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  • 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
  • [[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
  • <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
  • ...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
  • ....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
  • ..., 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
  • [[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
  • <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
  • ...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
  • ...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
  • ...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
  • ===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
  • <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
  • ...s assigned to the single human player, and the other sides are assigned to AI's ...t, while assigning all other sides of our now-mp-code-running scenarios to AI. All other options available in mp menus would be set to appropriate values
    17 KB (2,856 words) - 03:39, 4 April 2014
  • AI opponents, competitive player versus player doesn't attract me much.
    14 KB (2,298 words) - 19:32, 14 April 2014
  • included from ai/ais/ai_default_rca_strong.cfg:2
    3 KB (434 words) - 07:51, 2 November 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 (2,475 words) - 00:47, 28 November 2022
  • * [[LuaAPI/ai|ai]] - Functions that instruct the AI on how to move.
    12 KB (1,780 words) - 13:24, 29 April 2024
  • [Comment: The AI seems to heavily favor attacking bats and zombies, especially injured ones,
    28 KB (4,951 words) - 08:57, 15 September 2020
  • ...it will be used instead of the first one when the client happens to be an AI (hence not enable to interact with a user interface). -- Called only on the client handling the current side, if it is an AI.
    5 KB (833 words) - 17:53, 18 April 2024
  • : ''"J'ai commencé EdW le dernier Avril, et j'y consacrais tout mon temps libre (heu : ''"Voici comment j'ai écrit Liberté :''
    8 KB (1,245 words) - 14:37, 6 November 2019
  • The unit's usage string, used by the AI mainly for recruiting purposes. Thus changing this is unlikely to do anythi
    8 KB (1,284 words) - 06:52, 24 January 2023
  • Replaces a side's AI with the configuration from a specified file. Appends AI parameters (aspects, stages, goals) to the side's AI. The syntax for the parameters to be appended is the same as that supported
    9 KB (1,334 words) - 17:53, 18 April 2024
  • controller = ai
    19 KB (2,809 words) - 15:24, 25 November 2021
  • ...old is gone. Argan appears in NW at the beginning of turn 4, controlled by AI. He seems invincible. He may also kill enemy leaders, so be aware of that i
    22 KB (4,166 words) - 21:23, 6 April 2024
  • ...cial traits, or even some of the basic ones, I'm pretty well convinced the AI knows EXACTLY how to make optimum use of temptation. Keep a couple of fast ...teresting way to play this level is to take advantage of the fact that the AI/enemy units will completely focus on Efriam, Lethalia, Vritra and Krux if y
    19 KB (3,565 words) - 17:05, 6 April 2024
  • controller = ai We also didn't set ''unrenamable=yes'' because ai won't ever rename its units. We don't need to think about players using con
    24 KB (3,693 words) - 16:05, 25 November 2021
  • ...s_any_weapon|Wretched Defiler]] melee weapon to score some fodder that the AI seems obsessed with. Head northeast, encounter a few bandits, and proceed
    11 KB (1,949 words) - 05:21, 21 March 2024
  • * [[Wesnoth AI|Artificial Intelligence]] - 如何創建和修改 AI 行為
    4 KB (359 words) - 17:26, 7 January 2022
  • ...r>Enthält Lua-Dateien für die [[RCA_AI|künstliche Intelligenz (RCA&nbsp;AI)]].
    9 KB (1,316 words) - 09:31, 15 February 2022
  • ...rse many ways in which old FormulaAI code could be ported to the newer Lua AI functions, but this page focuses on the quickest, most direct conversion. ...al AI stage that would run specific actions, usually prior to the main RCA AI, though it could also substitute entirely.
    20 KB (2,693 words) - 03:26, 9 April 2023
  • * {{anchor|ai|'''[ai]'''}}: Defines an AI algorithm that can be selected by players at the join game screen. See [[We ...o define faction-specific AI parameters in an era. For that, place the '''[ai]''' tag in '''[multiplayer_side]'''.
    6 KB (988 words) - 05:26, 27 February 2024
  • ...Invasion campaign has been revised, overhauling the characters, scenarios, AI, and plot.
    692 bytes (98 words) - 16:26, 17 September 2023

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