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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

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