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  • == 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 (2,656 words) - 18:51, 15 July 2016
  • <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

Page text matches

  • ...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.
    31 KB (5,061 words) - 16:51, 22 November 2019
  • == Experimental AI Summary == ...s available for use in both MP maps and SP scenarios. At the moment, this AI contains the following [[Wesnoth_AI_Framework#The_Candidate_Actions_of_the_
    7 KB (1,155 words) - 15:14, 6 November 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

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