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  • <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
  • [[Category:SoC Ideas AI Scenario Objectives 2012]] <h4>Thomas Martinet - AI: teach the AI to play Wesnoth's mainline campaigns </h4>
    29 KB (4,171 words) - 03:15, 21 March 2013
  • [[Category:SoC Ideas AI Scenario Objectives 2012]] <h4>Kevin Wyckmans - Teach That AI! </h4>
    10 KB (1,841 words) - 03:18, 21 March 2013
  • <h4>Christopher Conway - Defensive AI </h4> ...behavior, as opposed to the current aggressive AI. It would allow for the AI to function in scenarios like controlled retreats, unit escort, or holding
    12 KB (2,072 words) - 23:32, 20 March 2013
  • ...ting units in a better defense position. To minimize loss of units for the AI. Total Defense Strategy, I would like to concentrate on making the AI have a more Defensive strategy.
    7 KB (1,262 words) - 11:00, 7 April 2014
  • <h4>Tyrannodogg - Make lua AI development and usage easier</h4> At the moment the parts, which make a lua AI, are scattered around several WML Entities, resulting in a load of boilerpl
    2 KB (250 words) - 19:35, 29 April 2012
  • <h4>Kseniya Buraya - Refactoring AI Recruitment</h4> The project is to improve current AI recruiting system. I will develop and implement these options:
    7 KB (1,145 words) - 03:20, 21 March 2013
  • <h4> Ed Kim - Total Defense AI </h4> ...e formations (line, square) by taking unit relationships into account, the AI would become a much more versatile and formidable foe.
    11 KB (1,806 words) - 04:30, 9 April 2012
  • ...information regarding configuring and writing the artificial intelligence (AI) used by the game.
    28 members (0 subcategories, 0 files) - 03:42, 19 December 2012
  • ....google-melange.com/gci/homepage/google/gci2012 Google Code-in 2012] Micro AI Tasks. This page provides information on the Google Code-in Wesnoth Lua AI tasks. If you need additional help, the preferred way of contacting us is
    23 KB (3,948 words) - 03:24, 16 November 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]] ...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
  • ...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
  • 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
  • [[Category:SoC Ideas AI Recruitment 2013]] ...to account many factors and combining them. It’s very important that the AI will recruit optimally (or at least as optimal as possible). This includes
    16 KB (2,853 words) - 15:27, 16 May 2013
  • 45 bytes (7 words) - 13:53, 18 May 2013

Page text matches

  • == Experimental AI Summary == ...andidate actions (CAs) '''have been merged into the [[RCA_AI|default (RCA) AI]]''', see descriptions below for the individual CAs.
    8 KB (1,311 words) - 23:14, 22 June 2022
  • For help with writing a C++ AI, it is a good idea to have a look here: == Writing your own AI ==
    19 KB (3,084 words) - 00:20, 26 June 2014
  • ...hp?mode=viewprofile&u=130128 FAKevin/Kevin_Xi]: [[SoC2014_kevin_AI|Improve AI by implementing global attack/retreat decision]]
    23 KB (3,484 words) - 06:28, 24 January 2015
  • ...parameters included in the tag. In other words, this allows replacing the AI config rather than appending to it. ...ai''': replaces a side ai with a new AI from specified file(ignoring those AI parameters above). Path to file follows the usual WML convention.
    61 KB (9,881 words) - 03:40, 22 February 2024
  • ...s fixes all the glitches that bugged me with the previous 0.5 version. The AI seems a bit tougher though, which ...craft. There are speed issues with the game. For instance, waiting for the AI enemies to
    18 KB (3,081 words) - 09:08, 24 May 2021
  • ...ct, one of our Google Summer of Code projects was focused on improving the AI-related Lua capabilities.</p>
    10 KB (1,622 words) - 02:07, 24 April 2023
  • * [[Wesnoth AI|Artificial Intelligence]] - how to create and modify AI behavior
    4 KB (610 words) - 00:47, 7 January 2022
  • ...ish onslaught and advance on sunrise. You may even note that the computer AI actively retreats his orcs during day.
    8 KB (1,406 words) - 03:15, 9 April 2023
  • <h4>neonosos - Improve AI by global world analysis</h4> ...th AI by improving AI players with global-analysis skill. This skill makes AI players able to not only react on local impulses (such as attack or presenc
    12 KB (1,984 words) - 15:09, 19 March 2014
  • ** '''ai''': If players assigns "Computer Player" to "Player/Type" in game lobby Mainly used for internal AI checks, but one could in theory just do anything with it.
    37 KB (5,925 words) - 18:44, 12 June 2024
  • ...de. The fog/shroud does not currently affect AI movement patterns, but the AI algorithm may become constrained by fog/shroud in the future.
    9 KB (1,527 words) - 16:43, 21 May 2024
  • I would like to improve the AI by implementing Global attack / retreat decision. Depends on the type of game , but usually i prefer fighting against AI
    9 KB (1,592 words) - 22:10, 20 March 2014
  • * '''cooperative''': All human players are on the same team, versus the AI
    13 KB (1,973 words) - 08:08, 19 April 2024
  • |''AI:'' [[Wesnoth_AI_Framework#The_.5Bai.5D_Tag_.E2.80.94_Top-level_Elements|ai]],
    16 KB (1,819 words) - 14:29, 23 February 2024
  • * Remove the wesnoth-ai textdomain, as suggested in #4669 (octalot)
    7 KB (1,069 words) - 14:39, 2 September 2021
  • ...ng to dialogue and the AI. This should make the dialog flow better and the AI behave more appropriately. ...- Steelclad was earlier nerfed in order to help balance scenarios against ai but it turned out to be affecting competitive 1 vs 1 too much so we are rev
    8 KB (1,301 words) - 18:23, 22 August 2020
  • The AI tends to avoid attacking your Runesmiths/Thursagan when they are on good de
    31 KB (5,538 words) - 08:23, 21 August 2022
  • ...and AI player start with, and some simple options for controlling how the AI works. From the '''[side]''' tag listed below you can see we are going to l ...e enough information to make some interesting looking scenarios with tuned AI players. This is a big step. Next we are going to learn how to make your ne
    6 KB (924 words) - 22:05, 10 October 2018
  • * AI's starting gold * AI income
    15 KB (2,547 words) - 19:42, 19 June 2015
  • ...g mages to defend the castle tiles and pick them off as they cross. If the AI sends just one wolf rider against the northern horseman, wait until dayligh ...or the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at n
    53 KB (9,305 words) - 15:32, 7 April 2023

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