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  • <h4>Aditya Pande - Global AI for Battle of Wesnoth</h4> I propose to implement global AI using a combination of idea of Quiescence search on game tree with alpha be
    25 KB (4,396 words) - 03:34, 16 November 2022
  • <h4>Kevin Xi - AI: Improve AI by implementing global attack/retreat decision</h4> All decisions of AI have three global strategic goals to achieve: hit enemy as heavy as possibl
    23 KB (4,039 words) - 03:43, 17 April 2014
  • ...pting in Unity, using MonoGame for making games, Drawing and implementing AI behaviors for a breakout game in Open Frameworks, and working with SDL 2.0 ...know some Ruby. I still need to learn CMake, and don't know WML. In the AI class I'm taking I will learn some Lua, by the end of the semester.
    8 KB (1,448 words) - 09:50, 21 March 2014
  • <h4>Zubin Kapaida: Improve AI by implementing global attack/retreat decision</h4> I believe that the key to making a good AI bot is to keep your ideas clear and simple. One must evaluate the gravity o
    12 KB (1,951 words) - 15:13, 21 March 2014
  • ...s assigned to the single human player, and the other sides are assigned to AI's ...t, while assigning all other sides of our now-mp-code-running scenarios to AI. All other options available in mp menus would be set to appropriate values
    17 KB (2,856 words) - 03:39, 4 April 2014
  • AI opponents, competitive player versus player doesn't attract me much.
    14 KB (2,298 words) - 19:32, 14 April 2014
  • included from ai/ais/ai_default_rca_strong.cfg:2
    3 KB (434 words) - 07:51, 2 November 2014
  • ==RCA AI Summary== ...ated for each move and are executed in order of evaluation score. The RCA AI is highly configurable in WML. It can also be modified by removing default
    15 KB (2,475 words) - 00:47, 28 November 2022
  • * [[LuaAPI/ai|ai]] - Functions that instruct the AI on how to move.
    12 KB (1,780 words) - 13:24, 29 April 2024
  • [Comment: The AI seems to heavily favor attacking bats and zombies, especially injured ones,
    28 KB (4,951 words) - 08:57, 15 September 2020
  • ...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.
    5 KB (833 words) - 17:53, 18 April 2024
  • : ''"J'ai commencé EdW le dernier Avril, et j'y consacrais tout mon temps libre (heu : ''"Voici comment j'ai écrit Liberté :''
    8 KB (1,245 words) - 14:37, 6 November 2019
  • The unit's usage string, used by the AI mainly for recruiting purposes. Thus changing this is unlikely to do anythi
    8 KB (1,284 words) - 06:52, 24 January 2023
  • Replaces a side's AI with the configuration from a specified file. Appends AI parameters (aspects, stages, goals) to the side's AI. The syntax for the parameters to be appended is the same as that supported
    9 KB (1,334 words) - 17:53, 18 April 2024
  • controller = ai
    19 KB (2,809 words) - 15:24, 25 November 2021
  • ...old is gone. Argan appears in NW at the beginning of turn 4, controlled by AI. He seems invincible. He may also kill enemy leaders, so be aware of that i
    22 KB (4,166 words) - 21:23, 6 April 2024
  • ...cial traits, or even some of the basic ones, I'm pretty well convinced the AI knows EXACTLY how to make optimum use of temptation. Keep a couple of fast ...teresting way to play this level is to take advantage of the fact that the AI/enemy units will completely focus on Efriam, Lethalia, Vritra and Krux if y
    19 KB (3,565 words) - 17:05, 6 April 2024
  • controller = ai We also didn't set ''unrenamable=yes'' because ai won't ever rename its units. We don't need to think about players using con
    24 KB (3,693 words) - 16:05, 25 November 2021
  • ...s_any_weapon|Wretched Defiler]] melee weapon to score some fodder that the AI seems obsessed with. Head northeast, encounter a few bandits, and proceed
    11 KB (1,949 words) - 05:21, 21 March 2024
  • * [[Wesnoth AI|Artificial Intelligence]] - 如何創建和修改 AI 行為
    4 KB (359 words) - 17:26, 7 January 2022

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