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  • ...the fifth release in the 1.7.x tree. This release fixes a problem with the AI ending in infinite loops that was introduced in 1.7.3. The most important c ...m the game) and adding extended AI controls in WML (the so called "Formula AI"). We will post an update if we are accepted into the program.
    39 KB (6,285 words) - 16:41, 26 January 2014
  • Besides you can't mock an AI player after beating him :)
    11 KB (1,941 words) - 01:05, 21 March 2013
  • {{SoC2010Student_2|lucamoller|SoC Ideas Lua AI}} [[Category:SoC Ideas Lua AI]]
    9 KB (1,643 words) - 00:14, 21 March 2013
  • : The only possible values are 'human', 'ai' or 'null'. Replaces a side's AI with the configuration from a specified file.
    8 KB (1,082 words) - 13:31, 12 February 2021
  • Besides you can't mock an AI player after beating him :)
    10 KB (1,860 words) - 22:03, 17 March 2010
  • ...s GSoC’s workload would be to primarily propagate my changes over to the AI side and allow it to work without breaking the trunk version.<br>
    33 KB (5,803 words) - 00:12, 21 March 2013
  • Yes. For the XNA Game I've worked with another friend. For an AI project, I've worked with 2 friends. Both times we used S&shy;&shy;V&shy;&s If it's AI, then I prefer an adaptive one, growing in the difficulty as the game progr
    29 KB (4,996 words) - 06:48, 19 April 2023
  • ...it will be used instead of the first one when the client happens to be an AI (hence not enable to interact with a user interface). -- Called only on the client handling the current side, if it is an AI.
    21 KB (3,124 words) - 10:01, 7 May 2021
  • ...ay with a group of humans against an AI, or group of AI opponents. If the AI is of low quality, doesn't work, or isn't available, then playing with a gr
    9 KB (1,680 words) - 01:17, 21 March 2013
  • ...r|Sztuczną inteligencje (''en'')]] - jak stworzyć i edytować zachowanie AI
    5 KB (787 words) - 02:26, 12 August 2017
  • dealing with a bug in scoring of AI recall list with my code.
    36 KB (6,071 words) - 04:17, 3 May 2023
  • * Allow suggesting moves to an allied AI.
    2 KB (354 words) - 00:28, 11 April 2010
  • AI
    8 KB (1,245 words) - 01:26, 21 March 2013
  • {{SoC2010Student_2|achilles|SoC Ideas Lua AI}} [[Category:SoC Ideas Lua AI]]
    11 KB (1,897 words) - 01:19, 21 March 2013
  • ...hzerai''' and this is my wiki user page. I am mostly interested in Wesnoth AI and random bugs.
    116 bytes (21 words) - 10:36, 30 July 2010
  • * New multiplayer maps focused on player vs player vs ai (Hejnewar)
    6 KB (701 words) - 16:40, 24 November 2023
  • ===AI recruitment algorithm=== ...e at the same time. There should be a tunable parameter that will tell the AI to go either for a mass of low-cost low-quality units or few high-cost high
    7 KB (1,129 words) - 02:52, 6 March 2011
  • ...ed side matches only if it has this controller string. Sensible values are ai, human, and null. This key is disabled for networked multiplayer, since the
    4 KB (609 words) - 01:13, 25 February 2024
  • AI configuration can be written using WML. In 2009, a new style syntax for writing AI configurations in Wesnoth was created.
    6 KB (941 words) - 16:22, 17 April 2023
  • 7. I would make my allied AI not that greedy on capturing Villages. 7.I would add another enemy AI to the scenario, and of another race.
    5 KB (760 words) - 03:02, 6 March 2011

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