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  • == Experimental AI Summary == ...andidate actions (CAs) '''have been merged into the [[RCA_AI|default (RCA) AI]]''', see descriptions below for the individual CAs.
    8 KB (1,311 words) - 23:14, 22 June 2022
  • 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
  • ...ing AI information. Thus, all functions on this page are only available to AI code. === ai.read_only ===
    12 KB (1,806 words) - 00:39, 11 February 2024
  • == 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
    39 KB (6,463 words) - 00:57, 25 February 2024
  • <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==
    22 KB (3,300 words) - 03:48, 11 November 2022
  • ...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 (607 words) - 03:37, 16 November 2022
  • ...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 (783 words) - 03:37, 16 November 2022
  • ...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 (957 words) - 03:34, 16 November 2022
  • ...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 (1,228 words) - 18:21, 19 July 2020
  • = 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

Page text matches

  • * [[AdvancedTactics]] - beating the AI and other people * [[Wesnoth_AI]] - starting point for AI documentation
    5 KB (698 words) - 01:23, 25 March 2024
  • ...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 (3,570 words) - 15:08, 7 April 2023
  • and a better AI. I had thought up sophisticated systems for everything. of Wesnoth was to make a game with a pretty good AI.
    16 KB (2,907 words) - 07:00, 16 May 2020
  • * [[AiWML]] how to describe parameters for AI (the '''[ai]''' tag)
    7 KB (1,020 words) - 03:38, 22 February 2024
  • ....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 (299 words) - 23:43, 22 May 2021
  • | Custom AI Development | AI (Artificial Intelligence)
    23 KB (3,076 words) - 19:23, 19 November 2023
  • * [mailto:AI0867&#x40;gmail&#x2E;com Alexander van Gessel] (AI/AI0867) ...0;o2&#x2E;pl Bartek Waresiak] (Dragonking) &#8212; unit balancing, Formula AI
    55 KB (6,870 words) - 00:05, 18 March 2024
  • NPC AI should be fixed<br/>
    13 KB (2,033 words) - 05:49, 27 January 2024
  • :'''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 (952 words) - 15:03, 10 May 2023
  • ...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 (8,332 words) - 17:35, 29 August 2022
  • === Allied AI retreating injured units === When playing with an allied AI, the AI will by default no longer take villages controlled by the human player(s) t
    1 KB (206 words) - 17:13, 22 July 2022
  • ...options on the Preferences dialog, "Accelerated Speed" or maybe even "Skip AI Moves". ...dor is necessary only on Challenging difficulty because there is a special AI parameter used only on Challenging difficulty in this scenario that highly
    135 KB (22,121 words) - 06:15, 27 March 2024
  • ...hem. You have to kill a specific amount of units to win. There are several AI sides, each fighting the other. If you position your drakes carefully, you
    16 KB (2,774 words) - 05:54, 21 January 2022
  • | 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 (1,247 words) - 07:57, 19 April 2023
  • ...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
    96 KB (17,109 words) - 21:59, 3 June 2021
  • Marno van der Maas, WimPapa, Alexander van Gessel (AI/AI0867), Ijsbrand Oudshoorn, Foppe Benedictus (Fopper), LightFighter, Jon J
    3 KB (480 words) - 12:44, 16 March 2023
  • <tr><td>Intel·ligència artificial</td><td>wesnoth-ai</td><td>Miquel-Àngel B. i F.</td><td>Fet</td></tr>
    4 KB (693 words) - 12:50, 11 February 2021
  • * 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
    13 KB (2,097 words) - 21:34, 10 December 2023
  • ...in the Wesnoth turn order, which can be controlled by either a human or an AI. Every [[ScenarioWML|scenario]] must have at least one side. There is no ha ...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
    13 KB (2,170 words) - 05:23, 27 February 2024

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