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  • ...已经熟悉系统、懂得如何摆布各种单位,希望掌握击败 AI 和人类对手的诀窍。 你可以通过佯攻误导 AI 甚至不少人类对手,如派遣少数部队进攻敌人的英雄、村
    28 KB (74 words) - 02:31, 12 August 2017
  • *ae -> ai *ae -> ai
    13 KB (1,879 words) - 03:11, 9 April 2023
  • ...t-size:83%">&nbsp;&nbsp;'''''droid''''' ''sida''&nbsp;&nbsp;växlar mellan AI och spelarens kontrol</span>
    8 KB (1,347 words) - 08:42, 24 May 2021
  • * [[Practical Guide to Modifying AI Behavior|Inteligencia Artificial]] - cómo crear y modificar una rutina de
    5 KB (780 words) - 02:26, 12 August 2017
  • * ''TEST'' validates test scenarios, including the AI demo scenarios and the WML unit tests, and requires ''SCHEMA_SHOULD_SKIP_TH
    3 KB (431 words) - 04:09, 15 June 2021
  • |Formula AI is still functional for the time being, but it is not maintained any more. ...s to a file with (not quite complete but useful) information about Formula AI functions and variables.
    17 KB (2,764 words) - 15:22, 7 April 2023
  • == Different Types of AI Modifications == Modifications of the AI behavior can be accomplished in a variety of different ways:
    32 KB (5,391 words) - 19:39, 15 July 2020
  • |Formula AI is still functional for the time being, but it is not maintained any more. This page lists Formula AI code examples that can be used directly in a scenario or as templates for f
    12 KB (1,938 words) - 07:56, 19 April 2023
  • | AI * It was discussed whether it was an idea to move Wesnoth-UMC-dev first but AI mentioned it was planned, but not for the near future.
    15 KB (2,506 words) - 05:09, 25 April 2023
  • ...pecific platforms, artworks (graphics and sound), translations, working on AI, encouraging UMC contributions or whatever you can think about in regards t
    18 KB (2,870 words) - 18:11, 24 April 2023
  • ...e la véritable armée céleste ; j'ai donc mis une autre terminaison et j'ai choisi celle en « ain » par référence avec « romain » (empire célest ...avec une signification liée à l'occultisme et aux quatre éléments ; j'ai donc considéré comme correct de garder « élémental ». Pour le pluriel
    10 KB (1,582 words) - 18:16, 8 September 2013
  • * [[Wesnoth AI|Künstliche Intelligenz/KI]] - eine KI erstellen und dessen Verhalten bearb
    5 KB (659 words) - 06:11, 19 February 2022
  • <h2>AI: Implement a 'total defense' strategy [12]</h2> Page for the idea: [[SoC Ideas AI Defense Strategies 2012]]
    2 KB (356 words) - 12:06, 5 April 2012
  • <h2>AI: teach the AI to play Wesnoth's mainline campaigns [3]</h2> Page for the idea: [[SoC Ideas AI Scenario Objectives 2012]]
    2 KB (288 words) - 12:05, 5 April 2012
  • <h2>AI: Make lua AI development and usage easier [2]</h2> Page for the idea: [[SoC Ideas AI Lua AI Usage 2012]]
    1 KB (152 words) - 12:04, 5 April 2012
  • * multiplayer scenarios vs the AI and vs players, with and without heavy WML scripting
    7 KB (1,116 words) - 04:06, 21 March 2013
  • ...fight in the battle dialog: reusing the existing code already used by the AI for this purpose, extend the dialog to present to the player total kill cha ...s are already done in the battle_context class and are heavily used by the AI.
    5 KB (806 words) - 12:06, 5 April 2012
  • ...hacks he might use, a human can surpass him. Though if we reinterpret the AI as a zombie, mashing a swarm into my face would make indeed the game more c
    20 KB (3,689 words) - 03:06, 21 March 2013
  • Depends on a game, but mainly challenging ones, be it Human player or AI. *Maybe increasing my AI knowledge too?
    25 KB (4,086 words) - 03:07, 21 March 2013
  • ...that are more useful" for I suppose it's highly connected with the rest of AI playstyle. Different behaviour based on * AI mission objetives: chase, retire, kill specific units;
    15 KB (2,631 words) - 03:10, 21 March 2013

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