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  • ...aged to take out their leader. Maybe a bodyguard of one lvl 2 on defensive AI? Otherwise great scenario. I think that there needs to be more villages on ...so maybe it should be easier for me to escape so I do not have to kill the AI leaders to win.
    9 KB (1,580 words) - 03:03, 6 March 2011
  • Once again, difficult. I think that it would be great if the AI could only recall lvl 2 troops and not recruit, as it is extremely difficul
    5 KB (947 words) - 03:03, 6 March 2011
  • ...liance kept sending lone healers to battle. Not sure if this an in-general AI problem or a scenario-specific one, but I think it should be fixed at any r
    12 KB (2,011 words) - 03:03, 6 March 2011
  • Glitches: At turn 3 or 4, the Ai retreated and didn't attacked, this is not the normal campaign behaviour, m
    6 KB (956 words) - 02:58, 6 March 2011
  • #Were there any particulary good/bad strategic decisions made by the AI? #I noticed that aside from a couple of scouts, the bulk of the AI's units reached me and attacked during dawn which put it at a disadvantage.
    9 KB (1,412 words) - 02:59, 6 March 2011
  • 5. The minor challenge was just completing the game without losing to the AI, the game gets really intense from here out.
    12 KB (2,080 words) - 02:58, 6 March 2011
  • | AI, mordante It was done on AI0867's machine using Crab's batch ai testing script (written in python, present in the repo in utils/ai_test) sl
    18 KB (3,078 words) - 17:43, 20 March 2013
  • * AI - ''Author of the Tritha faction.
    15 KB (1,981 words) - 13:18, 24 April 2015
  • <h3>Extend Wesnoth's Lua AI support and improve Wesnoth's AI</h3> ...I. The core capabilities were already added, but we need to integrate Lua AI scripts better.
    5 KB (893 words) - 19:18, 5 May 2023
  • <Crab_> so, if we have 'ai/ais/zzz' which, say, defines a macro, it might get included by campaigns/bb
    27 KB (4,496 words) - 18:16, 24 April 2023
  • ...an actual effect on gameplay. For instance, certain taunts could anger the AI, causing it to change tactics to attack a different player or recruit diffe ...ntly selected, would allow for several possibilities. For instance, allied AI could uses Lua to respond to your input so that it can formulate a strategy
    35 KB (5,933 words) - 02:38, 24 April 2023
  • ...on the field is. Based off this the influence map will be able to tell the AI roughly how safe or unsafe a tile is. ...be more customizable, and in effect make the single player better and the AI tougher.
    12 KB (2,127 words) - 01:37, 21 March 2013
  • ...hat's why Wesnoth developers decided to extend it and allow users to write AI configurations in Lua, which is not possible at the moment. ...bilities to strike the enemy. This can last forever, and at some point the AI would be forced to recalculate its moves again and again.<br /><br />
    51 KB (7,944 words) - 00:50, 4 May 2023
  • :'''''My name is Karol Kozub. I am interested in programming, mathematics and AI.''''' ...petitions, built some game playing bots in various languages, written some AI programs and some games in various languages and developed some PHP/MySQL s
    30 KB (4,530 words) - 01:47, 21 March 2013
  • It's always better to play against other humans, but AI is useful to be able to play without network connection, or when nobody is
    23 KB (3,897 words) - 03:45, 21 March 2013
  • <h4>champ - Implement Multi-player Lua AI scripting security</h4> I plan to implement a secure mechanism on Lua AI scripting system.<br/>
    2 KB (398 words) - 19:43, 5 May 2023
  • <h4>FishbaitHarry - Extending Lua AI support and implementing additional AI techniques</h4> ...ort functions, including interfaces to customizing and using some advanced AI algorithms, like Reinforcement Learning.
    11 KB (1,894 words) - 03:56, 21 March 2013
  • * Mọi người chơi đều có quyển đưa bất kỳ ai vào danh sách từ chối của mình ...ai trong trò chơi của mình. Tuy nhiên không được đuổi/cấm ai chỉ vì họ đang thua hoặc đuổi/cấm họ mà không có lý do t
    10 KB (2,322 words) - 02:39, 24 April 2023
  • * Non fornire informazioni ai giocatori. ...83%">&nbsp;&nbsp;'''''droid''''' ''side''&nbsp;&nbsp;passa il controllo da AI a umano e viceversa a seconda di chi ha attualmente il controllo</span>
    8 KB (1,216 words) - 08:40, 24 May 2021
  • ====Jody Northup - Improve and extend Lua AI scripting facilities==== This is the [[SoC_Ideas_LuaAI_2011|Lua AI improvement]] idea.<br/>
    30 KB (4,934 words) - 00:55, 4 May 2023

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