate [micro_ai] tag for each unit.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of several different patrol behaviors, check out the &amp;quot;Patrols&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Patrol Micro AI by putting&lt;br /&gt;
 {MICRO_AI_PATROL}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=patrol_unit&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
'''NOTE: The [micro_ai] tag needs to be placed after the creation of the unit it controls in the scenario event.'''&lt;br /&gt;
&lt;br /&gt;
===Patrol specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''id''': The id of the patrol unit.&lt;br /&gt;
* '''waypoint_x,waypoint_y''': Comma-separated lists of the waypoint coordinates through which the patrol travels (in order).&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''out_and_back'''=no: (boolean)  By default, a patrol unit returns to the first waypoint after reaching the last, doing the patrol route as a loop.  If this parameter is set to 'yes', the unit instead reverses its course and perpetually does out and backs of the route.&lt;br /&gt;
* '''one_time_only'''=no: (boolean)  If set to 'yes', the unit goes through the patrol route only once and then hangs out at the last waypoint.  It also always attacks any enemy unit on the last waypoint, independent of what ''attack='' is set to.&lt;br /&gt;
* '''attack''': By default (if this key is not set), the patrol unit attacks any unit it ends up next to after a move.  Alternatively, this parameter can be set to a comma-separated list of unit ids. If that is done, the patrol only attacks these units when it ends up next to them and ignores any other unit.  This can in turn be used to have the patroller not attack at all, by setting ''attack='' to a non-existing id.&lt;br /&gt;
&lt;br /&gt;
Here's an example of [micro_ai] tag usage from the &amp;quot;Patrols&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=patrol_unit&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             id=Konrad&lt;br /&gt;
             waypoint_x=9,24,25&lt;br /&gt;
             waypoint_y=21,23,15&lt;br /&gt;
             one_time_only=yes&lt;br /&gt;
             attack=Gertburt&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Protect Unit Micro AI (ai_type=protect_unit) ==&lt;br /&gt;
&lt;br /&gt;
The Protect Unit Micro AI tries to move one or several units to a given location while keeping them safe from enem attacks. It does so by keeping the protected units away from enemy units and close to friendly units. Other units on the AI side are controlled by the default Wesnoth AI.&lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Protect Unit&amp;quot; and &amp;quot;The Elves Besieged&amp;quot; scenarios from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.&lt;br /&gt;
&lt;br /&gt;
Enable the Protect Unit Micro AI by putting&lt;br /&gt;
 {MICRO_AI_PROTECT_UNIT}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=protect_unit&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Protect Unit specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[unit]''': A separate [unit] tag is required for each protected unit(s).  Each tag has required keys id=, goal_x=, goal_y= for each unit, as shown in the example below.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''disable_move_leader_to_keep'''=no: (boolean) If set to 'yes', side leaders protected by this AI do not try to return to their keep.  This is necessary for this Micro AI to work with units that are side leaders and that are supposed to move to an off-keep location.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The Protect Unit Micro AI modifies the [[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|attacks aspect]].  Depending on the parameters, it might also modify the [[AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29|move leader to keep candidate action]].&lt;br /&gt;
&lt;br /&gt;
Here's an example of [micro_ai] tag usage from the &amp;quot;HttT: The Elves Besieged&amp;quot; test scenario:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             # Required keys of [micro_ai] tag&lt;br /&gt;
             side=1&lt;br /&gt;
             ai_type=protect_unit&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             [unit]&lt;br /&gt;
                 id=Delfador&lt;br /&gt;
                 goal_x,goal_y=1,2&lt;br /&gt;
             [/unit]&lt;br /&gt;
             [unit]&lt;br /&gt;
                 id=Konrad&lt;br /&gt;
                 goal_x,goal_y=1,1&lt;br /&gt;
             [/unit]&lt;br /&gt;
 &lt;br /&gt;
             disable_move_leader_to_keep=true&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Recruiting Micro AI (ai_type=recruiting) ==&lt;br /&gt;
&lt;br /&gt;
The Recruiting Micro AI replaces the default recruitment AI by alternative recruiting patterns.  Currently there are two recruiting algorithms you can choose from, random recruiting and the rush recruiting used in the new (as of Version 1.11.1) Experimental AI (see below).&lt;br /&gt;
&lt;br /&gt;
For a demonstration of a different recruiting pattern, check out the &amp;quot;Recruiting&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]] or in the ''AI Modification Demos'' add-on.  You can also explore the unit choices by watching the Experimental AI in a multiplayer game.&lt;br /&gt;
&lt;br /&gt;
Enable the Recruiting Micro AI by putting&lt;br /&gt;
 {MICRO_AI_RECRUITING}&lt;br /&gt;
into the [side] tag and configure it by using&lt;br /&gt;
 ai_type=recruiting&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Obviously, the Recruitment Micro AI modifies the [[AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29|recruitment candidate action]].&lt;br /&gt;
&lt;br /&gt;
=== Random Recruitment AI (recruiting_type=random) ===&lt;br /&gt;
&lt;br /&gt;
This AI randomly selects a unit type from the recruitment list of the side.  The probability of choosing each type and the behavior in low-gold situations can be influenced with optional parameters.&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''recruiting_type''': Must be &amp;quot;random&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[probability]''': This tag sets the probability of selecting the given unit type.  It has two required sub-keys:&lt;br /&gt;
** '''type''': comma-separated list of unit types to which this probability is to be applied&lt;br /&gt;
** '''probability''': (non-negative float)  The probability with which these unit types is to be selected.  All unit types for which no [probability] tag is defined receive a default probability of 1.0, thus values should be chosen relative to that.  As an example, in the code below swordsmen and peasants are given a probability of 8, while no other units have assigned probabilities.  Thus, each of these two unit types is 8 times more likely to be selected than any other individual unit type.&lt;br /&gt;
* '''skip_low_gold_recruit'''=no: (boolean)  By default, the random recruitment AI chooses a unit to recruit only from those types for which it has sufficient gold.  If this parameter is set to 'yes', it will instead choose from all available unit types and end recruiting for the turn if there is not enough gold to recruit it this turn (even if other, affordable unit types exist).&lt;br /&gt;
&lt;br /&gt;
Here's an example of a random recruiting [micro_ai] tag usage from the &amp;quot;Recruiting&amp;quot; test scenario: &lt;br /&gt;
&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=1&lt;br /&gt;
             ai_type=recruiting&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             recruiting_type=random&lt;br /&gt;
             [probability]&lt;br /&gt;
                 type=Swordsman,Peasant&lt;br /&gt;
                 probability=8&lt;br /&gt;
             [/probability]&lt;br /&gt;
 &lt;br /&gt;
             skip_low_gold_recruiting=yes&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Rush Recruitment AI (recruiting_type=rushers) ===&lt;br /&gt;
&lt;br /&gt;
This AI replaces the default recruiting with the rush recruiting used in the new (as of Version 1.11.1) Experimental AI.&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''recruiting_type''': Must be &amp;quot;rushers&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''randomness'''=0.1: (number)  A random number is applied to the rusher recruit engine's score to prevent the recruitment pattern from being too predictable. 0 causes no randomness to be applied, while larger numbers increase the random effect. A value of 1-2 generates results in which the random effect is approximately equal to the scored effect. Extremely high values are essentially entirely random.&lt;br /&gt;
&lt;br /&gt;
Rush recruiting is set up like this:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=1&lt;br /&gt;
             ai_type=recruiting&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             recruiting_type=rushers&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Other Potential Micro AIs ==&lt;br /&gt;
&lt;br /&gt;
The following Micro AIs might be added at some point.  Feel free to add to this list, if you have other ideas.&lt;br /&gt;
&lt;br /&gt;
* Leader support&lt;br /&gt;
* Targeted enemy poisoning&lt;br /&gt;
* Protect unit/location/area&lt;br /&gt;
* Annoying AI (grab targets and avoid fights as much as possible)&lt;br /&gt;
* Orderly retreat&lt;br /&gt;
&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50345</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50345"/>
		<updated>2013-04-21T09:06:24Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC_Ideas_Your_Own_Ideas2013]]&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;Zazweda - Total defense Strategy&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
&amp;lt;h4&amp;gt;1) Basics&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.1) Write a small introduction to yourself.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;1.2) State your preferred email address.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&amp;lt;/b&amp;gt;&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.4) Why do you want to participate in summer of code?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.5) What are you studying, subject, level and school?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.6) What country are you from, at what time are you most likely to be able to join IRC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am from France (GMT+2 right now), I would mostly be on IRC between 11 am and 11 pm during the GSOC. Before that I try to be on as much as possible, it would mainly be present at night. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August, then a little bit less since school starts again in september (but the beginning is light).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;2) Experience&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.1) What programs/software have you worked on before?&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or JAVA data handling through ditributed technology such as hadoop. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5) Gaming experience - Are you a gamer?/&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.1) What type of gamer are you?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.2) What type of games?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 or DoDonPachi(we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.3) What type of opponents do you prefer?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.4) Are you more interested in story or gameplay?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it is. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before mostly multiplayer and a few campaigns, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I created (not commited yet, still improving) a MIAs for the guardians that &amp;quot;guards&amp;quot; a zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;3) Communication skills&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.2) What spoken languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.4) Do you give constructive advice?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.5) Do you receive advice well?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.6) Are you good at sorting useful criticisms from useless ones?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticisms into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am more the kind of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;4) Project&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects, mainly the ones about the AIs. The defense AI and recruiting algorithm look really nice ! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.2) If you have invented your own project, please describe the project and the scope.&amp;lt;/b&amp;gt;&lt;br /&gt;
--&lt;br /&gt;
&amp;lt;b&amp;gt;4.3) Why did you choose this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox and then a little less from 25 august to end of september (back to school). Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.5) Include as much technical detail about your implementation as you can&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I think that the easiest way to implement easy to use and update AI would be to create one in C++ with all the basic defense behaviour. And add in LUA different MIAs detailing this general behaviour. A little bit like its done now with the &amp;quot;guardian&amp;quot; behaviour and MIAs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.6) What do you expect to gain from this project?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;5) Practical considerations&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.1) Are you familiar with any of the following tools or languages?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
    Git (I put it as bfw is migrating to it if I understood well)&lt;br /&gt;
      Used it multiple times for different projects (mainly school ones)&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader with pygame)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Getting more familiar with it&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Trying to use it right now modifying and adding some MIAs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.2) Which tools do you normally use for development? Why do you use them?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part. Gedit is useful too sometimes ;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.3) What programming languages are you fluent in?&amp;lt;/b&amp;gt;&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50344</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50344"/>
		<updated>2013-04-21T08:52:56Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: /* Questionnaire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC_Ideas_Your_Own_Ideas2013]]&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;Zazweda - Total defense Strategy&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
&amp;lt;h4&amp;gt;1) Basics&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1.1) Write a small introduction to yourself.&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
1.2) State your preferred email address.&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
1.4) Why do you want to participate in summer of code?&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
1.5) What are you studying, subject, level and school?&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
1.6) What country are you from, at what time are you most likely to be able to join IRC?&lt;br /&gt;
I am from France (GMT+2 right now), I would mostly be on IRC between 11 am and 11 pm during the GSOC. Before that I try to be on as much as possible, it would mainly be present at night. &lt;br /&gt;
&lt;br /&gt;
1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;2) Experience&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.1) What programs/software have you worked on before?&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or data handling. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
2.5) Gaming experience - Are you a gamer?&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
2.5.1) What type of gamer are you?&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
2.5.2) What type of games?&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 (we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
2.5.3) What type of opponents do you prefer?&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
2.5.4) Are you more interested in story or gameplay?&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it represents. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&lt;br /&gt;
&lt;br /&gt;
I created (not commited yet, still testing) a MIAs for the guardians that &amp;quot;guards&amp;quot; a zone.&lt;br /&gt;
&lt;br /&gt;
Not yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;3) Communication skills&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3.2) What spoken languages are you fluent in?&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
3.4) Do you give constructive advice?&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3.5) Do you receive advice well?&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3.6) Are you good at sorting useful criticisms from useless ones?&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticism into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&lt;br /&gt;
&lt;br /&gt;
I am more the kind of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;4) Project&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects, mainly the ones about the AIs. The defense AI and recruiting algorithm look really nice ! &lt;br /&gt;
&lt;br /&gt;
4.2) If you have invented your own project, please describe the project and the scope.&lt;br /&gt;
--&lt;br /&gt;
4.3) Why did you choose this project?&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love.&lt;br /&gt;
&lt;br /&gt;
4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox and then a little less from 25 august to end of september (back to school). Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
4.5) Include as much technical detail about your implementation as you can&lt;br /&gt;
&lt;br /&gt;
I think that the easiest way to implement easy to use and update AI would be to create one in C++ with all the basic defense behaviour. And add in LUA different MIAs detailing this general behaviour. A little bit like its done now with the &amp;quot;guardian&amp;quot; behaviour and MIAs.&lt;br /&gt;
&lt;br /&gt;
4.6) What do you expect to gain from this project?&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;5) Practical considerations&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5.1) Are you familiar with any of the following tools or languages?&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Unknown... For now ;)&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Trying to use it right now modifying and adding some MIAs&lt;br /&gt;
&lt;br /&gt;
5.2) Which tools do you normally use for development? Why do you use them?&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part.&lt;br /&gt;
&lt;br /&gt;
5.3) What programming languages are you fluent in?&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50320</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50320"/>
		<updated>2013-04-20T16:54:21Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC_Ideas_Your_Own_Ideas2013]]&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;Zazweda - Total defense Strategy&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
&amp;lt;h4&amp;gt;1) Basics&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1.1) Write a small introduction to yourself.&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
1.2) State your preferred email address.&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
1.4) Why do you want to participate in summer of code?&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
1.5) What are you studying, subject, level and school?&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
1.6) What country are you from, at what time are you most likely to be able to join IRC?&lt;br /&gt;
I am from France, I would mostly be on IRC between 6 and 11 pm. I might be on it during day.&lt;br /&gt;
&lt;br /&gt;
1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;2) Experience&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.1) What programs/software have you worked on before?&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or data handling. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
2.5) Gaming experience - Are you a gamer?&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
2.5.1) What type of gamer are you?&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
2.5.2) What type of games?&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 (we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
2.5.3) What type of opponents do you prefer?&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
2.5.4) Are you more interested in story or gameplay?&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it represents. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&lt;br /&gt;
&lt;br /&gt;
I created (not commited yet, still testing) a MIAs for the guardians that &amp;quot;guards&amp;quot; a zone.&lt;br /&gt;
&lt;br /&gt;
Not yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;3) Communication skills&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3.2) What spoken languages are you fluent in?&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
3.4) Do you give constructive advice?&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3.5) Do you receive advice well?&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3.6) Are you good at sorting useful criticisms from useless ones?&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticism into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&lt;br /&gt;
&lt;br /&gt;
I am more the kind of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;4) Project&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects ! Mainly the ones about the AIs ! The defense AI and recruiting algorithm look really nice !&lt;br /&gt;
&lt;br /&gt;
4.2) If you have invented your own project, please describe the project and the scope.&lt;br /&gt;
--&lt;br /&gt;
4.3) Why did you choose this project?&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love !&lt;br /&gt;
&lt;br /&gt;
The new shiny server is interesting to me because, during my internship I setted up multiple instances and tried to make them as interesting as possible trying different technologies for different usecase. The other thing is that I love to try to optimize things and talk with people about what they think, how things should turn out, and finally implement it !&lt;br /&gt;
&lt;br /&gt;
4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox and then a little less from 25 august to end of september (back to school). Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
4.5) Include as much technical detail about your implementation as you can&lt;br /&gt;
&lt;br /&gt;
I think that the easiest way to implement easy to use and update AI would be to create one in C++ with all the basic defense behaviour. And add in LUA different MIAs detailing this general behaviour. A little bit like its done now with the &amp;quot;guardian&amp;quot; behaviour and MIAs.&lt;br /&gt;
&lt;br /&gt;
4.6) What do you expect to gain from this project?&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;5) Practical considerations&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5.1) Are you familiar with any of the following tools or languages?&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Unknown... For now ;)&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Trying to use it right now modifying and adding some MIAs&lt;br /&gt;
&lt;br /&gt;
5.2) Which tools do you normally use for development? Why do you use them?&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part.&lt;br /&gt;
&lt;br /&gt;
5.3) What programming languages are you fluent in?&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50317</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50317"/>
		<updated>2013-04-20T12:33:13Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC_Ideas_Your_Own_Ideas2013]]&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;Zazweda - Total defense Strategy&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
&amp;lt;h4&amp;gt;1) Basics&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1.1) Write a small introduction to yourself.&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
1.2) State your preferred email address.&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
1.4) Why do you want to participate in summer of code?&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
1.5) What are you studying, subject, level and school?&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
1.6) What country are you from, at what time are you most likely to be able to join IRC?&lt;br /&gt;
I am from France, I would mostly be on IRC between 6 and 11 pm. I might be on it during day.&lt;br /&gt;
&lt;br /&gt;
1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;2) Experience&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.1) What programs/software have you worked on before?&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or data handling. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
2.5) Gaming experience - Are you a gamer?&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
2.5.1) What type of gamer are you?&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
2.5.2) What type of games?&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 (we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
2.5.3) What type of opponents do you prefer?&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
2.5.4) Are you more interested in story or gameplay?&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it represents. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;3) Communication skills&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3.2) What spoken languages are you fluent in?&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
3.4) Do you give constructive advice?&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3.5) Do you receive advice well?&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3.6) Are you good at sorting useful criticisms from useless ones?&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticism into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&lt;br /&gt;
&lt;br /&gt;
I am more the king of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;4) Project&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects ! Mainly the ones about the AIs ! The defense AI and recruiting algorithm look really nice !&lt;br /&gt;
&lt;br /&gt;
4.2) If you have invented your own project, please describe the project and the scope.&lt;br /&gt;
--&lt;br /&gt;
4.3) Why did you choose this project?&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love !&lt;br /&gt;
&lt;br /&gt;
The new shiny server is interesting to me because, during my internship I setted up multiple instances and tried to make them as interesting as possible trying different technologies for different usecase. The other thing is that I love to try to optimize things and talk with people about what they think, how things should turn out, and finally implement it !&lt;br /&gt;
&lt;br /&gt;
4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox and then a little less from 25 august to end of september (back to school). Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
4.5) Include as much technical detail about your implementation as you can&lt;br /&gt;
&lt;br /&gt;
I think that the easiest way to implement easy to use and update AI would be to create one in C++ with all the basic defense behaviour. And add in LUA different MIAs detailing this general behaviour. A little bit like its done now with the &amp;quot;guardian&amp;quot; behaviour and MIAs.&lt;br /&gt;
&lt;br /&gt;
4.6) What do you expect to gain from this project?&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;5) Practical considerations&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5.1) Are you familiar with any of the following tools or languages?&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Unknown... For now ;)&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Trying to use it right now modifying and adding some MIAs&lt;br /&gt;
&lt;br /&gt;
5.2) Which tools do you normally use for development? Why do you use them?&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part.&lt;br /&gt;
&lt;br /&gt;
5.3) What programming languages are you fluent in?&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50316</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50316"/>
		<updated>2013-04-20T12:32:16Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: /* Questionnaire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC_Ideas_Your_Own_Ideas2013]]&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;Zazweda - Total defense Strategy&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
&amp;lt;h4&amp;gt;1) Basics&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1.1) Write a small introduction to yourself.&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
1.2) State your preferred email address.&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
1.4) Why do you want to participate in summer of code?&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
1.5) What are you studying, subject, level and school?&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
1.6) What country are you from, at what time are you most likely to be able to join IRC?&lt;br /&gt;
I am from France, I would mostly be on IRC between 6 and 11 pm. I might be on it during day.&lt;br /&gt;
&lt;br /&gt;
1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;2) Experience&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.1) What programs/software have you worked on before?&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or data handling. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
2.5) Gaming experience - Are you a gamer?&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
2.5.1) What type of gamer are you?&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
2.5.2) What type of games?&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 (we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
2.5.3) What type of opponents do you prefer?&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
2.5.4) Are you more interested in story or gameplay?&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it represents. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;3) Communication skills&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3.2) What spoken languages are you fluent in?&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
3.4) Do you give constructive advice?&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3.5) Do you receive advice well?&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3.6) Are you good at sorting useful criticisms from useless ones?&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticism into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&lt;br /&gt;
&lt;br /&gt;
I am more the king of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;4) Project&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects ! Mainly the ones about the AIs ! The defense AI and recruiting algorithm look really nice !&lt;br /&gt;
&lt;br /&gt;
4.2) If you have invented your own project, please describe the project and the scope.&lt;br /&gt;
--&lt;br /&gt;
4.3) Why did you choose this project?&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love !&lt;br /&gt;
&lt;br /&gt;
The new shiny server is interesting to me because, during my internship I setted up multiple instances and tried to make them as interesting as possible trying different technologies for different usecase. The other thing is that I love to try to optimize things and talk with people about what they think, how things should turn out, and finally implement it !&lt;br /&gt;
&lt;br /&gt;
4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox and then a little less from 25 august to end of september (back to school). Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
4.5) Include as much technical detail about your implementation as you can&lt;br /&gt;
&lt;br /&gt;
I think that the easiest way to implement easy to use and update AI would be to create one in C++ with all the basic defense behaviour. And add in LUA different MIAs detailing this general behaviour. A little bit like its done now with the &amp;quot;guardian&amp;quot; behaviour and MIAs.&lt;br /&gt;
&lt;br /&gt;
4.6) What do you expect to gain from this project?&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
5) Practical considerations&lt;br /&gt;
&lt;br /&gt;
5.1) Are you familiar with any of the following tools or languages?&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Unknown... For now ;)&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Same as previously, unknown for now, but I am willing to learn !&lt;br /&gt;
&lt;br /&gt;
5.2) Which tools do you normally use for development? Why do you use them?&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part.&lt;br /&gt;
&lt;br /&gt;
5.3) What programming languages are you fluent in?&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50315</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50315"/>
		<updated>2013-04-20T12:27:31Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC_Ideas_Your_Own_Ideas2013]]&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;Zazweda - Total defense Strategy&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
1) Basics&lt;br /&gt;
&lt;br /&gt;
1.1) Write a small introduction to yourself.&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
1.2) State your preferred email address.&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
1.4) Why do you want to participate in summer of code?&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
1.5) What are you studying, subject, level and school?&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
1.6) What country are you from, at what time are you most likely to be able to join IRC?&lt;br /&gt;
I am from France, I would mostly be on IRC between 6 and 11 pm. I might be on it during day.&lt;br /&gt;
&lt;br /&gt;
1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August.&lt;br /&gt;
&lt;br /&gt;
2) Experience&lt;br /&gt;
&lt;br /&gt;
2.1) What programs/software have you worked on before?&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or data handling. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
2.5) Gaming experience - Are you a gamer?&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
2.5.1) What type of gamer are you?&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
2.5.2) What type of games?&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 (we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
2.5.3) What type of opponents do you prefer?&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
2.5.4) Are you more interested in story or gameplay?&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it represents. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not yet.&lt;br /&gt;
&lt;br /&gt;
3) Communication skills&lt;br /&gt;
&lt;br /&gt;
3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3.2) What spoken languages are you fluent in?&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
3.4) Do you give constructive advice?&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3.5) Do you receive advice well?&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3.6) Are you good at sorting useful criticisms from useless ones?&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticism into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&lt;br /&gt;
&lt;br /&gt;
I am more the king of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
4) Project&lt;br /&gt;
&lt;br /&gt;
4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects ! The one about setting up a new Server (shiny with unicorns and stuff) and the ones about the AIs ! The defense AI and recruiting algorithm look really nice !&lt;br /&gt;
&lt;br /&gt;
4.2) If you have invented your own project, please describe the project and the scope.&lt;br /&gt;
--&lt;br /&gt;
4.3) Why did you choose this project?&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love !&lt;br /&gt;
&lt;br /&gt;
The new shiny server is interesting to me because, during my internship I setted up multiple instances and tried to make them as interesting as possible trying different technologies for different usecase. The other thing is that I love to try to optimize things and talk with people about what they think, how things should turn out, and finally implement it !&lt;br /&gt;
&lt;br /&gt;
4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox. Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
4.5) Include as much technical detail about your implementation as you can&lt;br /&gt;
&lt;br /&gt;
To come after some talk with Crab (I hope !)&lt;br /&gt;
&lt;br /&gt;
4.6) What do you expect to gain from this project?&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
5) Practical considerations&lt;br /&gt;
&lt;br /&gt;
5.1) Are you familiar with any of the following tools or languages?&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Unknown... For now ;)&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Same as previously, unknown for now, but I am willing to learn !&lt;br /&gt;
&lt;br /&gt;
5.2) Which tools do you normally use for development? Why do you use them?&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part.&lt;br /&gt;
&lt;br /&gt;
5.3) What programming languages are you fluent in?&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50244</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50244"/>
		<updated>2013-04-17T22:37:48Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: /* IRC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC_Ideas_Your_Own_Ideas2013]]&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;TODO: Copy this page and write &amp;quot;your name - proposal title&amp;quot; in this h4 section &amp;lt;/h4&amp;gt;&lt;br /&gt;
TODO: Write a small (1-4 sentences) description of your proposal here.&lt;br /&gt;
&lt;br /&gt;
TODO: Add more first-level sections to detail your proposal&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
1) Basics&lt;br /&gt;
&lt;br /&gt;
1.1) Write a small introduction to yourself.&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
1.2) State your preferred email address.&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
1.4) Why do you want to participate in summer of code?&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
1.5) What are you studying, subject, level and school?&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
1.6) What country are you from, at what time are you most likely to be able to join IRC?&lt;br /&gt;
I am from France, I would mostly be on IRC between 6 and 11 pm. I might be on it during day.&lt;br /&gt;
&lt;br /&gt;
1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August.&lt;br /&gt;
&lt;br /&gt;
2) Experience&lt;br /&gt;
&lt;br /&gt;
2.1) What programs/software have you worked on before?&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or data handling. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
2.5) Gaming experience - Are you a gamer?&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
2.5.1) What type of gamer are you?&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
2.5.2) What type of games?&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 (we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
2.5.3) What type of opponents do you prefer?&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
2.5.4) Are you more interested in story or gameplay?&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it represents. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not yet.&lt;br /&gt;
&lt;br /&gt;
3) Communication skills&lt;br /&gt;
&lt;br /&gt;
3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3.2) What spoken languages are you fluent in?&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
3.4) Do you give constructive advice?&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3.5) Do you receive advice well?&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3.6) Are you good at sorting useful criticisms from useless ones?&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticism into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&lt;br /&gt;
&lt;br /&gt;
I am more the king of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
4) Project&lt;br /&gt;
&lt;br /&gt;
4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects ! The one about setting up a new Server (shiny with unicorns and stuff) and the ones about the AIs ! The defense AI and recruiting algorithm look really nice !&lt;br /&gt;
&lt;br /&gt;
4.2) If you have invented your own project, please describe the project and the scope.&lt;br /&gt;
--&lt;br /&gt;
4.3) Why did you choose this project?&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love !&lt;br /&gt;
&lt;br /&gt;
The new shiny server is interesting to me because, during my internship I setted up multiple instances and tried to make them as interesting as possible trying different technologies for different usecase. The other thing is that I love to try to optimize things and talk with people about what they think, how things should turn out, and finally implement it !&lt;br /&gt;
&lt;br /&gt;
4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox. Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
4.5) Include as much technical detail about your implementation as you can&lt;br /&gt;
&lt;br /&gt;
To come after some talk with Crab (I hope !)&lt;br /&gt;
&lt;br /&gt;
4.6) What do you expect to gain from this project?&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
5) Practical considerations&lt;br /&gt;
&lt;br /&gt;
5.1) Are you familiar with any of the following tools or languages?&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Unknown... For now ;)&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Same as previously, unknown for now, but I am willing to learn !&lt;br /&gt;
&lt;br /&gt;
5.2) Which tools do you normally use for development? Why do you use them?&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part.&lt;br /&gt;
&lt;br /&gt;
5.3) What programming languages are you fluent in?&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50243</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50243"/>
		<updated>2013-04-17T22:37:31Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC_Ideas_Your_Own_Ideas2013]]&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;TODO: Copy this page and write &amp;quot;your name - proposal title&amp;quot; in this h4 section &amp;lt;/h4&amp;gt;&lt;br /&gt;
TODO: Write a small (1-4 sentences) description of your proposal here.&lt;br /&gt;
&lt;br /&gt;
TODO: Add more first-level sections to detail your proposal&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=&lt;br /&gt;
1) Basics&lt;br /&gt;
&lt;br /&gt;
1.1) Write a small introduction to yourself.&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
1.2) State your preferred email address.&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
1.4) Why do you want to participate in summer of code?&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
1.5) What are you studying, subject, level and school?&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
1.6) What country are you from, at what time are you most likely to be able to join IRC?&lt;br /&gt;
I am from France, I would mostly be on IRC between 6 and 11 pm. I might be on it during day.&lt;br /&gt;
&lt;br /&gt;
1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August.&lt;br /&gt;
&lt;br /&gt;
2) Experience&lt;br /&gt;
&lt;br /&gt;
2.1) What programs/software have you worked on before?&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or data handling. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
2.5) Gaming experience - Are you a gamer?&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
2.5.1) What type of gamer are you?&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
2.5.2) What type of games?&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 (we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
2.5.3) What type of opponents do you prefer?&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
2.5.4) Are you more interested in story or gameplay?&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it represents. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not yet.&lt;br /&gt;
&lt;br /&gt;
3) Communication skills&lt;br /&gt;
&lt;br /&gt;
3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3.2) What spoken languages are you fluent in?&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
3.4) Do you give constructive advice?&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3.5) Do you receive advice well?&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3.6) Are you good at sorting useful criticisms from useless ones?&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticism into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&lt;br /&gt;
&lt;br /&gt;
I am more the king of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
4) Project&lt;br /&gt;
&lt;br /&gt;
4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects ! The one about setting up a new Server (shiny with unicorns and stuff) and the ones about the AIs ! The defense AI and recruiting algorithm look really nice !&lt;br /&gt;
&lt;br /&gt;
4.2) If you have invented your own project, please describe the project and the scope.&lt;br /&gt;
--&lt;br /&gt;
4.3) Why did you choose this project?&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love !&lt;br /&gt;
&lt;br /&gt;
The new shiny server is interesting to me because, during my internship I setted up multiple instances and tried to make them as interesting as possible trying different technologies for different usecase. The other thing is that I love to try to optimize things and talk with people about what they think, how things should turn out, and finally implement it !&lt;br /&gt;
&lt;br /&gt;
4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox. Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
4.5) Include as much technical detail about your implementation as you can&lt;br /&gt;
&lt;br /&gt;
To come after some talk with Crab (I hope !)&lt;br /&gt;
&lt;br /&gt;
4.6) What do you expect to gain from this project?&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
5) Practical considerations&lt;br /&gt;
&lt;br /&gt;
5.1) Are you familiar with any of the following tools or languages?&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Unknown... For now ;)&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Same as previously, unknown for now, but I am willing to learn !&lt;br /&gt;
&lt;br /&gt;
5.2) Which tools do you normally use for development? Why do you use them?&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part.&lt;br /&gt;
&lt;br /&gt;
5.3) What programming languages are you fluent in?&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50242</id>
		<title>User:Zazweda</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Zazweda&amp;diff=50242"/>
		<updated>2013-04-17T22:31:18Z</updated>

		<summary type="html">&lt;p&gt;Zazweda: Created page with '{{SoC2013Student}} Category:SoC_Ideas_Your_Own_Ideas2013  =Description= &amp;lt;h4&amp;gt;TODO: Copy this page and write &amp;quot;your name - proposal title&amp;quot; in this h4 section &amp;lt;/h4&amp;gt; TODO: Write a…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2013Student}}&lt;br /&gt;
[[Category:SoC_Ideas_Your_Own_Ideas2013]]&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h4&amp;gt;TODO: Copy this page and write &amp;quot;your name - proposal title&amp;quot; in this h4 section &amp;lt;/h4&amp;gt;&lt;br /&gt;
TODO: Write a small (1-4 sentences) description of your proposal here.&lt;br /&gt;
&lt;br /&gt;
TODO: Add more first-level sections to detail your proposal&lt;br /&gt;
&lt;br /&gt;
=IRC=&lt;br /&gt;
Zazweda, ValentinD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Questionnaire=1) Basics&lt;br /&gt;
&lt;br /&gt;
1.1) Write a small introduction to yourself.&lt;br /&gt;
&lt;br /&gt;
I am a 21 yo french student in a Computer Science Engineering school in Belfort (North East). I am currently in the Image Interaction and virtual reality part of the Computer Science department and this is my last year. In the computer science field I love AI, Virtual reality, big data, videogame and I am very enthousiast about the open source principle ! &lt;br /&gt;
For the rest of my life I like reading, playing any kind of game (board, role, cards, videogames,...) and finally I play Badminton.&lt;br /&gt;
 &lt;br /&gt;
1.2) State your preferred email address.&lt;br /&gt;
valentin[dot]deschaintre[at]gmail.com&lt;br /&gt;
&lt;br /&gt;
1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?&lt;br /&gt;
Zazweda&lt;br /&gt;
&lt;br /&gt;
1.4) Why do you want to participate in summer of code?&lt;br /&gt;
&lt;br /&gt;
The GSoc is an amazing possibility to discover a complete new world and start involving myself in it. I want to be part of some evolution with my knowledges and I hope that I finally have the skills to achieve this !&lt;br /&gt;
&lt;br /&gt;
1.5) What are you studying, subject, level and school?&lt;br /&gt;
I am studying Computer Science in the UTBM (French North East Engineering school). I am currently in the last year of study (school is in 5 years) and am specialised in the Image Interaction and virtual reality field.&lt;br /&gt;
&lt;br /&gt;
1.6) What country are you from, at what time are you most likely to be able to join IRC?&lt;br /&gt;
I am from France, I would mostly be on IRC between 6 and 11 pm. I might be on it during day.&lt;br /&gt;
&lt;br /&gt;
1.7) Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&lt;br /&gt;
My exams will be over at the end of June. I would then be fully available until mid August.&lt;br /&gt;
&lt;br /&gt;
2) Experience&lt;br /&gt;
&lt;br /&gt;
2.1) What programs/software have you worked on before?&lt;br /&gt;
I have worked on different projects at school such as a little Angry Birds like game and also an AI for a &amp;quot;Rasend Roboter&amp;quot; board game. I am currently working on animating a 3D character and a &amp;quot;World war simulation between Ants and termites. On my side I developped a little Space Invader in Python.&lt;br /&gt;
&lt;br /&gt;
I also did a 6 months Internship in a startup Company called &amp;quot;GumGum&amp;quot;. I could work on a lot of different projects including a C++ HTTP server or data handling. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.2) Have you developed software in a team environment before? (As opposed to hacking on something on your own)&lt;br /&gt;
All my school projects are in team from 2 to 4 and I also worked with the others engineers in the company I was in (they were 6)&lt;br /&gt;
&lt;br /&gt;
2.3) Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&lt;br /&gt;
It would be my first experience in the GSoc.&lt;br /&gt;
&lt;br /&gt;
2.4) Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&lt;br /&gt;
&lt;br /&gt;
I am not involved yet in an open source development project but I am willing to now that I have a little bit more experience !&lt;br /&gt;
&lt;br /&gt;
2.5) Gaming experience - Are you a gamer?&lt;br /&gt;
&lt;br /&gt;
Yes !&lt;br /&gt;
&lt;br /&gt;
2.5.1) What type of gamer are you?&lt;br /&gt;
&lt;br /&gt;
I like to play, I can be really fond of different types of games. I can be really passionated about some !&lt;br /&gt;
&lt;br /&gt;
2.5.2) What type of games?&lt;br /&gt;
I played to a lot of different types :&lt;br /&gt;
Rts (Age of empires, Warcraft), but also some Moba (LoL), or RPGs (FFX would be the the most played), I also like to play some &amp;quot;old&amp;quot; games such as Magical Drop 3 (we have an arcade machine at school). &lt;br /&gt;
&lt;br /&gt;
2.5.3) What type of opponents do you prefer?&lt;br /&gt;
Depends of what I expect from the game, I like AIs because of the technological progress it represents. But in the end playing with or against other real player is often more challenging .&lt;br /&gt;
&lt;br /&gt;
2.5.4) Are you more interested in story or gameplay?&lt;br /&gt;
&lt;br /&gt;
Story is very important when I play against AI, it often represents what the AI fights for or what it represents. The gameplay is the first aspect you see of the game and the one that will follow you until the end, so I would say gameplay !&lt;br /&gt;
&lt;br /&gt;
2.5.5) Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
We do not plan to favor Wesnoth players as such, but some particular projects require a good feeling for the game which is hard to get without having played intensively.&lt;br /&gt;
&lt;br /&gt;
Yes, I played a few games before, I haven't played intensively but my roommate is willing to fix this &amp;quot;issue&amp;quot; ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.6) If you have contributed any patches to Wesnoth, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC. If you have gained commit access to our repository (during the evaluation period or earlier) please state so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not yet.&lt;br /&gt;
&lt;br /&gt;
3) Communication skills&lt;br /&gt;
&lt;br /&gt;
3.1) Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English.&lt;br /&gt;
&lt;br /&gt;
I followed European cursus and spent 6 months in California, I would describe my level as &amp;quot;fluent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3.2) What spoken languages are you fluent in?&lt;br /&gt;
&lt;br /&gt;
French, English, not bad in German&lt;br /&gt;
&lt;br /&gt;
3.3) Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&lt;br /&gt;
&lt;br /&gt;
When I play a game I always try to make it as cool as possible. I am not perfect either, but I try to keep calm and &amp;quot;play the game&amp;quot; ! I have been some kind of Community Manager for the website &amp;quot;www.kraland.org&amp;quot; before my internship (then it became a little complicated with the new life and schedule :( ).&lt;br /&gt;
&lt;br /&gt;
3.4) Do you give constructive advice?&lt;br /&gt;
&lt;br /&gt;
I try not to troll for free ;). More seriously when I give an advice I try to explain why I give it, it might not be a general rule, but I know an unexplained advice is almost &amp;quot;useless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3.5) Do you receive advice well?&lt;br /&gt;
&lt;br /&gt;
I try to stay open to any advice as long as people don't start by &amp;quot;omfg u r 2 stupid !&amp;quot; ^^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3.6) Are you good at sorting useful criticisms from useless ones?&lt;br /&gt;
&lt;br /&gt;
That was part of my job as Community manager, and it currently is as president of my school association. I try to be as fair as possible and take the maximum of criticism into account, eventhough it's sometime hard.&lt;br /&gt;
&lt;br /&gt;
3.7) How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn't match what the project want&lt;br /&gt;
&lt;br /&gt;
I am more the king of &amp;quot;I want to try my idea coded&amp;quot;, of course I think about what I want to code first but I like to prove it's going to work and do what I want.&lt;br /&gt;
&lt;br /&gt;
4) Project&lt;br /&gt;
&lt;br /&gt;
4.1) Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&lt;br /&gt;
&lt;br /&gt;
I liked multiple projects ! The one about setting up a new Server (shiny with unicorns and stuff) and the ones about the AIs ! The defense AI and recruiting algorithm look really nice !&lt;br /&gt;
&lt;br /&gt;
4.2) If you have invented your own project, please describe the project and the scope.&lt;br /&gt;
--&lt;br /&gt;
4.3) Why did you choose this project?&lt;br /&gt;
&lt;br /&gt;
The AI projects are very interesting to me because, well it's AI and I love everything related to it, I think of it as the next big step in computer evolution ! Implementing an AI for a game on top of all would be a great plus for me since it is a world I know and love !&lt;br /&gt;
&lt;br /&gt;
The new shiny server is interesting to me because, during my internship I setted up multiple instances and tried to make them as interesting as possible trying different technologies for different usecase. The other thing is that I love to try to optimize things and talk with people about what they think, how things should turn out, and finally implement it !&lt;br /&gt;
&lt;br /&gt;
4.4) Include an estimated timeline for your work on the project. Don't forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won't be doing much then&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I could work from 1st july to 15 august aprox. Before July I have to give all my school projects back and have my final exams for the semester é_è. &lt;br /&gt;
&lt;br /&gt;
4.5) Include as much technical detail about your implementation as you can&lt;br /&gt;
&lt;br /&gt;
To come after some talk with Crab (I hope !)&lt;br /&gt;
&lt;br /&gt;
4.6) What do you expect to gain from this project?&lt;br /&gt;
&lt;br /&gt;
I expect to gain an experience in open source projects, games, improve and learn new AI algorithm. And of course meet new awesome people !&lt;br /&gt;
&lt;br /&gt;
4.7) What would make you stay in the Wesnoth community after the conclusion of SOC?&lt;br /&gt;
&lt;br /&gt;
I would say the community itself ! Simply the atmosphere around the game I guess. I am willing to involve on a long time and I hope this GSoc could give a head start to it.&lt;br /&gt;
&lt;br /&gt;
5) Practical considerations&lt;br /&gt;
&lt;br /&gt;
5.1) Are you familiar with any of the following tools or languages?&lt;br /&gt;
&lt;br /&gt;
    Sub­­version (used for all commits)&lt;br /&gt;
      Used it during the entire internship, pretty familiar&lt;br /&gt;
&lt;br /&gt;
    C++ (language used for all the normal source code)&lt;br /&gt;
      Learned it and used it for different purpose (working with it on my 3D animation project)&lt;br /&gt;
    STL, Boost, Sdl (C++ libraries used by Wesnoth)&lt;br /&gt;
      I used Boost to implement the HTTP server in C++ and am Using the SDL for the animation project. I am willing to learn it further !&lt;br /&gt;
    Python (optional, mainly used for tools)&lt;br /&gt;
      Worked with it multiple times, mostly on personnal projects (a little pokemon and space invader)&lt;br /&gt;
    build environments (eg cmake/scons)&lt;br /&gt;
     Not very familiar but willing to learn&lt;br /&gt;
    WML (the wesnoth specific scenario language)&lt;br /&gt;
     Unknown... For now ;)&lt;br /&gt;
    Lua (used in combination with WML to create scenarios) &lt;br /&gt;
      Same as previously, unknown for now, but I am willing to learn !&lt;br /&gt;
&lt;br /&gt;
5.2) Which tools do you normally use for development? Why do you use them?&lt;br /&gt;
&lt;br /&gt;
I like eclipse for Java, I have no preferences for C++ developping, I recently tried the eclipse for C++ and the QT IDE, both were nice eventhough I prefered eclipse since I already know its architecture through the Java part.&lt;br /&gt;
&lt;br /&gt;
5.3) What programming languages are you fluent in?&lt;br /&gt;
   Java, Groovy, C++ are the main languages I know really well.&lt;br /&gt;
&lt;br /&gt;
5.4) Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise! &lt;br /&gt;
&lt;br /&gt;
I wouldn't mind, if I need to be contacted in any way I would answer the phone ! (I will add it to the Gsoc application!)&lt;/div&gt;</summary>
		<author><name>Zazweda</name></author>
		
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