SoC Ideas AI Defense Strategies 2012

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Revision as of 16:50, 9 March 2012 by Crab (talk | contribs) (→Description)


This page is related to Summer of Code 2012
See the list of Summer of Code 2012 Ideas



This is a Summer of Code 2012 Idea


Description

AI: Implement a 'total defense' strategy

AI in wesnoth's is good at killing things but is bad at defending. Therefore we are forced to make it attack at 2:1 odds. This is the single biggest limiter of the AI skill at the moment. To solve that, we need to teach the AI to defend. Page for the idea: SoC Ideas AI Defense Strategies 2012

There are no student proposals for this idea

Additional Information

What would happen if we set aggression to 0 now? AI would only do the attacks which are 'good at killing things', but would not do the attacks, leaving only several units on the frontline. Moreover, the formula max(enemy_losses - aggression*own_losses) is broken, because it does not consider next_turn retaliation properly. A correct (but not calculable) formula would be max(enemy_losses_defending - aggression*own_losses_attacking - aggression*own_losses_next_turn + enemy_losses_attacking_next_turn + enemy_losses_defending_in_two_turns - aggression*own_losses_attacking_in_two_turns - … ). It's not calculable because we can't predict all the turns in advance with any degree of confidence. However, if we take the *next* turn into account better, then the AI would be able to play in styles other than 'all-out-attack' - because, if you take next turn into account, it makes sense to form defensive lines, block enemy units from reaching your vulnerable units, etc.

Whom to ask about this

Crab_ on irc.

This page was last edited on 9 March 2012, at 16:50.
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