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- <h2>AI: Refactor recruitment algorithm</h2> # improve recruiting for AI-playable campaigns where AI has to not spend all the gold.11 KB (1,905 words) - 03:06, 13 April 2013
- <h2>AI: Implement a 'total defense' strategy</h2> Page for the idea: [[SoC Ideas AI Defense Strategies 2013]]3 KB (438 words) - 09:40, 9 April 2013
- <h2>AI: Improve configuration and behavior in mainline campaigns</h2> Page for the idea: [[SoC Ideas AI in Mainline Campaigns Refactoring_2013]]2 KB (248 words) - 20:49, 26 March 2013
- ..., then choose Player 1 (usually the human player) or Player 2 (usually the AI). Now click on the preferred keep. That's it, now you have your leader assi ...key is used to tell WML whether this side belongs to a 'human' or to the 'ai'. This side belongs to a human.17 KB (2,792 words) - 20:09, 29 January 2023
- controller=ai controller=ai17 KB (2,325 words) - 20:35, 29 January 2023
- [[Category:SoC Ideas AI in Mainline Campaigns Refactoring_2013]] <h4>darius42 - AI: Improve configuration and behavior in mainline campaigns</h4>14 KB (2,552 words) - 23:22, 3 May 2013
- <h4>Nephro - AI project SoC2013</h4> ...ove the existing AI developer toolset and implement a concurrent block for AI developers to be able to exploit the vast amounts of CPU time wasted during12 KB (2,084 words) - 08:49, 13 May 2013
- ...mp, and so it is MP-unsafe. It is provided only for benchmark purposes and AI development, although it should work inside wesnoth.synchronize_choice() as ...ai_name''. The function will be called by the [micro_ai] tag to set up the AI. See the link for more details on how this works.42 KB (6,281 words) - 17:53, 21 September 2024
- ...the same) ''and'' the game is started with the parameter <code>--log-info=ai/recruitment</code> the important hexes are marked with white 'x' markers on ...d, the scores represent the desired unit ratios on the map. This means the AI will ''not'' just recruit the unit with the highest score, but in such a wa21 KB (3,118 words) - 05:25, 27 February 2024
- * AI * AI tasks16 KB (2,843 words) - 13:17, 2 February 2014
- ...y. Battles are well-balanced and enjoyable, only problem is that Wesnoth's AI still can't handle large-scale fights well. Big battles are usually about p ...and historical validity. The scenarios can grow a little tiresome(and the AI in the first two scenarios is incredibly annoying), but the story drives th60 KB (10,139 words) - 10:41, 11 August 2015
- ===AI: Improve AI by implementing global attack/retreat decision=== The Wesnoth AI works by making local decisions about moves and attacks. Teach it to determ2 KB (344 words) - 10:45, 1 March 2014
- ====[//robotgame.net/user/7601 Robotgame AI game]==== ====[//planetwars.aichallenge.org/profile.php?user_id=9900 Google AI Challenge 2010]====19 KB (3,076 words) - 16:48, 2 April 2014
- =AI Global strategy= [https://github.com/wesnoth/wesnoth/pull/145 New cost_calculator and ai.find_path_with_avoid() function. #145]18 KB (2,848 words) - 14:39, 13 April 2014
- ...="Sachith_Seneviratne_-_AI_Global_Strategy_Proposal">Sachith Seneviratne - AI Global Strategy Proposal </span></h4> ...m, by using evaluating functions (or a combination thereof) to provide the AI with the capability of making such a decision.5 KB (714 words) - 11:16, 7 April 2014
- *<b><i>userdata</i>/data/add-ons/A_Simple_Addon/ai</b> Lua files for the RCA_AI6 KB (1,068 words) - 22:51, 8 November 2020
- ===AI: Improve AI by implementing global attack/retreat decision=== The Wesnoth AI works by making local decisions about moves and attacks. Teach it to determ8 KB (1,386 words) - 04:32, 14 March 2014
- <h4>ykanarev - AI task implementation</h4> ...owledge in data structures and algorithms. Also, I participated in Russian AI cup and implemented, as I think, not bad strategy.8 KB (1,358 words) - 22:09, 19 March 2014
- <h4>Arveanor Global AI</h4> ...to. i.e. fight aggressively, fight defensively, fight cautiously etc. The ai would, depending on it's current behavior mode pursue the objectives more o10 KB (1,808 words) - 04:43, 21 March 2014
- ...specific scenario-> select AI level-> call multiplayer.cpp with player ac AI(user selected(normal/hard/expert)) ->start game. ...rver-> select a map -> option to choose from AI and player ->AI ->level of AI ->start game.10 KB (1,742 words) - 11:34, 7 April 2014