AiWML

From The Battle for Wesnoth Wiki
Revision as of 18:11, 4 March 2012 by Mattsc (talk | contribs) (Continued updating of page to RCA AI specs)

[edit]WML Tags

A:

abilities, about, achievement, achievement_group, add_ai_behavior, advanced_preference, advancefrom, advancement, advances, affect_adjacent, ai, allied_with, allow_end_turn, allow_extra_recruit, allow_recruit, allow_undo, and, animate, animate_unit, animation, aspect, attack (replay, weapon), attack_anim, attacks (special, stats), avoid;

B:

base_unit, background_layer, berserk, binary_path, break, brush;

C:

campaign, cancel_action, candidate_action, capture_village, case, chance_to_hit, change_theme, chat, checkbox, choice, choose, clear_global_variable, clear_menu_item, clear_variable, color_adjust, color_palette, color_range, command (action, replay), continue, core, credits_group, criteria;

D:

damage, damage_type, death, deaths, default, defend, defends, defense, delay, deprecated_message, destination, difficulty, disable, disallow_end_turn, disallow_extra_recruit, disallow_recruit, do, do_command, drains, draw_weapon_anim;

E:

editor_group, editor_music, editor_times, effect, else (action, animation), elseif, endlevel, end_turn (action, replay), enemy_of, engine, entry (credits, options), era, event, experimental_filter_ability, experimental_filter_ability_active, experimental_filter_specials, extra_anim;

F:

facet, facing, fake_unit, false, feedback, female, filter (concept, event), filter_adjacent, filter_adjacent_location, filter_attack, filter_attacker, filter_base_value, filter_condition, filter_defender, filter_enemy, filter_location, filter_opponent, filter_own, filter_owner, filter_radius, filter_recall, filter_second, filter_second_attack, filter_self, filter_side, filter_student, filter_vision, filter_weapon, filter_wml, find_path, fire_event, firststrike, floating_text, fonts, for, foreach, found_item, frame;

G:

game_config, get_global_variable, goal, gold, gold_carryover;

H:

harm_unit, has_ally, has_attack, has_unit, has_achievement, have_location, have_unit, heal_on_hit, heal_unit, healed_anim, healing_anim, heals, hide_help, hide_unit, hides;

I:

idle_anim, if (action, animation, intro), illuminates, image (intro, terrain), init_side, insert_tag, inspect, item, item_group;

J:

jamming_costs, join;

K:

kill, killed;

L:

label, language, leader, leader_goal, leadership, leading_anim, levelin_anim, levelout_anim, lift_fog, limit, literal, load_resource, locale, lock_view, lua;

M:

male, menu_item, message, micro_ai, missile_frame, modification, modifications, modify_ai, modify_side, modify_turns, modify_unit, modify_unit_type, move, move_unit, move_unit_fake, move_units_fake, movement_anim, movement costs, movetype, multiplayer, multiplayer_side, music;

N:

not, note;

O:

object, objective, objectives, on_undo, open_help, option, options, or;

P:

part, petrifies, petrify, place_shroud, plague, poison, post_movement_anim, pre_movement_anim, primary_attack, primary_unit, print, progress_achievement, put_to_recall_list;

R:

race, random_placement, recall (action, replay), recalls, recruit, recruit_anim, recruiting_anim, recruits, redraw, regenerate, remove_event, remove_item, remove_object, remove_shroud, remove_sound_source, remove_time_area, remove_trait, remove_unit_overlay, repeat, replace_map, replace_schedule, replay, replay_start, reset_fog, resistance (ability, unit), resistance_defaults, resolution, resource, return, role, rule;

S:

save, scenario, screen_fade, scroll, scroll_to, scroll_to_unit, secondary_attack, secondary_unit, section, select_unit, sequence, set_achievement, set_extra_recruit, set_global_variable, set_menu_item, set_recruit, set_specials, set_variable, set_variables, sheath_weapon_anim, show_if (message, objective, set_menu_item), show_objectives, side, skirmisher, slider, slow, snapshot, sound, sound_source, source (replay, teleport), special_note, specials, split, stage, standing_anim, statistics, status, store_gold, store_items, store_locations, store_map_dimensions, store_reachable_locations, store_relative_direction, store_side, store_starting_location, store_time_of_day, store_turns, store_unit, store_unit_defense, store_unit_defense_on, store_unit_type, store_unit_type_ids, store_villages, story, swarm, sub_achievement, switch, sync_variable;

T:

target, team, teleport (ability, action), teleport_anim, terrain, terrain_defaults, terrain_graphics, terrain_mask, terrain_type, test, test_condition, test_do_attack_by_id, text_input, textdomain, theme, then, tile, time, time_area, topic, toplevel, trait, transform_unit, traveler, true, tunnel;

U:

unhide_unit, unit (action, scenario), unit_overlay, unit_type, unit_worth, units, unlock_view, unpetrify, unstore_unit, unsynced;

V:

value, variable, variables, variant, variation, victory_anim, village, vision_costs, volume;

W:

while, wml_message, wml_schema;

Z:

zoom;

As of BfW 1.9, the default AI is the RCA AI, which stands for Register Candidate Action AI. During the AI turn, the RCA AI evaluates a number of potential actions (called candidate actions) for each move. The candidate action with the highest evaluation score is executed. Then the next move is evaluated, until no more valid moves are found, which ends the AI turn.

The RCA AI is highly configurable in three different ways (sorted by increasing complexity):

  • Changing the parameters/weights by which the AI moves (candidate actions) are evaluated. This can be done easily in the WML code by setting aspects and goals and is the content of this page.

Notes on available AIs:

  • The default AI used through BfW 1.8 was named 'Default AI' (note the capital D). This might cause confusion, as the current default AI (RCA AI) is not the Default AI.
  • Besides the RCA AI, the only other AI available in the core distribution is the idle_ai, which does nothing at all (see ai_algorithm below).
  • The fallback stage, which used to fall back to the old Default AI, falls back to the RCA AI now.


Evaluating AI Moves -- Candidate Actions (CAs)

When the AI does its turn, a number of potential actions (called candidate actions, CAs) are evaluated for each move. The CA with the highest evaluation score is executed. Then the next move is evaluated, until no more valid moves are found, which ends the AI turn. The following candidate actions are evaluated for each move:

  • Goto CA: Move units toward the coordinates set by goto_x and goto_y in their unit WML.
  • Recruitment CA: Recruit or recall units.
  • Move leader to goals CA: Move the leader to goals set by [leader_goal].
  • Move leader to keep CA: Move the leader to the closest available keep.
  • Combat CA: Attack enemy units that are in range. Note that this CA includes the move to a hex adjacent to the enemy unit as well as the attack itself.
  • Healing CA: Move units onto healing locations (generally villages).
  • Villages CA: Move units onto villages that are unoccupied or owned by an enemy.
  • Retreat CA: Evaluate if any units are in grave danger/hopelessly outnumbered, and if so, retreat them.
  • Move to targets CA: Evaluate potential targets and move units toward those targets. The evaluation takes into account how valuable the targets are (this is configurable by setting goals) and how easily the AI's units can get there. Targets are enemy units, villages as well as anything defined as a goal. It is important to understand that targets only apply to the move-to-targets CA. If the AI's unit(s) can get to a target, other CAs, such as Combat, Healing and Villages have a higher evaluation score and are executed first. Thus, a target is specifically not an attack target, but only a move target.
  • Passive leader shares keep CA: Move the leader off the keep to let an allied leader recruit.

If several candidate actions are possible for the next move, they are executed in the order given above. The Goto CA is always the first thing that is done. If a valid attack is found in the Combat CA, it is always executed before any healing, village grabbing or move-to-target moves. One of the effects this has is that attacks always have priority over any goals/targets of the move-to-target phase.

Aspects and Goals

'Aspects' are configurable parameters used in the candidate action score evaluation. Most commonly, aspects are set using the [ai] tag as described below. There are simple aspects which take on an individual value, and composite aspects that might contain several keys or sub-tags. The sub-tags of aspects are called 'facets'.

'Goals', also called 'targets', are composite aspects that influence the behavior of the AI in the move-to-targets candidate action. As there a several different goals available, they are given their own subsection below.

The [ai] Tag: Defining Aspects

The [ai] tag is used inside a [side] or [modify_side] tag. Its contents are the AI aspects and define how the AI controlling that side acts. You can use multiple [ai] tags and have them apply during different turns or times of day, for example to set an undead side's caution higher and aggression lower during the day, or to boost the aggressiveness of a side when they receive reinforcements on a specific turn.

The following key/tags can be used in an [ai] tag:

  • time_of_day: (string) The time(s) of day when the AI should use the parameters given in this [ai] tag. Possible values are listed in data/core/macros/schedules.cfg (See TimeWML).
  • turns: (string) During which turns the AI should use the parameters given in this [ai] tag. This takes the same syntax of dashes (-) and commas (,) as is described under Filtering Locations in FilterWML, except of course they apply to turns not locations.
  • ai_algorithm: (string) Allows an alternate AI algorithm (cannot be created with WML) to be used. Besides the default, the game only comes with idle_ai, which makes the AI do nothing and can be used to create a passive, unmoving side. Cannot be applied only to a set of turns or a given time of day using the keys turns and time_of_day, but must be given either in an [ai] tag without the aforementioned keys or outside [ai] tags inside the [side] tag.
  • aggression=0.4: (double) (value ranging from -infinity to 1.0) This key affects how an AI side fights. Applies to combat CA only.
    • In the following formulas of type X - Y = Z, X is always 1 and Z is the value that aggression should be set to: aggression=Z.
    • It determines how an AI considers the difference between its units and its opponents by taking the value 1 - AI unit value in proportion to opponent unit value. ('Unit value' here means that the AI weights its decision on the chance to kill a unit or be killed, using a combination of its own units.) So, to make an AI which considers its units worthless, i.e. only cares about how much damage attacks inflict, set aggression at 1 - 0 = 1.0. This is the highest meaningful value for aggression; although it is insane, it is used on many HttT levels. If an AI set on this value can inflict 1 damage and take 0, or inflict 2 damage and take 20 himself, he'll take the latter option. To make an AI which considers its units equally as valuable as its opponent's, i.e. only attacks if he feels he can inflict more damage than he receives, set aggression at 1 - 1 = 0.0.
    • Although an AI which considers its opponent's units worthless is impossible under this scheme, an AI which, for example, considers its units twice as valuable as its opponent's can be represented by aggression 1 - 2 = -1.0.
    • The default is 1 - 1/2 = 0.5, which means the AI is content with dealing only half the damage to his opponent of that which he himself takes.
    • Or to put this whole thing into context, aggression=1.0. means it deals the maximum possible damage, aggression=-10000000000000000.0. means it never attacks unless it will receive no damage in exchange.
  • [attacks]="": To be added.
  • [avoid]="": Makes the AI avoid specific locations. The AI never moves a unit to these locations except for trying to move its leader to a keep or toward [leader_goal]s. Applies to all CAs that involve moving units, except move-leader-to-goals and move-leader-to-keep.
  • caution=0.25: (double) A number 0.0 or higher that affects how cautious the AI is in various ways. If it is higher, the AI wants to retreat more (especially to a better defensive terrain), it dislikes moving out of a defensive terrain to attack more, and, if grouping is enabled, it forms bigger groups to protect from enemies when going to a target. Applies to most CAs.
    • Considering a retreat to be skipped (during the retreat phase) if caution is set to 0 or lower. If caution is greater than 0, there is an evaluation of forces for the map location a unit stands on. This is basically the sum of damage that can be done to that location, reduced by terrain defense and relative hitpoints if attackers don't have full health. A retreat takes place, if
      caution * their_power > our_power
      There is also a terrain factor involved if the attacker is not on optimal terrain, but i'll skip this here for simplicity.
      So let's say the AI has its default caution of 0.25. Then the enemy forces have to be 4 times as strong at least before the unit retreats. For a caution of 1, as soon as the enemy is considered to be stronger, the unit retreats.
    • Caution is also considered within the attack analysis to evaluate the rating of attacks. The mathematics for that is rather complicated, so let's just state that the caution value directly and proportionally influences a value for reducing the rating of an attack. A caution of 0 has no influence (the rating won't be reduced at all).
    • If grouping for the AI is enabled and the path to move the group along is considered to be dangerous, caution has an influence, too. "Dangerous" mainly means there is a possibility for the best attacker of a primary target to be severely harmed, for example if he can be killed by enemies if not protected. In that case, the AI compares our group with the enemy and based on the result moves forward or not. "Group", from what i understood, means every unit of that side, including the leader. So it's not really a coherent group necessarily. Our side is rated which is mainly the sum of maximum damage * defense modifiers for every unit. Then this is compared to the enemy strength by determining a relation of both. A value of 1 means both sides have equal strength. Higher values indicate our side is stronger, lower values likewise. The formula for deciding if a group moves on is:
      our_strength / their_strength > 0.5 + caution
      So if caution is 0.5, our side needs to be at least as strong as the enemy. If it is 0, we go on, even if the enemy is up to twice as strong as we are. Setting caution to 1.5 means we need to be at least twice as strong to have the group keep moving.
    • Caution also influences putting units onto villages. However, i haven't understood the code well enough yet to make backed up statements about it. Probably it's an estimation about how exposed a unit will be on that village, based on how many damage the enemy can do to it.
    • Caution often won't influence the AI if the leader is involved, because for many actions it is hardcoded with a value of 2.0.
  • [goal]="": Defines units or locations as targets for the AI. See the dedicated section on the [goal] tag below for details. Applies to move-to-targets CA only.
  • grouping="offensive": (string) How the AI should try to group units. Applies to move-to-targets CA only.
    • offensive: Makes the AI try to group units together before attacking.
    • defensive: Makes the AI group units together very conservatively, only advancing them much beyond its castle if it has overwhelming force.
    • no: Makes the AI use no grouping behavior.
  • leader_aggression="-4.0": Exactly as aggression, but for units which can recruit. Applies to combat CA only. Note that the move-leader-to-keep CA has a higher score than the combat CA. A leader therefore usually only attacks if he is on his keep at the beginning of the turn, otherwise he moves to the closest keep instead, even with leader_aggression=1.
  • [leader_goal]="": Makes the AI try to move its leader to a specific location. Applies to move-leader-to-goals CA only.
    • x, y: the location for the AI to move its leader to
  • leader_value=3: (double) A number 0 or higher which determines the value of enemy leaders as targets. Affects move-to-targets CA only (and therefore specifically does not apply to attacks).
  • passive_leader=no: (bool) If 'yes', the AI leader never moves or attacks (not even to move back to the keep or to attack adjacent units), except to obey [leader_goal]s. Affects all CAs except recruitment and move-leader-to-goals.
  • passive_leader_shares_keep=no: (bool) If 'yes', has most of the effects of passive_leader=yes, but the AI leader moves 1 hex from the keep to share it with allied players (if they can reach it next turn), returns to keep to recruit and attacks adjacent enemy units.
  • recruitment="": To be added.
  • recruitment_ignore_bad_combat=no: (bool) If 'yes', the AI does not analyze the enemy units on the map to see if the unit to be recruited is suitable for fighting them. Affects recruitment CA only.
  • recruitment_pattern="": (string) This key takes a comma separated list containing the usages defined in the recruitable units. Common usages are: 'scout', 'fighter', 'archer', 'healer' and 'mixed fighter'. This tells the AI with what probability it should recruit different types of units. The AI considers all units with the specified usage(s), but only those, so make sure the units you want recruited are really covered by the pattern or use an empty pattern (the default) to have all available units considered. The usage is listed in the unit type config files (see data/core/units/ for mainline units; see also UnitTypeWML). Affects recruitment CA only.
    • For example, "recruitment_pattern=fighter,fighter,archer" means, the AI recruits twice as many fighters as archers, and does not recruit scouts (other than scouts for capturing villages, who are recruited independently), healers or mixed fighters. It does not mean that it recruits two fighters first, then an archer, then two fighters again, etc.
  • scout_village_targeting=3: (double) The AI multiplies the value of village targets for scouts by this value. Affects move-to-targets CA only.
  • simple_targeting=no: (bool) If 'yes', the AI moves its units toward targets one by one (sequentially), without considering whether another unit might be better suited for the current move/target. If 'no' (the default), all units are considered for all targets. This is slower, but might result in better moves. Affects move-to-targets CA only.
  • support_villages=no: (bool) Trigger a code path that tries to protect those villages that are threatened by the enemy. This seems to cause the AI to 'sit around' a lot, so it's only used if it's explicitly enabled. Affects move-to-targets CA only.
  • village_value=1: (double) A number 0 or higher which determines how much the AI tries to go for villages as targets. Affects move-to-targets CA only.
  • villages_per_scout=4: (int) A number 0 or higher which determines how many scouts the AI recruits. If 0, the AI doesn't recruit scouts to capture villages. Affects recruitment CA only.

Deprecated AI Targeting Aspects

The following AI targeting parameters (aspects) currently still work, but have been superseded by the [goal] tag. They should not be used any more as they will likely be removed at some point. These tags specify targets and only apply to the move-to-targets CA. See notes under AI Targets and Goals.

  • [target]="": Deprecated. Any number of [target] tags can be used to set targets for the AI. For anything related to 'values', set them relative to other targets. An AI is willing to dedicate twice as many resources and travel twice as far to get a target worth '2.0' as for a target worth '1.0'. Applies to move-to-targets CA only.
    • StandardUnitFilter: Do not use a [filter] tag.
    • value=1: (double) A number greater than 0 (default=1) which determines how much the AI tries to move toward units which pass the filter.
  • [protect_location]="": Deprecated. Gives the AI a location to protect. Note that the AI does not station any units around the location, it only sends units to attack any enemy units that come within the guarding radius of the target. Applies to move-to-targets CA only.
    • x, y: Standard coordinates. These indicate the location the AI is protecting,
    • radius: Indicates the radius around it to protect (0 indicates a single hex)
    • value: Indicates the importance of protecting this location
  • [protect_unit]="": Deprecated. Gives the AI a set of units to protect. Note once again that the AI does not place units around the protected units if there are no enemies nearby. Applies to move-to-targets CA only.
    • StandardUnitFilter: The unit(s) to protect. Do not use a [filter] tag.
    • radius: Indicates the radius around it to protect (0 indicates a single hex)
    • value: Indicates the importance of protecting this unit
  • protect_leader=2.0 and protect_leader_radius=10: Deprecated. The way these parameters work, is to target any enemy units that come within 'protect_leader_radius' of the AI leader with a value of 'protect_leader'. Applies to move-to-targets phase only.

Removed AI Aspects

The following AI parameters (aspects) can still be set, their values can be retrieved, and they can be viewed in the inspector, but they do not seem to have an effect in the RCA AI code any more. Some other parameters will also likely be removed in the future. We will update this list accordingly.

  • attack_depth=5: (int)
  • number_of_possible_recruits_to_force_recruit=3.1: (double)
  • recruitment_ignore_bad_movement=no: (bool)

AI Targets and Goals

AI targets are used by the move-to-targets candidate action (CA) to move its units toward selected units or locations. As such, it is important to understand that these are move targets, not attack targets. The AI engine automatically selects all enemy units and unowned or enemy-owned villages as targets and assigns them certain base values. These values are then modified based on the movement cost required to get there, whether they pose a threat to the AI's leader, whether moving toward them would put the units involved in danger, etc.

It is possible to define additional targets or influence the relative ratings of the default targets. This is done with the [goal] tag, in which we can set criteria for the selection of the targets as well as their base values (which are then modified in the same way as the values of the default targets). As the values of the default targets vary, values set with the [goal] tag should be relative to each other. The AI is willing to dedicate twice as many resources and travel twice as far to get to a target worth '2.0' as for a target worth '1.0'.

We stress again that it is important to realize that these targets apply to the move-to-targets CA only and have no influence on other CAs. This is significant since CAs that deal with, for example, combat or village-grabbing have a higher score than the move-to-targets CA and are therefore always executed first. In practice that means that targets set with the [goal] tag only affect the AI behavior for targets that it cannot reach during the current turn, and only after combat, village-grabbing etc. are finished.

Five types of targets can be set using the [goal] tag: target (the default), target_location, protect_unit, protect_my_unit, and protect_location.

The [goal] Tag

The [goal] tag specifies target units or locations towards which the AI should move its units. The following keys/tags can be used:

  • name="target": (string) The following values are possible and result in different types of targets:
    • target: The (default) target goal specifies target units (not necessarily enemy units) towards which the AI should move its units.
    • target_location: Specifies target locations towards which the AI should move its units.
    • protect_location: Specifies locations that the AI should protect. Enemy units within the specified distance (protect_radius) of one of these locations are marked as targets with the provided value. Note that the AI will not station any units around the location. It will only send units toward enemy units that come within protect_radius of the target.
    • protect_unit: Specifies units (of all sides) that the AI should protect. Enemy units within protect_radius of one of these units are marked as targets with the provided value. Note once again that the AI will not place units around the protected units if there are no enemies nearby.
    • protect_my_unit: Specifies units from the AI's own side that the AI should protect. (This is basically the protect_unit goal with an implied side= in the filter, restricting matching units to the AI's side.) Enemy units within the specified protect_radius of one of these units are marked as targets with the provided value. Note once again that the AI will not place units around the protected units if there are no enemies nearby.
  • [criteria]="": Contains a SUF (for target, protect_unit or protect_my_unit) or SLF (for target_location or protect_location) describing the targets.
  • value=0: (int) The value of the goal.
  • protect_radius=20: (int) The protection radius. Applies to protect_location, protect_unit and protect_my_unit.

Examples of [goal] Tag Usage

target:

[goal]
    [criteria] #NOTE: this is a SUF, because we're targeting a unit
        side=3
    [/criteria]
    value=5
[/goal]

target_location:

[goal]
    name=target_location
    [criteria] #NOTE: this is a SLF, because we're targeting a location
        x,y=42,20
    [/criteria]
    value=5
[/goal]

protect_location:

[goal]
    name=protect_location
    [criteria] #NOTE: this is a SLF, because we're protecting a location
        x,y=42,20
    [/criteria]
    protect_radius=16
    value=5
[/goal]

protect_unit:

[goal]
    name=protect_unit
    [criteria] #NOTE: this is a SUF, because we're protecting a unit
        side=3
    [/criteria]
    protect_radius=16
    value=5
[/goal]

protect_my_unit:

[goal]
    name=protect_my_unit
    [criteria] #NOTE: this is a SUF, because we're protecting a unit
        canrecruit=yes
    [/criteria]
    protect_radius=9
    value=10
[/goal]

To modify goals from WML events, use these helper macros (don't forget to give your [goal]s unique ids):

 {MODIFY_AI_ADD_GOAL SIDE GOAL_CONFIG}
 {MODIFY_AI_DELETE_GOAL SIDE GOAL_ID}
 {MODIFY_AI_TRY_DELETE_GOAL SIDE GOAL_ID}

A Bit More on Simple vs. Composite Aspects

We stated above that aspects can be either simple or composite, simple aspects being those that take on an single (scalar) value, while composite aspects have a more complex structure containing subtags called 'facets'. That is only partially true in that, internally, all aspects are set up as composite aspects. For example, if a simple aspect is defined like this in a [side] or [modify_side] tag:

[ai]
    aggression=0.765
[/ai]

the AI engine turns that into:

[aspect]
    engine=cpp
    id=aggression
    name=composite_aspect
    [facet]
        engine=cpp
        name=standard_aspect
        value=0.765
    [/facet]
    [default]
        engine=cpp
        name=standard_aspect
        value=0.4
    [/default]
[/aspect]

This can be seen, for example, in savefiles. This shows the aspect id, 'aggression', and the engine for which it is defined, the default 'cpp' engine. It then shows two facets, the one we just defined with the new value of 0.765, and the facet containing the default settings.

Taking this one step further, if we look at 'ai config full' for a given side using the gamestate inspector dialog in debug mode, it shows all keys that can be set for this aspect (with their default values for those we did not set specifically):

[aspect]
    engine=cpp
    id=aggression
    invalidate_on_gamestate_change=no
    invalidate_on_minor_gamestate_change=no
    invalidate_on_tod_change_change=yes
    invalidate_on_turn_start=yes
    name=composite_aspect
    [facet]
        engine=cpp
        id=
        invalidate_on_gamestate_change=no
        invalidate_on_minor_gamestate_change=no
        invalidate_on_tod_change_change=yes
        invalidate_on_turn_start=yes
        name=standard_aspect
        time_of_day=
        turns=
        value=0.765
    [/facet]
    [default]
        ...  (omitted for brevity, same as above)
        value=0.4
    [/default]
[/aspect]

Thus, we see, that the facet may also contain an id (important if one wants to delete the facet selectively), the time of day and turns for which it is valid, and several invalidate_on_... keys. The latter ... (need to be explained).

Long story short, the definition of a simple aspect like

[ai]
    aggression=0.765
[/ai]

is a syntactical shortcut for

[ai]
    [aspect]
        id=aggression
        [facet]
            value=0.987
        [/facet]
    [/aspect]
[/ai]

This later syntax may just as well be used in the [side] or [modify_side] tags. It is not required for simple aspects without facet ids, but is needed if a facet with an id is required or for the definition of some more complex aspects such as attacks.

Composite aspects can also be set using the [modify_ai] macro (include section below) or with the help of several macros availabe in data/core/macros/ai.cfg.


Adding and Deleting Aspects with the [modify_ai] Tag

Aspects can also be changed (defined or deleted) with the [modify_ai] tag, which can be used either in [side][ai] or in an [event]. [modify_ai] has the following keys for modifying aspects:

  • side: If used in an [event] tag, the side of the AI to be modified. Not needed if used in [side][ai].
  • action: The action to take concerning the aspect. The following values are allowed:
    • add: Add the aspect.
    • delete: Delete the aspect.
    • try_delete: Delete the aspect if it exists. This does not produce a warning if [modify_ai] fails to change the AI.
  • path: Defines the aspect to be modified. Its values are of form aspect[id_of_aspect].facet[facet_identifier] and the [facet] subtag needs to be defined:
    • [facet]="": Definition of the facet (the details about the aspect and the conditions under which it applies) in the same format as shown above.

Here, 'id_of_aspect' is the id/name of the aspect (such as aggression). The 'facet_identifier' is meaningless for adding an aspect (in fact, it can be empty for that), but needs to be defined when deleting aspects, in which case it can take on the following values:

  • *: Deletes all facets of that aspect, except the [default] facet.
  • A non-negative integer: This identifies the facets in the order in which they are created.
  • The facet id as defined in the [facet] subtag.

Let's illustrate all this with a few examples. In order to define aggression in the same way as above, we could use

[modify_ai]
    side=1
    action=add
    path=aspect[aggression].facet[]
    [facet]
        value=0.765
    [/facet]
[/modify_ai]

This version of the aggression aspect can then be deleted using

[modify_ai]
    side=1
    action=delete
    path=aspect[aggression].facet[0]
[/modify_ai]

if we know that it is the first non-default facet of the aggression aspect or with

[modify_ai]
    side=1
    action=delete
    path=aspect[aggression].facet[*]
[/modify_ai]

along with all other user-defined aggression facets that might have been added. (Note that the aspect itself and its default facet cannot be deleted.) These two methods of deleting the facet also work if the value of aggression was simply set by using 'aggression=0.765' in the [ai] tag.

If we want define several facets of the same aspect, don't know the order in which they might be set up, and then only want to delete some of them, we can use the following method. Add a facet with a specific id

[modify_ai]
    side=1
    action=add
    path=aspect[aggression].facet[]
    [facet]
        id=aggression_dusk
        time_of_day=dusk
        value=0.765
    [/facet]
[/modify_ai]

and delete it by referencing that id

[modify_ai]
    side=1
    action=delete
    path=aspect[aggression].facet[aggression_dusk]
[/modify_ai]

It is, of course, unnecessary to add or delete a simple aspect like aggression in this way, as it can simply be reset by using another 'aggression=value' statement in an [ai] tag. In fact, this can be done with any aspect. If several facets are set for the same aspect for the same (or overlapping) turns and times of day, the one set up last is taking effect. Note, however, that this is not accomplished by modifying the existing facets, but by adding an additional facet to the aspect. Deleting a facet is, in principle, a cleaner method of dealing with this, although it probably does not make much difference unless the same aspect is changed many times throughout a scenario. There might also be complex situations of parameter combinations in which deleting facets might be preferable to adding yet another one.

A large number of helper macros for AI modifications are available in data/core/macros/ai.cfg.

Using [modify_ai] to Change Goals, Candidate Actions and Stages

For completeness, we mention here that [modify_ai] can also be used to add and delete AI goals, candidate actions and stages by using the values listed below for the path key:

  • goal[id_of_goal]: Goal with specified id
  • goal[0]: Goal 0 (first)
  • goal[1]: Goal 1
  • goal[*]: All goals
  • stage[id_of_stage]: Stage with specified id
  • stage[0]: Stage 0 (first)
  • stage[1]: Stage 1
  • stage[*]: All stages
  • stage[id_of_candidate_action_evaluation_loop_stage].candidate_action[id_of_candidate_action]: Candidate action with specified id of stage with specified id.
  • stage[id_of_candidate_action_evaluation_loop_stage].candidate_action[*]: All candidate actions of stage with specified id.

Also see the helper macros at data/core/macros/ai.cfg.

Finally note that [modify_ai] in [side][ai] is activated when the AI is first initialized (it's guaranteed to happen before the AI acts for the first time, but otherwise it can happen at any time; for example, when the game is saved). So, for example, you might see the uninitialized version of the config (with unapplied [modify_ai] tags) if using :inspect right after the scenario start.

See Also