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  • ...Practical Guide to Modifying AI Behavior|电脑AI]] - 怎样创建和改变AI行为
    4 KB (250 words) - 15:53, 5 February 2022
  • <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
  • [[Category:SoC Ideas AI Defense Strategies 2013]] <h4>elf11 - AI Project</h4>
    12 KB (2,142 words) - 12:39, 22 April 2013
  • *In my first year in university I developed for a project a AI for the Game [http://en.wikipedia.org/wiki/Hive_(game) Hive] (Java). Yes, for the AI I mentioned for example (team of 8). I strongly prefer to develop in teams.
    9 KB (1,611 words) - 16:09, 28 April 2013
  • [[Category:SoC Ideas AI Defense Strategies 2013]] ...Total defense Strategy Google summer of code has for purpose to propose an AI that would take more variable into account before attacking. It would also
    18 KB (3,175 words) - 06:23, 14 May 2013
  • AI Recruitment Algorithms ...rrent recruitment system is too weak for the AI to properly recruit units. AI is prone to not recruiting the best units for terrain and is also weak agai
    16 KB (2,751 words) - 20:04, 5 May 2023
  • <h4>Rohan19 - AI: Implement a 'total defense' strategy </h4>
    4 KB (756 words) - 09:30, 22 April 2013
  • [[Category:SoC Ideas AI Defense Strategies 2013]] ...I is really good at doing attacks but it's not that good at defending. The AI currently tries to maximize the formula (enemy losses - aggression*own_loss
    15 KB (2,587 words) - 14:11, 3 May 2013
  • [[Category:SoC Ideas AI in Mainline Campaigns Refactoring_2013]] ...e been reading about the project, and at first, I would update the current AI with the new capabilities of the engine. After that, I would increase the e
    8 KB (1,356 words) - 12:47, 22 April 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=ai
    17 KB (2,325 words) - 20:35, 29 January 2023
  • ...orithm is very simple and can be improved in many ways. I want to make the AI recruiting better, more fun to play against and more configurable by a scen ...rd to understand (and probably therefore not in use). Additionally Formula-AI is not longer supported in future developments.
    25 KB (4,096 words) - 19:56, 5 May 2023
  • My main interests in Informatics are AI and Games.<br> Nobody likes to work for nothing, this being said, in AI field anything is garbage, failed projects are lessons to be learnt and may
    7 KB (1,211 words) - 17:40, 12 April 2013
  • <h4>rsyh93 - AI Recruitment Restructuring</h4> ...e a recruitment algorithm that is able to integrate with the unit movement AI that puts more emphasis on the usage of the units and their place on the ov
    11 KB (1,877 words) - 18:55, 3 May 2013
  • [[User:Flixx/GSoC 2013/AI: AI: Refactor recruitment algorithm]] [[User:Flixx/GSoC_2013/AI:_AI:_Refactor_recruitment_algorithm#Questionnaire|Questionnaire]]
    439 bytes (45 words) - 04:19, 3 May 2023
  • This is not a proposal yet but only a summary of some Ideas for the AI-Recruitment Idea. This page will hopefully advance (itself ;-) ) to a propo ...m last year) I noticed there is a ask for a purpose-memory per unit in the ai, so a unit will remember a purpose assigned to it and act later according t
    7 KB (1,114 words) - 13:51, 15 April 2013
  • ...Given the chance, i'd like to completely redo this algorithm to allow the AI to factor in more variables and generally behave more like a human opponent All of these are broad ideas for the goal of a new re-factored AI, not implementation strategies.
    8 KB (1,387 words) - 02:33, 27 April 2013
  • I like to play against AI or against my AFK friends.
    9 KB (1,409 words) - 01:17, 6 May 2013

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