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  • == Experimental AI Summary == ...ore (but, of course, there will not be much of a difference to the default AI).
    8 KB (1,386 words) - 20:56, 11 December 2019
  • 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
  • <h2>AI: Refactor recruitment algorithm [5]</h2> # improve recruiting for AI-playable campaigns where AI has to not spend all the gold.
    11 KB (1,872 words) - 12:04, 5 April 2012
  • [[Category:SoC Ideas AI Scenario Objectives 2012]] <h4>Philipp Battenberg - AI: teach the AI to play Wesnoth's mainline campaigns </h4>
    9 KB (1,519 words) - 19:40, 20 March 2013
  • == Wesnoth AI Framework: A Composite AI == ...h AI framework is that of a composite AI. In other words, rather than the AI being one huge monolithic block, it is composed of a variety of different c
    38 KB (6,272 words) - 17:05, 22 November 2019
  • <h4>Daniwa: Improve the AI's Attack and Retreat decisions.</h4> '''Abstract:''' Implement a process that would allow the AI to make correct decisions in regards to attack and retreat. It will be base
    11 KB (1,937 words) - 15:38, 21 March 2014
  • ...new method]] is now available for this and should be used instead for new AI development. ==Lua AI Setup==
    21 KB (3,274 words) - 14:17, 25 February 2016
  • ...m.I want to participate to summer of code cause i want to learn more about ai that interest me a lot.I know C,C++,java,python but i can learn any languag ...cally i will start from a knowledge base with all of units statistics.When ai play should have a human behavior so it is possible to do a wrong move but
    4 KB (606 words) - 04:00, 11 March 2016
  • ...hat I saw, I thought what I would like to participate in most would be the AI development project, mainly because recently I took a class that piqued my ===AI Idea===
    4 KB (782 words) - 03:59, 11 March 2016
  • ...ior through an agent based system] and won several Software developing and AI related awards: ** Because I am very interested in AI and I have already done similar projects (for example for the Hoshimi compe
    6 KB (956 words) - 03:58, 11 March 2016
  • ...s will allow us to give scenario designers an easy-to-use tool to tune the AI behavior. [ai]
    2 KB (269 words) - 03:22, 6 March 2011
  • <b>I would like to reorganize the current AI subsystem to allow different people collaborate more efficiently on creatin <b>Also, I would like to make the Wesnoth AI better.</b><br/>
    41 KB (7,000 words) - 02:53, 21 March 2013
  • |The AI Arena should still be usable, but it is currently not maintained. If you en == AI Arena is an interactive AI testing framework ==
    3 KB (570 words) - 15:12, 30 November 2017
  • ...AI developers, it is also possible to replace parts or all of the default AI with custom code. ...[[RCA_AI|Default (RCA) AI]]''': If no special instructions are given, this AI is used automatically for all computer-controlled sides with no setup neede
    8 KB (1,264 words) - 20:58, 11 December 2019
  • = AI Manager = ...d AI code and to manage AI lifecycle, thus avoiding any leaks and allowing AI hot-redeployment.
    777 bytes (140 words) - 03:22, 6 March 2011
  • = AI Components = ...eparate functor-like objects, to allow us to experiment in configuring the AI using various compoments.
    984 bytes (146 words) - 03:21, 6 March 2011
  • = AI Configuration = The purpose of this class is to encapsulate all AI configuration options and deserialize them from a single config or from a f
    959 bytes (160 words) - 03:22, 6 March 2011
  • Formula language should be decoupled from formula AI to allow any AI to use it. Basic formula AI functions should use the game rules library functions to avoid code duplica
    337 bytes (52 words) - 03:22, 6 March 2011
  • = Game Interface from the point of view of the AI = - tell the AI about current game state (a task that is now done by ai_interface:info )
    843 bytes (142 words) - 03:22, 6 March 2011
  • = AI Interface = ...ce is to allow ai_manager code to be AI-independent and to allow pluggable AI implementations to be constructed from components.
    505 bytes (80 words) - 03:21, 6 March 2011
  • == extract gamestate-changing actions from AI code to separate classes.== <b>TESTING</b> ai movement.
    665 bytes (109 words) - 11:10, 7 April 2014
  • The Strategy Formulation with RCA AI is a new C++ AI stage with ideas of predicting battlefield situation turns ahead by simulat ...ategy, so at the last simulation there will be 8 different situations. The AI will score those 8 situations and pick the best one based on max-min way, f
    4 KB (635 words) - 16:40, 18 November 2014
  • == Methods for Modifying the AI Mid Scenario == ...tions on how to do this, or the complete list of AI resources at [[Wesnoth AI]].
    17 KB (2,694 words) - 21:34, 11 December 2019
  • <h4> Conor Nevin - Implementing a Total Defense AI </h4> Implementing a defensive mode of the AI, so that it is able to heal units whilst holding ground against an advancin
    9 KB (1,562 words) - 21:54, 20 March 2013
  • <h2>Extend Wesnoth Lua AI Support</h2> Lua AI support was recently added to wesnoth. Expose c++ AI support functions that Wesnoth has, to Lua.
    4 KB (723 words) - 21:33, 8 March 2011
  • AI configuration can be written using WML. In 2009, a new style syntax for writing AI configurations in Wesnoth was created.
    6 KB (894 words) - 03:03, 6 March 2011
  • |Formula AI is still functional for the time being, but it is not maintained any more. ...s to a file with (not quite complete but useful) information about Formula AI functions and variables.
    17 KB (2,712 words) - 20:52, 24 February 2016
  • |Formula AI is still functional for the time being, but it is not maintained any more. This page lists Formula AI code examples that can be used directly in a scenario or as templates for f
    12 KB (1,942 words) - 04:25, 23 February 2016
  • <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
  • ....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 (3,947 words) - 17:18, 23 February 2016
  • <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
  • ...debug mode ''and'' the game is started with the parameter <code>--log-info=ai/recruitment</code> the important hexes are marked with white 'x' markers on ...d, the scores represent the desired unit ratios on the map. This means the AI will ''not'' just recruit the unit with the highest score, but in such a wa
    21 KB (3,099 words) - 05:13, 26 March 2018
  • ===AI: Improve AI by implementing global attack/retreat decision=== The Wesnoth AI works by making local decisions about moves and attacks. Teach it to determ
    2 KB (344 words) - 10:45, 1 March 2014
  • =AI Global strategy= [https://github.com/wesnoth/wesnoth/pull/145 New cost_calculator and ai.find_path_with_avoid() function. #145]
    18 KB (2,848 words) - 14:39, 13 April 2014
  • ...="Sachith_Seneviratne_-_AI_Global_Strategy_Proposal">Sachith Seneviratne - AI Global Strategy Proposal </span></h4> ...m, by using evaluating functions (or a combination thereof) to provide the AI with the capability of making such a decision.
    5 KB (714 words) - 11:16, 7 April 2014
  • ===AI: Improve AI by implementing global attack/retreat decision=== The Wesnoth AI works by making local decisions about moves and attacks. Teach it to determ
    8 KB (1,386 words) - 04:32, 14 March 2014
  • <h4>ykanarev - AI task implementation</h4> ...owledge in data structures and algorithms. Also, I participated in Russian AI cup and implemented, as I think, not bad strategy.
    8 KB (1,358 words) - 22:09, 19 March 2014
  • <h4>Arveanor Global AI</h4> ...to. i.e. fight aggressively, fight defensively, fight cautiously etc. The ai would, depending on it's current behavior mode pursue the objectives more o
    10 KB (1,808 words) - 04:43, 21 March 2014
  • <h4>AI improvements</h4> [[Category:AI]]
    5 KB (908 words) - 17:05, 30 March 2018
  • <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 (4,395 words) - 04:15, 11 March 2016
  • <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
  • <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
  • ==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 (2,428 words) - 03:44, 12 December 2019

Page text matches

  • * [[AdvancedTactics]] - beating the AI and other people * [[Wesnoth_AI]] - starting point for AI documentation
    6 KB (751 words) - 22:14, 11 July 2019
  • ...ayer games are played with or against other players, which may be human or AI-controlled. There are 4 major options: 1) Join official server, 2) Connect ...r. In all games, you have the option of assigning any sides control by the AI.
    21 KB (3,610 words) - 14:30, 8 July 2019
  • * [[AiWML]] how to describe parameters for AI
    6 KB (892 words) - 13:00, 31 October 2019
  • |wesnoth-ai
    8 KB (1,185 words) - 16:15, 16 March 2019
  • ....org]). When they are translated, send them to [mailto:AI0867_AT_gmail.com AI/AI0867]. ...tions & Internationalization forum], or e-mail [mailto:AI0867_AT_gmail.com AI/AI0867].
    2 KB (298 words) - 03:04, 18 May 2019
  • | Custom AI Development | AI (Artificial Intelligence)
    22 KB (3,047 words) - 22:53, 29 June 2018
  • ....0 -I/usr/lib/x86_64-linux-gnu/dbus-1.0/include -I/usr/include/fribidi src/ai/configuration.cpp In file included from src/ai/configuration.cpp:21:
    10 KB (1,369 words) - 06:50, 20 June 2014
  • * [mailto:AI0867&#x40;gmail&#x2E;com Alexander van Gessel] (AI/AI0867) ...0;o2&#x2E;pl Bartek Waresiak] (Dragonking) &#8212; unit balancing, Formula AI
    50 KB (6,354 words) - 11:06, 9 May 2019
  • NPC AI should be fixed<br/>
    12 KB (1,878 words) - 01:19, 18 March 2014
  • :'''on''' lets the AI make moves for '''side'''. The player still sees the vision (fog of war and :'''full''' lets the AI have full control of '''side''' {{DevFeature1.15|0}}. If the player control
    6 KB (941 words) - 13:43, 8 July 2019
  • ...leaving one or two of them isolated (but with support troops nearby). The AI loves to attack these "soft" targets, leaving his units vulnerable to your ...ime runs out. Spend as little gold as possible and skip turn 18 times; the AI will not attack unless they have a non-zero probability to kill in a single
    47 KB (8,261 words) - 19:57, 10 September 2019
  • ...options on the Preferences dialog, "Accelerated Speed" or maybe even "Skip AI Moves". Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to
    88 KB (15,577 words) - 14:44, 29 May 2019
  • | AI
    6 KB (960 words) - 08:59, 1 February 2013
  • | wesnoth-ai || AI | [https://raw.github.com/wesnoth/wesnoth/1.12/po/wesnoth-ai/sv.po 1.12]
    9 KB (1,268 words) - 12:57, 30 April 2014
  • ...t people who don't play the game very often, or against bad players or the AI, are unlikely to get a good idea of how to balance Wesnoth.The multiplayer
    18 KB (3,027 words) - 01:09, 14 December 2018
  • ...he edge of the map, they will not deliberately try to outflank you. To the AI, a ''small'' gap of one or two tiles will look like a trap. So six land war ...eir distance and refuse to attack until you present them with a target the AI considers worthwhile. Effectively you have to throw them a peasant, or a st
    66 KB (11,752 words) - 13:25, 24 August 2019
  • Alexander van Gessel (AI/AI0867), Ijsbrand Oudshoorn, Foppe Benedictus (Fopper), LightFighter, Jon J |'''wesnoth-ai'''||Merijn||10-03-2019||11-04-2019||Ja||379||Up-to-date
    6 KB (801 words) - 18:37, 30 June 2019
  • * At the '''beginning of any turn''', and at '''the end of any user or ai action''', the victory conditions will be checked. This will result either
    12 KB (1,895 words) - 15:56, 4 November 2019
  • ...entering a scenario with more than 9 sides, even if those extra sides are AI sides. {{DevFeature1.13|2}} The server doesn't limit the number of sides an ** '''ai''': the Wesnoth AI makes this side's moves.
    12 KB (1,961 words) - 21:58, 11 June 2019
  • ...this case even if this was the only recall/recruit action possible to the AI. * '''[ai]''' This affects how the computer will control this unit (currently only us
    21 KB (3,429 words) - 11:54, 7 December 2019
  • ...of Wesnoth strategy and tactics, and are familiar with the way the game's AI (the enemy's "intelligence", so to speak) works. In a nutshell, enemies wil ...ou - especially when it comes to the landing party to your west. Also, the AI tends to have poisoned units retreat often, looking for a village - sparing
    49 KB (8,792 words) - 22:34, 12 October 2018
  • ...RAM). Slower machines will have trouble scrolling large maps or processing AI turns with many units. See the [http://www.wesnoth.org/forum/viewtopic.php ..." will make units move and fight faster. "Skip AI Moves" will not show the AI's units moving from hex to hex. Finally, you can turn off all combat animat
    16 KB (2,665 words) - 03:29, 12 August 2017
  • ...this case even if this was the only recall/recruit action possible to the AI. ...to keep scouts away from enemies, to some extent). It does not affect the AI's behavior in combat; that is always computed from attack power and hitpoin
    20 KB (3,292 words) - 16:21, 29 September 2019
  • * [[Contrib:AI]] (9)
    14 KB (1,276 words) - 14:58, 29 August 2012
  • ...t''' command]]), which can be used to inspect the values of WML variables, AI configuration, recall lists, and more.
    43 KB (6,791 words) - 19:03, 29 September 2019
  • == Customizing the Default AI Using WML == ...w they interact. If you do not know these things yet, check out the [[RCA AI]] page.
    32 KB (5,193 words) - 16:38, 12 December 2019
  • == Experimental AI Summary == ...ore (but, of course, there will not be much of a difference to the default AI).
    8 KB (1,386 words) - 20:56, 11 December 2019
  • 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.
    54 KB (8,778 words) - 06:08, 16 November 2019
  • * [[Wesnoth AI|Artificial Intelligence]] - how to create and modify AI behavior
    4 KB (649 words) - 11:30, 8 December 2018
  • ...-> Informações sobre o modo de (debug), diferentes tipos e sub-tipos de AI
    11 KB (1,743 words) - 01:48, 8 October 2019
  • <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 (5,784 words) - 05:55, 16 November 2019
  • ...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 (1,391 words) - 15:32, 24 November 2019
  • 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
  • [ai] [/ai]
    10 KB (1,740 words) - 05:07, 23 October 2014
  • other players or AI-controlled sides. The next version of wesnoth should allow entire campaigns
    7 KB (1,122 words) - 20:00, 24 July 2015
  • The AI tends to avoid attacking your Runesmiths/Thursagan when they are on good de
    26 KB (4,706 words) - 19:51, 13 March 2018
  • == Mikro-KI Demos (wesnoth-ai) ==
    4 KB (585 words) - 03:24, 7 September 2019
  • ...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
  • ...size:83%">&nbsp;&nbsp;'''''droid''''' ''side''&nbsp;&nbsp;switches between AI and human control</span>
    8 KB (1,252 words) - 17:21, 22 June 2019
  • ...1, Islands. Has Orbs that can give special powers. Players 3 and 4 MUST be AI. ...varied terrains. 2 players try to hold a large castle vs. the 3 attacking ai.
    6 KB (1,010 words) - 01:03, 18 March 2014
  • * '''[ai]''': See [[AiWML]] for details.
    5 KB (812 words) - 17:43, 1 November 2019
  • * AI's starting gold * AI income
    15 KB (2,547 words) - 19:42, 19 June 2015
  • ...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 ...s keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. On Hard, you may not have the
    52 KB (9,129 words) - 01:48, 28 November 2017
  • ** SoC group leaders: AI, Crab, mordante/SkeletonCrew, thunderstruck, Trademark
    6 KB (962 words) - 21:36, 20 March 2014
  • {{SoC2010Student_2|truongan|SoC Ideas Lua AI}} [[Category:SoC Ideas Lua AI]]
    422 bytes (59 words) - 22:16, 9 April 2010
  • ***I prefer human opponents much more than AI, but they have to be polite, civil and mature. I really enjoy games agains ***I chose to develop the Formula AI.
    22 KB (3,702 words) - 13:54, 23 February 2016
  • ...t Wesnoth AI codebase. So, he's the person to ask about anything in '''src/ai'''. He also knows much about campaign units/leaders persistence. ...be able to help with questions on AI behavior and, to a lesser extent, on AI functionality.
    8 KB (1,354 words) - 12:46, 8 February 2014
  • <h2>AI: Refactor recruitment algorithm [5]</h2> # improve recruiting for AI-playable campaigns where AI has to not spend all the gold.
    11 KB (1,872 words) - 12:04, 5 April 2012
  • This value tells the ''AI'' how the unit should be used. It has no effect on the player. (Although if
    37 KB (5,503 words) - 14:14, 17 February 2017
  • controller=ai
    5 KB (594 words) - 06:03, 4 May 2010
  • | wesnoth-ai || Pepe || ... || traducido || no revisado || ...
    23 KB (3,371 words) - 22:23, 30 November 2019
  • *AI - Artificial Intelligence (An 'AI side' is a side controlled by the computer)
    8 KB (1,380 words) - 14:23, 2 July 2015
  • ...itFilter|unit filters]], [[GUIToolkit|GUI2 dialogs]], and even [[FormulaAI|AI]]. ...its parameters. For example, the following function would not work (in an AI context) even though the my_leader variable is defined:
    41 KB (6,134 words) - 16:34, 24 November 2019
  • ...that can be played in multiplayer mode, with your friends, or even with an AI. There will still be some things that don't work as expected since some fun * If you want to carry over information for ai sides, they need to have a '''save_id''' defined and '''persistent=yes''' i
    5 KB (789 words) - 12:53, 24 March 2018
  • == Improvements to AI == * Bug: ai.get_new_enemy_dst_src and related functions have several problems:
    12 KB (1,964 words) - 20:32, 23 October 2019
  • **The gold carryover for Akashia's side will be added to Alenya's AI controlled allied side next scenario. ...rtant since Alenya doesn't need the extra gold next scenario (the suicidal AI will waste the gold anyway) so you can do most of your recruiting with Akas
    59 KB (10,011 words) - 21:46, 16 October 2016
  • ...easy to use, at this stage. We can say the same about the C++ part of the AI, if a person wants a new candidate action, for example, he will have to dig ...ua, and if a developer is satisfied with its work, he can either leave the AI element in the Lua form and add it to the main RCA loop, or translate it to
    39 KB (6,881 words) - 19:37, 20 March 2013
  • [[Category:SoC Ideas AI Scenario Objectives 2012]] <h4>Philipp Battenberg - AI: teach the AI to play Wesnoth's mainline campaigns </h4>
    9 KB (1,519 words) - 19:40, 20 March 2013
  • ...ible error messages. For instance, if one is transitioning and there is an AI side which does not have a leader (but it has a starting location in the ma ...ularly helpful for AI tweaking development, by helping coders identify the AI's weaknesses and strengths in the context of a particular scenario.
    17 KB (2,860 words) - 03:17, 18 January 2018
  • * '''controller''': The controller of that side. ("ai", "network")
    9 KB (1,422 words) - 22:04, 23 November 2019
  • <br>• Maintainer: AI
    18 KB (2,749 words) - 16:43, 28 August 2019
  • ...nd of imaginable noticeable and unnoticeable advantages (e.g. by having an AI assist in your decision making). Since the project is open source this only
    9 KB (1,541 words) - 02:33, 12 August 2017
  • ...at night cavalry make quick work of a Dark Adept. {{DevFeature1.15|0}} The AI for the Dark Adept leader will be changed in 1.15.0. He will then be much m
    9 KB (1,579 words) - 13:38, 7 May 2018
  • ...or:''' In this scenario, you may change the behavior of an allied side’s AI using a context menu brought up by clicking on the allied side’s leader.
    66 KB (11,669 words) - 23:14, 10 October 2012
  • * Merge and stabilize the formula branch of the AI code. See [https://mail.gna.org/public/wesnoth-dev/2008-01/msg00049.html] ...player with their own colour. The engine should support more sides for the AI to use. These will use and scenario WML defined colour. It's not sure wheth
    5 KB (829 words) - 17:38, 18 November 2014
  • * Play at least one game/scenario (or droid your side to let the AI play), this can either be a normal campaign scenario or a multiplayer game
    15 KB (2,361 words) - 03:14, 20 October 2019
  • ...ish onslaught and advance on sunrise. You may even note that the computer AI actively retreats his orcs during day.
    8 KB (1,420 words) - 08:15, 20 August 2019
  • == Wesnoth AI Framework: A Composite AI == ...h AI framework is that of a composite AI. In other words, rather than the AI being one huge monolithic block, it is composed of a variety of different c
    38 KB (6,272 words) - 17:05, 22 November 2019
  • If you have trouble defeating a specific faction, practice versus the AI as that faction. If you can play the faction successfully and know the stra
    610 bytes (100 words) - 15:32, 11 July 2012
  • ...tropical) randomly chosen with your favorite (or not) faction against the AI.
    2 KB (280 words) - 00:58, 18 March 2014
  • <h4>Daniwa: Improve the AI's Attack and Retreat decisions.</h4> '''Abstract:''' Implement a process that would allow the AI to make correct decisions in regards to attack and retreat. It will be base
    11 KB (1,937 words) - 15:38, 21 March 2014
  • |Formula AI is still functional for the time being, but it is not maintained any more. ...mation on this page, a tutorial-style guide is also available at [[Formula AI Howto]].
    16 KB (2,684 words) - 05:22, 10 March 2016
  • ...degree in computer science and entered a PhD graduate program focusing on AI research. I use C++ primarily for research and have been a teaching assist ...nd gained SVN access. Since then, I have been focusing on getting Formula AI to a point where I can begin development of the ideas set forth in this pro
    10 KB (1,600 words) - 13:47, 23 February 2016
  • ai_development, ai, artificial_intelligence, lua, multiplayer, game_development, c++, game_eng AI has been a long term contributor and developer who now wants to take respon
    23 KB (3,846 words) - 19:14, 20 February 2015
  • === Writing an AI based on the formula AI === ...David (our lead developer) has been working on a simple language to write AI in Wesnoth: [[FormulaAI]]
    4 KB (719 words) - 13:53, 23 February 2016
  • ...AI, as well as the number of students who are interested in developing an AI for Wesnoth as part of Summer of Code. ...y useful, but one shouldn't underestimate its difficulty. Most traditional AI methods cannot be applied to Wesnoth, so it is necessary to use highly inno
    4 KB (771 words) - 02:03, 28 April 2018
  • ...y with the campaigns but I've also played some multiplayer maps versus the AI as well.
    13 KB (2,299 words) - 21:57, 20 March 2013
  • ...ough I do enjoy finding the patterns to the movements and reactions of the AI, in order to play against them more efficiently.
    9 KB (1,507 words) - 23:46, 20 March 2013
  • |Formula AI is still functional for the time being, but it is not maintained any more. ...if later passed to 'move= ' as the result of formula evaluation, make the AI perform a desired action.
    13 KB (2,007 words) - 17:26, 18 March 2016
  • ...new method]] is now available for this and should be used instead for new AI development. ==Lua AI Setup==
    21 KB (3,274 words) - 14:17, 25 February 2016
  • ...is time for the next level which could give every user the tool to modify AI to his needs (especially a campaign author). ...e 30% AntiUnits 70% Fastgrow, which means depending on Situation Analisys, AI will use moves suggested from one scheme or another.
    15 KB (2,545 words) - 23:50, 20 March 2013
  • ...ans in multiplayer (and possibly to suggest moves to each other and to the AI).'' * Provide a way for the AI to set and remove arrows using the framework used by whiteboard.
    4 KB (562 words) - 21:10, 9 April 2011
  • ...tiplayer (because of the multiplayer campaigns), AI (to force behaviour of AI to achieve some objectives for example attack or defend leader). The second
    10 KB (1,654 words) - 00:15, 21 March 2013
  • ...m.I want to participate to summer of code cause i want to learn more about ai that interest me a lot.I know C,C++,java,python but i can learn any languag ...cally i will start from a knowledge base with all of units statistics.When ai play should have a human behavior so it is possible to do a wrong move but
    4 KB (606 words) - 04:00, 11 March 2016
  • ...was, so it consumed 100% cpu waiting for a net reply. It also had a crappy AI and probably still has a memory leak or two. AI/CPU
    13 KB (2,299 words) - 02:47, 21 March 2013
  • ...hat I saw, I thought what I would like to participate in most would be the AI development project, mainly because recently I took a class that piqued my ===AI Idea===
    4 KB (782 words) - 03:59, 11 March 2016
  • ...ior through an agent based system] and won several Software developing and AI related awards: ** Because I am very interested in AI and I have already done similar projects (for example for the Hoshimi compe
    6 KB (956 words) - 03:58, 11 March 2016
  • ...mbat your strength would comparable to just _one_ of them; and considering AI shortcomings - you're comparable to, say, two of them. ...lves could take on almost any number of Dwarves; only the stupidity of the AI saves you from a grim defeat.
    31 KB (5,664 words) - 20:13, 25 May 2019
  • ...ly will this give you the best chance of survival, it will ensure that the AI playing your allies will do useful things. This matters a lot, because many ...vely, it is possible to kill the eastern leader with Rangers/Avengers. The AI will completely ignore them once they are in the woods again. This allows y
    35 KB (6,175 words) - 23:14, 12 July 2019
  • ...ready. Your primary goal is to get a Druid quickly in this scenario - the AI uses Orcish Assassins, which will poison you. A Druid will make this far l ...ding on your difficulty. What may not be obvious to you is that the troll AI has been set up to NOT USE the two mountain hexes that border their caves,
    9 KB (1,672 words) - 11:00, 24 August 2013
  • outthink the AI or a human opponent. You can misdirect the AI (and a surprising number of human opponents)
    37 KB (6,490 words) - 20:47, 21 February 2019
  • ===== ai turn ===== ...his side. It happens after the selection of ai to play the turn but before AI is told that new turn has come.
    39 KB (6,211 words) - 10:14, 1 July 2019
  • | wesnoth-ai || umelá inteligencia || Roman Beno
    13 KB (2,033 words) - 16:36, 26 January 2019
  • ...s will allow us to give scenario designers an easy-to-use tool to tune the AI behavior. [ai]
    2 KB (269 words) - 03:22, 6 March 2011
  • ...ugh the north gate to take all four towers in one or two turns. The game's AI makes the enemy seek out weaker units to attack, which means they will most
    17 KB (3,094 words) - 02:59, 25 May 2015
  • tools: /home/ai/Downloads/cov-analysis-linux64-6.6.1/bin
    2 KB (267 words) - 14:14, 10 June 2016
  • * Alexander van Gessel (AI/AI0867) [mailto:AI0867_AT_gmail.com]
    8 KB (1,198 words) - 22:26, 30 November 2019

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