Difference between revisions of "Google Code-in Micro AI Tasks"
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Step 2 is completed when both scenarios 'Protect the Wizard' and 'The Elves Besieged' use the [micro_ai] tag and the parametrized Micro AI has been documented. | Step 2 is completed when both scenarios 'Protect the Wizard' and 'The Elves Besieged' use the [micro_ai] tag and the parametrized Micro AI has been documented. | ||
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+ | === Messenger Escort (1 AI) === | ||
+ | |||
+ | '''Step 1:''' | ||
+ | |||
+ | Convert the AI in scenario 'Messenger Escort' to a Micro AI following the steps described above. | ||
+ | |||
+ | Step 1 is completed when scenario 'Messenger Escort' uses the [micro_ai] tag and the basic Micro AI has been documented. | ||
+ | |||
+ | '''Step 2:''' | ||
+ | |||
+ | Parametrization for this AI is already done in the engine functions for the messenger ID and the goal coordinates. Additionally, this task requires the definition of at least one more parameter to make the AI more generally useful. An example could be a parameter that configures if/when the messenger attacks adjacent units. | ||
+ | |||
+ | Step 2 is completed when at least 3 keys/parameters have been added to the Micro AI and have been documented. | ||
=== Guardians (3 AIs) === | === Guardians (3 AIs) === |
Revision as of 22:39, 30 November 2012
This page contains detailed information on the Google Code-in 2012 Micro AI Tasks.
Contents
Getting Help
This page provides information on the Google Code-in Wesnoth Lua AI tasks. If you need additional help, the preferred way of contacting us is on the Wesnoth IRC channels, specifically #wesnoth-dev. Ask for mattsc or Alarantalara. If we're not online, ask your questions anyway. Somebody else might be able to help, or we will read the logs later and get back to you as soon as possible.
Another way of contacting us is via the Wesnoth forums, either by posting a question there (go to the 'Coders Corner' forum, we have a GCI thread there) or by sending us a personal message (PM).
Getting Started
Programming languages: For working on the GCI Lua AI tasks, you need to have a basic familiarity with the Wesnoth Markup Language (WML) and with the Lua programming language. If you do not know WML or Lua yet, but are familiar with coding in other languages, you can probably acquire the basic skills needed in a few hours. This project does not require any in-depth knowledge of the complexities of either language.
The game: While not absolutely necessary, it would also be helpful to be familiar with Wesnoth gameplay itself.
Add-on: Finally, you need to download the Wesnoth AI-Demos add-on, as this contains the AIs that you will be working with.
If you are already know all of this, you can skip the rest of this section.
Wesnoth
Note that all the GCI work needs to be done with Wesnoth's development version 1.11. It is not necessary that you compile the latest trunk version, downloading the last release of 1.11 (currently 1.11.0) is sufficient.
If you are not familiar with Wesnoth, start by playing a couple scenarios. Yes, part of the assignment is to play a computer game! Some things to try:
- Check out the 'Play' link at the top of this page
- Start one of the four novice level campaigns and play a couple scenarios
- Start a multiplayer game (if this is your first time, you might want to start with a local game against the AI, but there is nothing wrong with playing a networked game against another human and get some advice as you go along)
AI-Demos Add-on
Download the AI-Demos add-on (called 'AI Modification Demos' in the add-ons dialog) and check out the scenarios, in particular those for which GCI tasks exist (see below). Note how the AI behavior differs from the normal Wesnoth AI.
You can download the add-on simply by clicking on 'Add-ons' in the main screen of the game. However, if you want to work on the GCI tasks, you will later need to download it from the AI-Demos github repository anyway, so you might as well do that right now:
- Download the repository to a local directory of your choice
- Set up a link to that directory from directory 'data/add-ons' in the Wesnoth user data directory
- You might also want to familiarize yourself with doing pull requests, as that is how you will be submitting your work.
Either way, you should now see AI Demos in the campaign list in the game and can start it from there.
Wesnoth Markup Language
Wesnoth uses an event-driven markup language, WML, to create scenarios and campaigns. The language manuals can be accessed through the 'Create' link at the top of this page.
You do not require a detailed knowledge of WML for the GCI tasks. You will, however, need to work with existing WML files, so you should at least understand their structure. Have a look at some of the files in the AI-Demos github repository scenarios/ folder. dragon.cfg is an example of a basic scenario that still uses the old AI syntax, while healer_support.cfg is an example of a scenario that uses a Micro AI and the [micro_ai] tag.
Lua
The AIs you will be working with are written in Lua. You do not need a detailed knowledge of Lua for the GCI tasks (there are templates available for all parts of the work), but some basic familiarity is required, in particular with the general language structure and with Lua tables. Check out the Lua documentation, in particular the first few sections of the reference manual.
The use of Lua in Wesnoth is explained on the LuaWML wiki page. Again, it is not necessary that you work through this page in detail, but have a quick look at it and keep it in mind as a reference for the code in the Lua files you will be working with.
Micro AIs Overview
Setting up new AI functionality in Wesnoth from scratch is non-trivial and something most scenario and campaign authors don't want to deal with or don't have the time for. Even including some of the existing AI-Demos in a scenario requires quite a few lines of code (see, for example, prune_cart.cfg), and adapting them to the given scenario can be rather difficult. To facilitate the process, we have recently started to convert the existing AIs in AI-Demos to so-called Micro_AIs. Micro AIs can be included in and configured to any suitable scenario with a few simple lines of WML code. Thus, the goal of the GCI Lua AI tasks is to:
- Convert existing AIs to Micro AIs as they are (to enable easy inclusion in scenarios)
- Remove all scenario-specific content from the AIs and replace it by [micro_ai] tag parameters (to enable configurability of the Micro AI to the needs of different scenarios)
See Micro_AIs for the Micro AI formalism and descriptions of the two already converted AIs. That page is also the one you will be editing for documenting your work.
Note: If you are interested in more background on how AIs in Wesnoth work in general, check out Practical_Guide_to_Modifying_AI_Behavior.
Converting an Existing AI to a Micro AI
Converting one of the existing AIs to a Micro AI without changing its behavior requires you to go through a number of steps, but is otherwise straightforward. The following is a step-by-step guide. Note, however, that not every step applies literally to every AI. Figuring out when it is necessary to deviate somewhat from this procedure is part of the tasks (but see below for additional information on specific AIs). As a general rule, if you are stuck, have a look at the corresponding file for one of the already existing Micro AIs.
Note: For this initial conversion you can (should) work with hard-coded values for things like unit IDs, unit types, locations etc., exactly as they are currently used in the respective scenario. The generalization of these parameters happens in the next step.
micro_ais/ais/micro_ais_macros.cfg
1. Create a macro definition for the new Micro AI in this file. Simply copy-and-paste one of the existing macros and modify the few AI specific lines (including the comment). This macro will later be included in the [side] tag for the side that is to use this AI. It sets up the AI engine for that side.
Lua Engine File
The Lua engine file needs to be moved to the Micro AIs directory.
2. Locate the Lua engine file in the lua/ directory and move it to the location specified in the wesnoth.require() function in the macro you just created. Also rename it accordingly.
Important: If the engine file contains functions for files other than the AI you are currently converting, moving it will disable those AIs (and possibly result in a Wesnoth error/crash at startup time). In that case, do not move the file, but copy it instead. Having the functions for the AI you are currently converting defined in both files is not a problem. If you are unsure whether you should move or copy the file, copy it. You can always remove the original later.
micro_ais/ais/micro_ais_wml_tags.lua
This file sets up the keys that can be used in the [micro_ai] tag for the given AI. For the basic AI conversion, we only need the 'side', 'ai_type' and 'action' keys.
3. Duplicate the template section in this file and replace all occurrences of 'template' with the name of the AI you are converting. This adds the 'add', 'delete' and 'change' action function calls for the given AI. The functions themselves are defined in the next steps.
Micro AI Candidate Action and Scenario Files
4. Duplicate file micro_ais/ais/template_CAs.lua and rename it to match the file name used in the code of the previous step. This file provides the 'add' and 'delete' functionalities that are called by the file in the previous step.
5. Locate the scenario file for the AI being converted and find the [candidate_action] tags in it. Note that a scenario might contain several different AIs. Only locate the candidate actions (CAs) for the AI you are currently converting. In some cases, the CAs are defined in a macro in a separate file. If that is the case, this is noted in the descriptions of the individual AIs below.
6. In both the 'activate' and 'remove' section of the *_CAs.lua file, create as many copies of the W.modify_ai{} blocks as there are [candidate_action] tags for the AI to be converted. Adjust the keys according to those used in each [candidate_action] tag. (Check the files of one of the existing Micro AIs if unsure how to change things.) Note that there might be a different set of keys used in the [candidate_action] tags than those given in the template file. For some AIs, AI aspects need to be added/deleted also. If so, this is also noted in the descriptions of the individual AIs below.
At this point, you should have a working Micro AI. The only remaining steps involve adding the new functionality to the scenario file.
7. Locate the scenario file for the AI and delete the entire [ai] tag in the side definition if this is the only AI for this side. Only delete the parts setting up this AI if other AIs are also defined for this side. Add the macro you defined previously to the side definition. Use the Bottleneck Defense scenario file to check the syntax.
8. Add the [micro_ai] tag to a prestart or start event in the scenario file. This activates the new Micro AI. Again use the Bottleneck Defense scenario file as a template (but delete all keys other than 'side', ai_type' and 'action').
Note: if the AI attaches to a unit (that is, if the 'sticky=' key is set), the unit needs to be on the map before the [micro_ai] tag is applied. Place the tag accordingly in the event.
Testing, Documenting and Pushing to the Github Repository
At this point, you should have a working Micro AI.
9. Test the Micro AI by starting the AI-Demos campaign and moving Grnk to the signpost for the AI. Then make sure everything works as expected. (Very important: you need to restart Wesnoth, not just the scenario, after any change you make to the scenario file.)
10. Test removing of the CA by placing a [micro_ai] command in, say, a 'turn 3' event and see whether the AI gets removed successfully at that time.
11. Document the changes you have made on the Micro_AIs wiki page. The task will not be accepted until at least basic documentation has been provided.
12. Once you are satisfied that everything is working correctly, add yourself to the credits in the _main.cfg file and put in a pull request with your changes at the github repository. This counts as submitting the task and will start the review process by the mentors, who will commit it once it is accepted.
Parametrizing a Micro AI
For each Micro AI, there are one or more follow-up tasks that involve adding additional parameters to the [micro_ai] tag. The goal of these tasks is to make the Micro AI configurable to work in any (suitable) scenario. The steps involved are much more dependent on the specific AI than the conversion of the existing AI, but can be outlined as follows:
1. Go through the AI code (engine and scenario files) and locate all parts that are scenario-specific, such as specific unit IDs or map locations.
2. Replace these parts by variables, functions or whatever is needed. The code needs to be set up so that the required parameters can be passed to the AI *_eval and *_exec functions.
3. Set up [micro_ai] tag keys for all parameters in the micro_ais_wml_tags.lua file. Check out the already existing Micro AIs for examples.
4. Set up the string(s) through which these parameters are transferred to the AI *_eval and *_exec functions in the *_CAs.lua file. Again, use one of the already existing AIs as guideline.
5. Test, document and submit a pull request at the github repository, same as for the basic AI conversion tasks.
More information concerning the parametrization of the specific AIs is given in the following.
AIs to be Converted
This section lists which parts of the respective scenarios need to be converted, as well as characteristics of the AIs that might cause deviations from the procedures listed above.
Patrols (1 AI)
Step 1:
The AI to be converted is that controlling goblin handler Jabb on Side 3 of the 'Patrols' scenario. The AIs for Konrad and Urudin are not worth converting to Micro AIs.
Important: This is a Behavior Candidate Action (BCA), that is, it attaches to a unit, rather than controlling all (relevant) units of a side. This means that:
- The CA is attached to the unit in an event (not in the side definition) and there are additional keys required when setting up the candidate action (see the [modify_ai] tag in the prestart event).
- ai_type in the [micro_ai] tag needs to start with 'bca_'
- The [micro_ai] tag needs to be placed after the creation of the unit it controls in the scenario event. Put it in place of the current [modify_ai] tag.
Step 1 is completed when scenario 'Patrols' uses the [micro_ai] tag to control Jabb and the basic Micro AI has been documented.
Step 2:
Parametrization of this AI involves (at least) making the [micro_ai] tag work for arbitrary units (not just Jabb) and for an arbitrary set of waypoints. The controlled unit should also attack any enemy unit that it ends up next to, not just Jacques.
Step 2 is completed when this parametrization has been achieved, has been included in the scenario and has been documented.
Lurkers (1 AI)
Step 1:
There are three different lurker AIs in this scenario. The one written in Lua (Side 4) is the AI to be converted to a Micro AI.
Step 1 is completed when scenario 'Lurkers' uses the [micro_ai] tag and the basic Micro AI has been documented.
Step 2:
Part of the work for Step 2 is figuring out what parameters can be added to the lurker AI to make it more generally useful. Examples could be to make it work for arbitrary unit type and arbitrary terrain.
Step 2 is completed when at least 3 keys/parameters have been added to the Micro AI and have been documented.
Protect Unit (1 AI)
Step 1:
This AI is used in 2 scenarios, 'Protect the Wizard' and 'The Elves Besieged'. The first step of this task involves setting up a Micro AI for scenario 'Protect the Wizard' only. Thus, leave the original engine file in place (copy it, rather than moving it), otherwise 'The Elves Besieged' will stop working.
Note that, in order to activate/delete this Micro AI, the attack aspect needs to be added/removed in the *_CA.lua file in addition to the candidate actions. See the scenario file.
Step 1 is completed when scenario 'Protect the Wizard' uses the [micro_ai] tag and the basic Micro AI has been documented.
Step 2:
Parametrization for this AI is already done in the engine functions, so Step 2 for the 'Protect Unit' scenario mostly involves just setting up the keys and parameter handlers for the parameters. However, scenario 'The Elves Besieged' requires the removal of one of the default AI candidate actions (see the scenario file). Thus, you also need to set up an additional key/parameter that allows for optional removal of this CA.
Step 2 is completed when both scenarios 'Protect the Wizard' and 'The Elves Besieged' use the [micro_ai] tag and the parametrized Micro AI has been documented.
Messenger Escort (1 AI)
Step 1:
Convert the AI in scenario 'Messenger Escort' to a Micro AI following the steps described above.
Step 1 is completed when scenario 'Messenger Escort' uses the [micro_ai] tag and the basic Micro AI has been documented.
Step 2:
Parametrization for this AI is already done in the engine functions for the messenger ID and the goal coordinates. Additionally, this task requires the definition of at least one more parameter to make the AI more generally useful. An example could be a parameter that configures if/when the messenger attacks adjacent units.
Step 2 is completed when at least 3 keys/parameters have been added to the Micro AI and have been documented.
Guardians (3 AIs)
Scenario 'Guardians' contains several guardian AIs, three of which should be converted to Micro AIs: return guardian, stationed guardian and coward.
Important notes:
- The guardian AIs (including a fourth AI that will not be converted to a Micro AI) are all part of Side 2, which means that the [ai] tag in the side definition cannot be deleted.
- All three guardian AI functions are defined in the same engine file. Thus, the file needs to be copied, rather than moved, to the new location until all three guardian AIs have been converted.
- This is a Behavior Candidate Action (BCA), that is, it attaches to a unit, rather than controlling all (relevant) units of a side. See the comments about BCAs in the description of the Patrols AI.
- The BCA CA code is included as macros. The macros are defined in file utils/lua_macros.cfg.
Step 1:
Choose one of the three guardian AIs and convert it to a basic Micro AI. For this step, it is sufficient to make the Micro AI work for a single guardian unit (comment out the other unit(s) of the same guardian type in the scenario file) with hard-coded values for the unit ID and other parameters.
Step 1 is completed when scenario 'Guardians' controls one guardian unit using the [micro_ai] tag and the basic Micro AI has been documented.
Step 2:
Change the guardian Micro AI code so that the hard-coded values of the previous step are configurable keys/parameters in the [micro_ai] tag.
Step 2 is completed when several units of the same guardian type are controlled by the Micro AI (using one [micro_ai] tag per unit) in the 'Guardians' scenario and this has been documented.
Steps 3a and 3b:
Pick one of the other guardian AIs and convert it to a Micro AI. This should be done as a parametrization of the AI that was already converted in Steps 1 and 2, and not by defining a new Micro AI type. Thus, 'ai_type=' should be 'guardian' for all guardian Micro AIs, and an additional key 'guardian_type=' should be added.
Note: Steps 3a and 3b can, in principle, be done in parallel. They only require Steps 1 and 2 to be completed first.
Each of these steps is completed when several units of the same guardian type are controlled by the new guardian Micro AI type (using one [micro_ai] tag per unit) in the 'Guardians' scenario and this has been documented.
Animals (7 AIs)
There are a total of 7 animal AIs in 4 different scenarios: 'Dragon' (1 AI), 'Wolves' (1 AI), 'Swarm' (1 AI) and 'Animals' (big animals, forest animals, sheep and another wolves AIs). All of these need to be converted to Micro AIs with 'ai_type=animal' and different 'animal_type=" values.
Important Notes:
- The dragon AI should be converted first (Steps 1 and 2). After that, you can choose any order for the remaining AIs.
- The dragon AI is a BCA with the candidate action being set up in a macro. See the notes for the guardian Micro AI for how to deal with such an AI. All other AIs control all (suitable) units on their side.
- When converting the AIs, the unit types should be set up as parameters (if different unit types on the same side display different types of behavior), rather than being hardcoded as they are now for some of the animal AIs.
- Side 6 in scenario 'Animals' (wolves AI) contains two aspect definitions in addition to the candidate actions. These aspects need to be made part of the Micro AI as well (and ideally they could be turned on/off with configurable parameters).
Step 1:
Convert the dragon AI to a basic Micro AI. For this step, it is sufficient to use the hard-coded values for the unit ID and other parameters.
Step 1 is completed when scenario 'Dragon' controls the dragon using the [micro_ai] tag and the basic Micro AI has been documented.
Step 2:
Change the dragon Micro AI code so that the hard-coded values of the previous step are configurable keys/parameters in the [micro_ai] tag.
Step 2 is completed when the parametrization of the dragon Micro AI is complete and has been documented.
Steps 3a-3f:
Pick any one of the other animal AIs and convert it to a Micro AI. This should be done as a parametrization of the AI that was already converted in Steps 1 and 2, and not by defining a new Micro AI type. Thus, 'ai_type=' should be 'animal' for all animal Micro AIs, and an additional key 'animal_type=' should be added.
Note: Steps 3a-3f can, in principle, be done in parallel. They only require Steps 1 and 2 to be completed first.
Each of these steps is completed when all sides using the given AI type are controlled by the new animal Micro AI type in the respective scenario and this has been documented.