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  • *ae -> ai *ae -> ai
    13 KB (1,879 words) - 03:11, 9 April 2023
  • ...t-size:83%">&nbsp;&nbsp;'''''droid''''' ''sida''&nbsp;&nbsp;växlar mellan AI och spelarens kontrol</span>
    8 KB (1,347 words) - 08:42, 24 May 2021
  • * [[Practical Guide to Modifying AI Behavior|Inteligencia Artificial]] - cómo crear y modificar una rutina de
    5 KB (780 words) - 02:26, 12 August 2017
  • * ''TEST'' validates test scenarios, including the AI demo scenarios and the WML unit tests, and requires ''SCHEMA_SHOULD_SKIP_TH
    3 KB (431 words) - 04:09, 15 June 2021
  • |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 (2,764 words) - 15:22, 7 April 2023
  • == Different Types of AI Modifications == Modifications of the AI behavior can be accomplished in a variety of different ways:
    32 KB (5,391 words) - 19:39, 15 July 2020
  • leandros holleman AI: Improve configuration and behavior in mainline campaigns I hope to change the dialog and behavior by implementing micro-Ai's, in existing scenarios with the end result being a more realistic NPC beh
    10 KB (1,666 words) - 05:06, 7 May 2013
  • I hope to change the dialog and behavior by implementing micro-Ai's, in existing scenarios with the end result being a more realistic NPC beh Yes, I selected AI: Improve configuration and behavior in mainline campaigns. I would like to
    10 KB (1,655 words) - 05:12, 7 May 2013
  • |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 (1,938 words) - 07:56, 19 April 2023
  • | AI * It was discussed whether it was an idea to move Wesnoth-UMC-dev first but AI mentioned it was planned, but not for the near future.
    15 KB (2,506 words) - 05:09, 25 April 2023
  • ...pecific platforms, artworks (graphics and sound), translations, working on AI, encouraging UMC contributions or whatever you can think about in regards t
    18 KB (2,870 words) - 18:11, 24 April 2023
  • *Yes, AI: Refactor recruitment algorithm ...Smarter and more Human". I can think of a few very minor ideas to make the AI behave closer to a human than it currently is. These include purpose driven
    17 KB (3,075 words) - 18:10, 27 April 2013
  • ...e la véritable armée céleste ; j'ai donc mis une autre terminaison et j'ai choisi celle en « ain » par référence avec « romain » (empire célest ...avec une signification liée à l'occultisme et aux quatre éléments ; j'ai donc considéré comme correct de garder « élémental ». Pour le pluriel
    10 KB (1,582 words) - 18:16, 8 September 2013
  • * [[Wesnoth AI|Künstliche Intelligenz/KI]] - eine KI erstellen und dessen Verhalten bearb
    5 KB (659 words) - 06:11, 19 February 2022
  • .../files.wesnoth.org/addons/1.9/Colosseum_fast.tar.bz2 Colosseum with faster ai actions ]
    563 bytes (77 words) - 18:33, 13 April 2015
  • <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
  • [[Category:SoC Ideas AI Scenario Objectives 2012]] <h4>Yigit Demirag : Development of AI to Play Mainline Campaigns in Battle For Wesnoth </h4>
    18 KB (3,078 words) - 00:26, 15 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
  • * multiplayer scenarios vs the AI and vs players, with and without heavy WML scripting
    7 KB (1,116 words) - 04:06, 21 March 2013
  • ...fight in the battle dialog: reusing the existing code already used by the AI for this purpose, extend the dialog to present to the player total kill cha ...s are already done in the battle_context class and are heavily used by the AI.
    5 KB (806 words) - 12:06, 5 April 2012
  • ...hacks he might use, a human can surpass him. Though if we reinterpret the AI as a zombie, mashing a swarm into my face would make indeed the game more c
    20 KB (3,689 words) - 03:06, 21 March 2013
  • Depends on a game, but mainly challenging ones, be it Human player or AI. *Maybe increasing my AI knowledge too?
    25 KB (4,086 words) - 03:07, 21 March 2013
  • ...that are more useful" for I suppose it's highly connected with the rest of AI playstyle. Different behaviour based on * AI mission objetives: chase, retire, kill specific units;
    15 KB (2,631 words) - 03:10, 21 March 2013
  • AI opponents. It allows me to play the way I want, and I actually stand a chan
    13 KB (2,168 words) - 03:12, 21 March 2013
  • ...e game with some extra: a curse interface, a simple AI (alpha-beta) and an AI using unsupervised learning, for this last part, I used NEAT <span style="c *'''(AI)''' [https://gna.org/patch/?3185 Patch #3185] <code>power_projection</code>
    14 KB (2,299 words) - 02:38, 10 April 2012
  • For example, <code>ai::recall_result::do_check_before()</code>, <code>wb::validate_visitor::visit ...o executing the recall, as is <code>wb::recall::execute()</code> and <code>ai::recall_result::do_execute()</code>.
    58 KB (8,177 words) - 02:36, 24 April 2023
  • [[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
  • ...ld be on the defensive in most effective way. THere would be some kinds of AI's behaviour (full retreat, banking, passive attack etc.) depending on on ga ...on danger of unit wave. For example a lot of units are going to attack the AI's forces from north while a couple of scouts stand in south. So the defenci
    14 KB (2,336 words) - 03:58, 3 May 2023
  • Will work on the c++ code of the dashboard. Getting the statistics from the AI calculator and showing them using the current GUI. I think the best would b
    8 KB (1,424 words) - 03:13, 21 March 2013
  • I prefer AI opponent because each game has its own unique AI behavior that I just love to survey.
    10 KB (1,778 words) - 11:55, 5 April 2012
  • ...ame development (C++) and worked on numerous tasks from university(I coded AI for reversi in Prolog, for example). I've made a lot of different programs I prefer a strong skilled player(or AI), even stronger than me. That's because of I don't want to win easy and I w
    10 KB (1,523 words) - 23:10, 11 April 2012
  • ...roops with low health, and Archers if there are troops with health. So the AI will determine which actions to take depending on a list of variables in th ==Implementing a Total Defense AI ==
    9 KB (1,445 words) - 11:33, 5 April 2012
  • <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
  • My project would involve hooking into the current mechanisms that the AI chooses to run on an aggressive stance and allowing to decide when to press
    635 bytes (99 words) - 08:54, 6 May 2014
  • ...uitable to handle nearby enemies. Since the number of predictive steps the AI can make is limited, it can become "surprised" rather easily. Therefore, it I selected the 'Total Defense' AI project.
    10 KB (1,715 words) - 00:00, 21 March 2013
  • ...a keep and change it if needed (because it's too far from the battle...). AI should choose where an unit (on which castle) will be recruited to be more ...nd the other GSoC participants because it has a large impact on the entire AI.
    34 KB (5,773 words) - 19:55, 20 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
  • For the moment, AI recognize only one leader even if he has more. Moreover, the recruitment al * improve recruiting for AI-playable campaigns where AI has to not spend all the gold.
    36 KB (6,077 words) - 23:59, 20 March 2013
  • ...hat the ML Recruiter achieves dramatically better performance than the RCA AI recruiter, describe known issues and suggest a development road map. ...ecruiter included in [http://forums.wesnoth.org/viewtopic.php?f=10&t=34976 AI-Demos], which is a more challenging opponent.
    30 KB (3,821 words) - 15:54, 25 October 2019
  • ...Wesnoth that cannot be achieved, at least not easily, by adjusting default AI parameters (such as those described at [[AiWML]]) or with WML code. ...side, and in the case of [unit][ai], a [filter] tag set to limit the Micro AI to that one unit.
    115 KB (19,006 words) - 17:35, 16 August 2023
  • ** unit.goto_x and unit.goto_y (used by the ai and by multi turn moves internally)
    14 KB (2,373 words) - 08:03, 19 April 2023
  • | wesnoth-ai || Inntinn fuadain || GunChleoc || GunChleoc || 33.83% || Prìomhachas ìse
    9 KB (1,258 words) - 11:36, 23 April 2018
  • ...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
  • * [[Wesnoth AI|Umělá inteligence]] (en) - jak vytvořit a změnit chování umělé inte
    5 KB (785 words) - 21:28, 18 March 2021
  • ...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
  • =Formula AI dev= |Files: || data/ai/formula/new_recruitment.fai,
    2 KB (385 words) - 11:51, 31 May 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
  • [[Category:SoC Ideas AI in Mainline Campaigns Refactoring_2013]] <h4>darius42 - AI: Improve configuration and behavior in mainline campaigns</h4>
    14 KB (2,552 words) - 23:22, 3 May 2013
  • [[Category:SoC Ideas AI Defense Strategies 2013]] <h4>PL_kolek - AI 'total defense strategy' </h4>
    31 KB (5,133 words) - 10:14, 22 May 2013
  • <h4>MaraJade - AI Total Defense Strategy</h4> '''Attacking:''' The AI does not always choose the best attacks. It needs to take into account the
    8 KB (1,315 words) - 04:15, 3 May 2013
  • [[Category:SoC Ideas AI Defense Strategies 2013]] ...he AI which will be based on profiling the player's playing style and each AI learning and countering the player's favored strategies.
    14 KB (2,527 words) - 07:40, 4 May 2013
  • <h4>Nephro - AI project SoC2013</h4> ...ove the existing AI developer toolset and implement a concurrent block for AI developers to be able to exploit the vast amounts of CPU time wasted during
    12 KB (2,084 words) - 08:49, 13 May 2013
  • [[Category:SoC Ideas AI Defense Strategies 2013]] <h4>Jeffrey Eldridge - AI: Implement a 'total defense' strategy</h4>
    19 KB (3,379 words) - 22:31, 22 May 2013
  • ...lop a defense strategy, instead of just attacking the enemies to win, some AI Algorithms can be implemented to win without attacking the enemies, i think ...ww.mediafire.com/view/?uy150eb43hp1l8x" target="_blank">passed the exam in AI planning class</a>, i really&nbsp;appreciate&nbsp;the open&nbsp;source prin
    10 KB (1,750 words) - 13:22, 3 May 2013
  • ...mp, and so it is MP-unsafe. It is provided only for benchmark purposes and AI development, although it should work inside wesnoth.synchronize_choice() as ...ai_name''. The function will be called by the [micro_ai] tag to set up the AI. See the link for more details on how this works.
    40 KB (6,092 words) - 18:12, 17 April 2024
  • [[Category:SoC Ideas AI Defense Strategies 2013]] <h4>Arkist - AI: Implement a total defense strategy </h4>
    14 KB (2,511 words) - 21:38, 6 May 2013
  • ...d a Proof of Concept. It gives acceptable test-results against the default AI and "Alarantalara's recruiter". For the Code see [https://github.com/flixx/wesnoth-old/tree/game_theory/src/ai/flix my GitHub Fork]
    11 KB (1,750 words) - 13:55, 18 May 2013
  • ...the same) ''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 (3,118 words) - 05:25, 27 February 2024
  • * AI * AI tasks
    16 KB (2,843 words) - 13:17, 2 February 2014
  • I prefer to play with real player as opponent, since the AI opponents are always not smart enough and the designer always set difficult I choose the project of AI:Improve configuration and behavior in mainline campaigns.
    9 KB (1,640 words) - 02:26, 26 May 2013
  • All configurations can be implemented by aspects (inside the [ai] tag). [ai]
    7 KB (1,173 words) - 15:59, 10 September 2013
  • ...y. Battles are well-balanced and enjoyable, only problem is that Wesnoth's AI still can't handle large-scale fights well. Big battles are usually about p ...and historical validity. The scenarios can grow a little tiresome(and the AI in the first two scenarios is incredibly annoying), but the story drives th
    60 KB (10,139 words) - 10:41, 11 August 2015
  • ===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
  • ====[//robotgame.net/user/7601 Robotgame AI game]==== ====[//planetwars.aichallenge.org/profile.php?user_id=9900 Google AI Challenge 2010]====
    19 KB (3,076 words) - 16:48, 2 April 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
  • *<b><i>userdata</i>/data/add-ons/A_Simple_Addon/ai</b> Lua files for the RCA_AI
    6 KB (1,068 words) - 22:51, 8 November 2020
  • ==Wesnoth AI Improvement== This proposal aims for adding a feature of position analyzer in AI of Wesnoth. My long term aim with project is to add new features to Battle
    4 KB (590 words) - 17:42, 21 March 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
  • ...specific scenario-> select AI level-> call multiplayer.cpp with player ac AI(user selected(normal/hard/expert)) ->start game. ...rver-> select a map -> option to choose from AI and player ->AI ->level of AI ->start game.
    10 KB (1,742 words) - 11:34, 7 April 2014
  • <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 (4,396 words) - 03:34, 16 November 2022
  • <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
  • ...pting in Unity, using MonoGame for making games, Drawing and implementing AI behaviors for a breakout game in Open Frameworks, and working with SDL 2.0 ...know some Ruby. I still need to learn CMake, and don't know WML. In the AI class I'm taking I will learn some Lua, by the end of the semester.
    8 KB (1,448 words) - 09:50, 21 March 2014

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