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  • ...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
  • <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]] ...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
  • ...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
  • 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
  • [[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
  • 45 bytes (7 words) - 13:53, 18 May 2013
  • 7 members (0 subcategories, 0 files) - 11:36, 7 April 2014
  • ...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: 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
  • =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
  • ===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
  • <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

Page text matches

  • ...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 (1,508 words) - 10:39, 11 November 2023
  • 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
  • * '''cooperative''': All human players are on the same team, versus the AI
    13 KB (1,973 words) - 08:08, 19 April 2024
  • |''AI:'' [[Wesnoth_AI_Framework#The_.5Bai.5D_Tag_.E2.80.94_Top-level_Elements|ai]],
    16 KB (1,819 words) - 14:29, 23 February 2024
  • * Remove the wesnoth-ai textdomain, as suggested in #4669 (octalot)
    7 KB (1,069 words) - 14:39, 2 September 2021
  • ...ng to dialogue and the AI. This should make the dialog flow better and the AI behave more appropriately. ...- Steelclad was earlier nerfed in order to help balance scenarios against ai but it turned out to be affecting competitive 1 vs 1 too much so we are rev
    8 KB (1,301 words) - 18:23, 22 August 2020
  • The AI tends to avoid attacking your Runesmiths/Thursagan when they are on good de
    31 KB (5,538 words) - 08:23, 21 August 2022
  • ...and AI player start with, and some simple options for controlling how the AI works. From the '''[side]''' tag listed below you can see we are going to l ...e enough information to make some interesting looking scenarios with tuned AI players. This is a big step. Next we are going to learn how to make your ne
    6 KB (924 words) - 22:05, 10 October 2018
  • * AI's starting gold * AI income
    15 KB (2,547 words) - 19:42, 19 June 2015
  • ...g mages to defend the castle tiles and pick them off as they cross. If the AI sends just one wolf rider against the northern horseman, wait until dayligh ...or the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at n
    53 KB (9,305 words) - 15:32, 7 April 2023
  • ...o the in-game command inputs used for game/multiplayer/debug mode, formula AI, and unit search.
    3 KB (490 words) - 18:01, 21 February 2021
  • ** SoC group leaders: AI, Crab, mordante/SkeletonCrew, thunderstruck, Trademark
    6 KB (970 words) - 20:09, 15 May 2020
  • {{SoC2010Student_2|truongan|SoC Ideas Lua AI}} [[Category:SoC Ideas Lua AI]]
    422 bytes (59 words) - 22:16, 9 April 2010
  • ***I prefer human opponents much more than AI, but they have to be polite, civil and mature. I really enjoy games agains ***I chose to develop the Formula AI.
    22 KB (3,703 words) - 03:19, 16 November 2022
  • ...t Wesnoth AI codebase. So, he's the person to ask about anything in '''src/ai'''. He also knows much about campaign units/leaders persistence. ...be able to help with questions on AI behavior and, to a lesser extent, on AI functionality.
    8 KB (1,354 words) - 12:46, 8 February 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
  • - Possible fix to if ai dies & player advances. (invalid WML found.)<br>
    24 KB (4,551 words) - 22:14, 2 July 2013
  • controller=ai
    5 KB (594 words) - 06:03, 4 May 2010
  • [[Wesnoth_AI_Framework#The_.5Bai.5D_Tag_.E2.80.94_Top-level_Elements|ai]],
    18 KB (2,076 words) - 01:28, 8 April 2024
  • *AI - Artificial Intelligence (An 'AI side' is a side controlled by the computer) *MAI - Micro AI: see: [[Micro_AIs]]
    11 KB (1,773 words) - 03:08, 24 December 2023

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