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  • Extend Wesnoth Lua AI Support ...ipts faster and allow other developers to continue the modification of the AI system later as well.
    9 KB (1,625 words) - 14:00, 9 April 2010
  • == 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
  • = AI Interface = ...ce is to allow ai_manager code to be AI-independent and to allow pluggable AI implementations to be constructed from components.
    505 bytes (80 words) - 03:21, 6 March 2011
  • === extract gamestate-changing actions from AI code to separate classes.=== <b>TESTING</b> ai movement.
    673 bytes (109 words) - 15:46, 7 April 2023
  • == 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 (2,693 words) - 15:59, 13 July 2023
  • <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) - 16:09, 17 April 2023
  • AI configuration can be written using WML. In 2009, a new style syntax for writing AI configurations in Wesnoth was created.
    6 KB (941 words) - 16:22, 17 April 2023
  • 6 KB (989 words) - 04:10, 15 April 2012
  • |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 (2,764 words) - 15:22, 7 April 2023
  • |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 (1,938 words) - 07:56, 19 April 2023
  • <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
  • ...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
  • <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
  • ==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
  • 88 bytes (8 words) - 16:56, 30 March 2018
  • 40 bytes (2 words) - 19:39, 1 December 2021
  • 0 bytes (0 words) - 17:37, 7 January 2022

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
  • Extend Wesnoth Lua AI Support ...ipts faster and allow other developers to continue the modification of the AI system later as well.
    9 KB (1,625 words) - 14:00, 9 April 2010
  • ....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
  • ...ou il va y'avoir un beug , enfin je croie . j'ai posté cette idée car j'ai pas trouver a qui la soumetre , si vous etes un devlopeur , conaissais un ,
    2 KB (303 words) - 18:21, 6 January 2015
  • 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
  • * Maintaining the Python AI of Wesnoth, which was originally implemented by Ryo.
    1 KB (155 words) - 15:16, 6 April 2014
  • * 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
  • ...this case even if this was the only recall/recruit action possible to the AI. * {{anchor|ai|'''[ai]'''}}: This affects how the computer will control this unit (currently only
    22 KB (3,644 words) - 06:17, 27 February 2024
  • ...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
    67 KB (12,106 words) - 19:31, 21 December 2022
  • ...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
    15 KB (2,581 words) - 15:11, 19 September 2023
  • ...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
    23 KB (3,689 words) - 01:07, 25 February 2024
  • ...t''' command]]), which can be used to inspect the values of WML variables, AI configuration, recall lists, and more.
    45 KB (7,176 words) - 04:32, 6 March 2024
  • == Customizing the Default AI Using WML == ...w they interact. If you do not know these things yet, check out the [[RCA AI]] page.
    35 KB (5,668 words) - 01:32, 25 February 2024
  • == 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
  • 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.
    61 KB (9,881 words) - 03:40, 22 February 2024
  • ...s fixes all the glitches that bugged me with the previous 0.5 version. The AI seems a bit tougher though, which ...craft. There are speed issues with the game. For instance, waiting for the AI enemies to
    18 KB (3,081 words) - 09:08, 24 May 2021
  • ...ct, one of our Google Summer of Code projects was focused on improving the AI-related Lua capabilities.</p>
    10 KB (1,622 words) - 02:07, 24 April 2023
  • * [[Wesnoth AI|Artificial Intelligence]] - how to create and modify AI behavior
    4 KB (610 words) - 00:47, 7 January 2022
  • ...ish onslaught and advance on sunrise. You may even note that the computer AI actively retreats his orcs during day.
    8 KB (1,406 words) - 03:15, 9 April 2023
  • <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 (5,920 words) - 05:49, 27 February 2024
  • ...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 (1,960 words) - 15:50, 14 March 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 (2,068 words) - 04:28, 6 March 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
  • ...olkit|GUI2 dialogs]], [[AbilitiesWML|unit abilities]] and even [[FormulaAI|AI]]. ...its parameters. For example, the following function would not work (in an AI context) even though the my_leader variable is defined:
    48 KB (7,291 words) - 18:12, 7 September 2023
  • ...fast, minimalistic, but still nice for more players or for a player versus AI scenario. '''Step 9''': Test it. Against AI or against human players on Wesnoth server. You can make and test map in Ba
    3 KB (474 words) - 19:54, 17 April 2021
  • ...that can be played in multiplayer mode, with your friends, or even with an AI. There will still be some things that don't work as expected since some fun * If you want to carry over information for ai sides, they need to have a '''save_id''' defined and '''persistent=yes''' i
    5 KB (776 words) - 04:58, 10 December 2023
  • == Improvements to AI == * Bug: ai.get_new_enemy_dst_src and related functions have several problems:
    10 KB (1,655 words) - 08:52, 23 December 2022
  • **The gold carryover for Akashia's side will be added to Alenya's AI controlled allied side next scenario. ...rtant since Alenya doesn't need the extra gold next scenario (the suicidal AI will waste the gold anyway) so you can do most of your recruiting with Akas
    59 KB (10,011 words) - 21:46, 16 October 2016
  • ...easy to use, at this stage. We can say the same about the C++ part of the AI, if a person wants a new candidate action, for example, he will have to dig ...ua, and if a developer is satisfied with its work, he can either leave the AI element in the Lua form and add it to the main RCA loop, or translate it to
    39 KB (6,881 words) - 19:37, 20 March 2013
  • [[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
  • === AI retreating when damaged or poisoned === The AI will now more intelligently retreat units that are damaged or have been poi
    3 KB (410 words) - 05:48, 21 March 2021
  • ...ing AI information. Thus, all functions on this page are only available to AI code. === ai.read_only ===
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  • ...ible error messages. For instance, if one is transitioning and there is an AI side which does not have a leader (but it has a starting location in the ma ...ularly helpful for AI tweaking development, by helping coders identify the AI's weaknesses and strengths in the context of a particular scenario.
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  • ...to do with matching the <code>usage</code> key of units recruitable by an AI side with their <code>recruitment_pattern</code>. It means the unit has a u
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  • * '''controller''': The controller of that side. ("ai", "network")
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  • ...uccessfully allowed dead units to be recalled on both sides, but since the AI doesn't know how to recall, I had to do it manually. ...ge battles. I've always been one to simply make a huge random map FFA with AI and treat it as if it was a campaign. I thought if I could make large scena
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  • <br>• Maintainer: AI
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  • ...nd of imaginable noticeable and unnoticeable advantages (e.g. by having an AI assist in your decision making). Since the project is open source this only
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  • ...or:''' In this scenario, you may change the behavior of an allied side’s AI using a context menu brought up by clicking on the allied side’s leader.
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  • * Play at least one game/scenario (or droid your side to let the AI play), this can either be a normal campaign scenario or a multiplayer game
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  • ...ish onslaught and advance on sunrise. You may even note that the computer AI actively retreats his orcs during day.
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  • == 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
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  • If you have trouble defeating a specific faction, practice versus the AI as that faction. If you can play the faction successfully and know the stra
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  • [ai] [/ai]
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  • <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
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  • |Formula AI is still functional for the time being, but it is not maintained any more. ...mation on this page, a tutorial-style guide is also available at [[Formula AI Howto]].
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  • ...degree in computer science and entered a PhD graduate program focusing on AI research. I use C++ primarily for research and have been a teaching assist ...nd gained SVN access. Since then, I have been focusing on getting Formula AI to a point where I can begin development of the ideas set forth in this pro
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  • ai_development, ai, artificial_intelligence, lua, multiplayer, game_development, c++, game_eng AI has been a long term contributor and developer who now wants to take respon
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  • === Writing an AI based on the formula AI === ...David (our lead developer) has been working on a simple language to write AI in Wesnoth: [[FormulaAI]]
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  • I've worked on personal projects, including a genetic optimizer of AI and a probabilistic grammar checker, in addition to work and school-related ...eating and refining my first/last one. I don't know much formal theory on AI, but I'm pretty sharp (not to imply that others aren't). I'm pretty good a
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  • ...I]], as well as the number of students who are interested in developing an AI for Wesnoth as part of Summer of Code. ...y useful, but one shouldn't underestimate its difficulty. Most traditional AI methods cannot be applied to Wesnoth, so it is necessary to use highly inno
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  • ...y with the campaigns but I've also played some multiplayer maps versus the AI as well.
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  • - events that affect AI?
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  • ...ough I do enjoy finding the patterns to the movements and reactions of the AI, in order to play against them more efficiently.
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  • |Formula AI is still functional for the time being, but it is not maintained any more. ...if later passed to 'move= ' as the result of formula evaluation, make the AI perform a desired action.
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  • ...new method]] is now available for this and should be used instead for new AI development. ==Lua AI Setup==
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  • ...the scenario editor, the map editor, and the formulaAI projects. Of course AI would be fun, but I was interested in the editors as a chance to do a more
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  • ...is time for the next level which could give every user the tool to modify AI to his needs (especially a campaign author). ...e 30% AntiUnits 70% Fastgrow, which means depending on Situation Analisys, AI will use moves suggested from one scheme or another.
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  • ...ans in multiplayer (and possibly to suggest moves to each other and to the AI).'' * Provide a way for the AI to set and remove arrows using the framework used by whiteboard.
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  • ...tiplayer (because of the multiplayer campaigns), AI (to force behaviour of AI to achieve some objectives for example attack or defend leader). The second
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  • ...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
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  • ...was, so it consumed 100% cpu waiting for a net reply. It also had a crappy AI and probably still has a memory leak or two. AI/CPU
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  • ...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===
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  • ...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
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  • ...lves could take on almost any number of Dwarves; only the stupidity of the AI saves you from a grim defeat.
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  • ...ly will this give you the best chance of survival, it will ensure that the AI playing your allies will do useful things. This matters a lot, because many ...vely, it is possible to kill the eastern leader with Rangers/Avengers. The AI will completely ignore them once they are in the woods again. This allows y
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  • ...ready. Your primary goal is to get a Druid quickly in this scenario - the AI uses Orcish Assassins, which will poison you. A Druid will make this far l ...ding on your difficulty. What may not be obvious to you is that the troll AI has been set up to NOT USE the two mountain hexes that border their caves,
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  • outthink the AI or a human opponent. You can misdirect the AI (and a surprising number of human opponents)
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  • ...scenarios</code>. The AI test scenarios are set up to be demos for various AI features.
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  • * ai turn === ai turn ===
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  • | wesnoth-ai || umelá inteligencia || Roman Beňo
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  • ...s will allow us to give scenario designers an easy-to-use tool to tune the AI behavior. [ai]
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  • ...size:83%">&nbsp;&nbsp;'''''droid''''' ''side''&nbsp;&nbsp;switches between AI and human control</span>
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  • ...e i saw it use the 0x5F in a type ident, but i did see it use that in the [ai]recruitment_pattern= when it had
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  • ...t_be_human=yes attribute in [side] would prevent the player for setting an AI to control the main campaign side ;-) - but since one can always droid his ...AI sides in survival games or any other MP games against the AI (AFAIK the AI sides are shown in the status tables of the majority of current MP add-ons/
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  • | <code>Ai</code>
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  • ...ence'', meaning your computer). If you don't specify this attribute, <code>ai</code> is the default.
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  • ==AI Improvement Idea== ...a debugger tool into Formula AI, and create primitive library for Formula AI.
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  • <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/>
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  • ...forums and wiki, and Sparks_ on irc. I am a 2nd year Computer Science and AI student in the UK. ...of-concept on a fairly strictly restricted set of functionalities using my AI design... please see the section below.)
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  • the 'persistent' flag, ai sides can be made persistent aswell - and human sides can be set as non-per | remaining: unit, terrain_filter, some ai related classes
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  • ...er general understanding of this project and what can be done; programming AI is over my head and I am not that great at web development.
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  • ...onal and university projects. I've worked on lots of fields like Graphics, AI, Web Development, Computational Linguistics, image and video algorithms, so Real ones. I mean real people, not AI. Whenever is possible I like to play online with others
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  • |The AI Arena should still be usable, but it is currently not maintained. If you en == AI Arena is an interactive AI testing framework ==
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  • ...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
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  • ...I lack an effective strategy for human players. I prefer to play against AI, though will play multi-player games with friends (usually RTS). While pla
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  • = AI Manager = ...d AI code and to manage AI lifecycle, thus avoiding any leaks and allowing AI hot-redeployment.
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  • = AI Components = ...eparate functor-like objects, to allow us to experiment in configuring the AI using various compoments.
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  • = 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
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  • 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
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  • = 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 )
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  • <td>AI behaviour</td> <td>AI behaviour</td>
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  • I like playing versus friends, or at the very least versus people. AI isn't good enough to adapt and get better as you play, and there is always ...ul for basic AI regression testing, ex: run 10 different campaigns with an AI during a particular day and compare with the charts of the previous day
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  • ...to further explore it after the conclusion of SoC. I might be getting into AI development afterwards, too.
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  • ***I had been participatin in Google Summer of Code 2008, workin on Formula AI for Battle for Wesnoth project. My project was successful. ***I prefer human opponents much more than AI, but they have to be polite, civil and mature. I really enjoy games agains
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  • = AI Interface = ...ce is to allow ai_manager code to be AI-independent and to allow pluggable AI implementations to be constructed from components.
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  • ...games and roguelikes. As far as opponents go, I prefer playing against an AI, however I regularly have LAN parties with my friends (and yes, we play Wes ...be added to team_info, and would simply go unused if we're dealing with an AI team (at least for now, who knows what multiplayer campaign designers have
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  • === extract gamestate-changing actions from AI code to separate classes.=== <b>TESTING</b> ai movement.
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  • * AI ** [[Wesnoth_AI]] - Starting point for AI documentation
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  • ...ation is stored. It'd be good to send it, but I need to locate it. Talk to AI? I'm guessing AI or Human? Depends on the game. Definitely human in an FPS. Puzzle games, I
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  • controller = ai ...your ''[scenario]'' tag. It adds a second (''side=2'') side, controlled by ai, whose leader is a Dark Sorcerer. It's pretty similar to the previous ''[si
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  • === AI sometimes causing the game to freeze === Fixed the AI taking far longer to move than it should in certain situations, which cause
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  • {{SoC2010Student_2|Darkas|SoC Ideas Lua AI}} [[Category:SoC Ideas Lua AI]]
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  • i prefer AI opponents. If i have to play a game with some friends I'd rather it is a pe ...h spritesheets, but i see many people do so i would also love working with AI, networking wouldnt also be too bad. (I feel like a kid in an ice cream tru
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  • ...cern permissions account for the permissions. This step may involve making AI that takes these restrictions and permissions into account when planning mo Finally is any AI work left to be done:
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  • No strong preference here but i favor real people over AI if i know them personally.
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  • Note: At this time, I do not plan to implement AI support for detailed team settings. This may be added to the project if the
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  • ...of the available documentation. This page is a reference guide to the Lua AI functions, variables and component syntax. == Lua AI Functions ==
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  • == Methods for Modifying the AI Mid Scenario == ...tions on how to do this, or the complete list of AI resources at [[Wesnoth AI]].
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  • <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
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  • I'm playing singleplayer only so I prefer AI. Smart one, if possible.
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  • ==== AI ==== [[SummerOfCodeProposal_AI_Improvement_Crab| Crab - SoC Proposal - AI Improvement]] ''submitted''
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  • <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.
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  • ...the fifth release in the 1.7.x tree. This release fixes a problem with the AI ending in infinite loops that was introduced in 1.7.3. The most important c ...m the game) and adding extended AI controls in WML (the so called "Formula AI"). We will post an update if we are accepted into the program.
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  • Besides you can't mock an AI player after beating him :)
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  • {{SoC2010Student_2|lucamoller|SoC Ideas Lua AI}} [[Category:SoC Ideas Lua AI]]
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  • : The only possible values are 'human', 'ai' or 'null'. Replaces a side's AI with the configuration from a specified file.
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  • Besides you can't mock an AI player after beating him :)
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  • ...s GSoC’s workload would be to primarily propagate my changes over to the AI side and allow it to work without breaking the trunk version.<br>
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  • Yes. For the XNA Game I've worked with another friend. For an AI project, I've worked with 2 friends. Both times we used S&shy;&shy;V&shy;&s If it's AI, then I prefer an adaptive one, growing in the difficulty as the game progr
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  • ...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.
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  • ...ay with a group of humans against an AI, or group of AI opponents. If the AI is of low quality, doesn't work, or isn't available, then playing with a gr
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  • ...r|Sztuczną inteligencje (''en'')]] - jak stworzyć i edytować zachowanie AI
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  • dealing with a bug in scoring of AI recall list with my code.
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  • * Allow suggesting moves to an allied AI.
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  • AI
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  • {{SoC2010Student_2|achilles|SoC Ideas Lua AI}} [[Category:SoC Ideas Lua AI]]
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  • ...hzerai''' and this is my wiki user page. I am mostly interested in Wesnoth AI and random bugs.
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  • * New multiplayer maps focused on player vs player vs ai (Hejnewar)
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  • ===AI recruitment algorithm=== ...e at the same time. There should be a tunable parameter that will tell the AI to go either for a mass of low-cost low-quality units or few high-cost high
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  • ...ed side matches only if it has this controller string. Sensible values are ai, human, and null. This key is disabled for networked multiplayer, since the
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  • AI configuration can be written using WML. In 2009, a new style syntax for writing AI configurations in Wesnoth was created.
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  • 7. I would make my allied AI not that greedy on capturing Villages. 7.I would add another enemy AI to the scenario, and of another race.
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  • '''How fun do you think the scenario is? (1-10)''' 1, AI turns take way too long (5+ minutes)
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  • #*Bugs : The Human player is swaped with an AI bot, I can't play the game (only watch what the computer is doing, and he i #*Bugs : The bug with the AI player and bugs at start (fixed after manualy loaded)
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  • ...o start with...I know it's Challenging but I would concentrate to make the AI smarter, harder to beat, and the player should be relaxed and concentrating : MAKE THAT AI SMARTER... maybe make it learn from the good players with some neural netwo
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  • ...aged to take out their leader. Maybe a bodyguard of one lvl 2 on defensive AI? Otherwise great scenario. I think that there needs to be more villages on ...so maybe it should be easier for me to escape so I do not have to kill the AI leaders to win.
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  • Once again, difficult. I think that it would be great if the AI could only recall lvl 2 troops and not recruit, as it is extremely difficul
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  • ...liance kept sending lone healers to battle. Not sure if this an in-general AI problem or a scenario-specific one, but I think it should be fixed at any r
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  • Glitches: At turn 3 or 4, the Ai retreated and didn't attacked, this is not the normal campaign behaviour, m
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  • #Were there any particulary good/bad strategic decisions made by the AI? #I noticed that aside from a couple of scouts, the bulk of the AI's units reached me and attacked during dawn which put it at a disadvantage.
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  • 5. The minor challenge was just completing the game without losing to the AI, the game gets really intense from here out.
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  • | AI, mordante It was done on AI0867's machine using Crab's batch ai testing script (written in python, present in the repo in utils/ai_test) sl
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  • * AI - ''Author of the Tritha faction.
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  • <h3>Extend Wesnoth's Lua AI support and improve Wesnoth's AI</h3> ...I. The core capabilities were already added, but we need to integrate Lua AI scripts better.
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  • Yes. For the XNA Game I've worked with another friend. For an AI project, I've worked with 2 friends. Both times we used SVN to synchronize If it's AI, then I prefer an adaptive one, growing in the difficulty as the game progr
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  • <Crab_> so, if we have 'ai/ais/zzz' which, say, defines a macro, it might get included by campaigns/bb
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  • ...me on it. Everything like new ways of display game, new battle mode or new AI system make the NPC smarter can attract me. ...from your ideas list. I would like to focus on ensuring the safety of Lua AI scripts that in mulit-player games.
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  • ...an actual effect on gameplay. For instance, certain taunts could anger the AI, causing it to change tactics to attack a different player or recruit diffe ...ntly selected, would allow for several possibilities. For instance, allied AI could uses Lua to respond to your input so that it can formulate a strategy
    35 KB (5,933 words) - 02:38, 24 April 2023
  • ...on the field is. Based off this the influence map will be able to tell the AI roughly how safe or unsafe a tile is. ...be more customizable, and in effect make the single player better and the AI tougher.
    12 KB (2,127 words) - 01:37, 21 March 2013
  • ...hat's why Wesnoth developers decided to extend it and allow users to write AI configurations in Lua, which is not possible at the moment. ...bilities to strike the enemy. This can last forever, and at some point the AI would be forced to recalculate its moves again and again.<br /><br />
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  • <h4>Mark Goodenough - Improvements to the Lua AI</h4> ...I before although our course at uni does cover the theory side of possible AI implementations, and I may not succeed.
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  • :'''''My name is Karol Kozub. I am interested in programming, mathematics and AI.''''' ...petitions, built some game playing bots in various languages, written some AI programs and some games in various languages and developed some PHP/MySQL s
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  • * Planned action data will be made available to AI scripts
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  • It's always better to play against other humans, but AI is useful to be able to play without network connection, or when nobody is
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  • <h4>champ - Implement Multi-player Lua AI scripting security</h4> I plan to implement a secure mechanism on Lua AI scripting system.<br/>
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  • ...c++ to lua. First of all i will do pregsoc work to get know which parts of AI are missing. Then I would do through plan which is written here: [[SummerOf ...i have to set a plan for coding. In gsoc i can not write: Hi i like to be AI worker and thats it. I need to look at code files do a research in subject
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  • <h4>FishbaitHarry - Extending Lua AI support and implementing additional AI techniques</h4> ...ort functions, including interfaces to customizing and using some advanced AI algorithms, like Reinforcement Learning.
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  • * Mọi người chơi đều có quyển đưa bất kỳ ai vào danh sách từ chối của mình ...ai trong trò chơi của mình. Tuy nhiên không được đuổi/cấm ai chỉ vì họ đang thua hoặc đuổi/cấm họ mà không có lý do t
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  • <ul><li>AI ally suggestion (player-to-computer)</li>
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  • * Non fornire informazioni ai giocatori. ...83%">&nbsp;&nbsp;'''''droid''''' ''side''&nbsp;&nbsp;passa il controllo da AI a umano e viceversa a seconda di chi ha attualmente il controllo</span>
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  • ====Jody Northup - Improve and extend Lua AI scripting facilities==== This is the [[SoC_Ideas_LuaAI_2011|Lua AI improvement]] idea.<br/>
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  • ...已经熟悉系统、懂得如何摆布各种单位,希望掌握击败 AI 和人类对手的诀窍。 你可以通过佯攻误导 AI 甚至不少人类对手,如派遣少数部队进攻敌人的英雄、村
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  • *ae -> ai *ae -> ai
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  • ...t-size:83%">&nbsp;&nbsp;'''''droid''''' ''sida''&nbsp;&nbsp;växlar mellan AI och spelarens kontrol</span>
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  • * [[Practical Guide to Modifying AI Behavior|Inteligencia Artificial]] - cómo crear y modificar una rutina de
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  • * ''TEST'' validates test scenarios, including the AI demo scenarios and the WML unit tests, and requires ''SCHEMA_SHOULD_SKIP_TH
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  • |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.
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  • == Different Types of AI Modifications == Modifications of the AI behavior can be accomplished in a variety of different ways:
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  • leandros holleman AI: Improve configuration and behavior in mainline campaigns I hope to change the dialog and behavior by implementing micro-Ai's, in existing scenarios with the end result being a more realistic NPC beh
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  • I hope to change the dialog and behavior by implementing micro-Ai's, in existing scenarios with the end result being a more realistic NPC beh Yes, I selected AI: Improve configuration and behavior in mainline campaigns. I would like to
    10 KB (1,655 words) - 05:12, 7 May 2013
  • |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 (1,938 words) - 07:56, 19 April 2023
  • | AI * It was discussed whether it was an idea to move Wesnoth-UMC-dev first but AI mentioned it was planned, but not for the near future.
    15 KB (2,506 words) - 05:09, 25 April 2023
  • ...pecific platforms, artworks (graphics and sound), translations, working on AI, encouraging UMC contributions or whatever you can think about in regards t
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  • *Yes, AI: Refactor recruitment algorithm ...Smarter and more Human". I can think of a few very minor ideas to make the AI behave closer to a human than it currently is. These include purpose driven
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  • ...e la véritable armée céleste ; j'ai donc mis une autre terminaison et j'ai choisi celle en « ain » par référence avec « romain » (empire célest ...avec une signification liée à l'occultisme et aux quatre éléments ; j'ai donc considéré comme correct de garder « élémental ». Pour le pluriel
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  • * [[Wesnoth AI|Künstliche Intelligenz/KI]] - eine KI erstellen und dessen Verhalten bearb
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  • .../files.wesnoth.org/addons/1.9/Colosseum_fast.tar.bz2 Colosseum with faster ai actions ]
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  • <h2>AI: Implement a 'total defense' strategy [12]</h2> Page for the idea: [[SoC Ideas AI Defense Strategies 2012]]
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  • <h2>AI: teach the AI to play Wesnoth's mainline campaigns [3]</h2> Page for the idea: [[SoC Ideas AI Scenario Objectives 2012]]
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  • [[Category:SoC Ideas AI Scenario Objectives 2012]] <h4>Yigit Demirag : Development of AI to Play Mainline Campaigns in Battle For Wesnoth </h4>
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  • <h2>AI: Make lua AI development and usage easier [2]</h2> Page for the idea: [[SoC Ideas AI Lua AI Usage 2012]]
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  • * multiplayer scenarios vs the AI and vs players, with and without heavy WML scripting
    7 KB (1,116 words) - 04:06, 21 March 2013
  • ...fight in the battle dialog: reusing the existing code already used by the AI for this purpose, extend the dialog to present to the player total kill cha ...s are already done in the battle_context class and are heavily used by the AI.
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  • ...hacks he might use, a human can surpass him. Though if we reinterpret the AI as a zombie, mashing a swarm into my face would make indeed the game more c
    20 KB (3,689 words) - 03:06, 21 March 2013
  • Depends on a game, but mainly challenging ones, be it Human player or AI. *Maybe increasing my AI knowledge too?
    25 KB (4,086 words) - 03:07, 21 March 2013
  • ...that are more useful" for I suppose it's highly connected with the rest of AI playstyle. Different behaviour based on * AI mission objetives: chase, retire, kill specific units;
    15 KB (2,631 words) - 03:10, 21 March 2013
  • 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
  • ...e game with some extra: a curse interface, a simple AI (alpha-beta) and an AI using unsupervised learning, for this last part, I used NEAT <span style="c *'''(AI)''' [https://gna.org/patch/?3185 Patch #3185] <code>power_projection</code>
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  • For example, <code>ai::recall_result::do_check_before()</code>, <code>wb::validate_visitor::visit ...o executing the recall, as is <code>wb::recall::execute()</code> and <code>ai::recall_result::do_execute()</code>.
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  • [[Category:SoC Ideas AI Scenario Objectives 2012]] <h4>Thomas Martinet - AI: teach the AI to play Wesnoth's mainline campaigns </h4>
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  • [[Category:SoC Ideas AI Scenario Objectives 2012]] <h4>Kevin Wyckmans - Teach That AI! </h4>
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  • ...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
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  • 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
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  • I prefer AI opponent because each game has its own unique AI behavior that I just love to survey.
    10 KB (1,778 words) - 11:55, 5 April 2012
  • ...ame development (C++) and worked on numerous tasks from university(I coded AI for reversi in Prolog, for example). I've made a lot of different programs I prefer a strong skilled player(or AI), even stronger than me. That's because of I don't want to win easy and I w
    10 KB (1,523 words) - 23:10, 11 April 2012
  • ...roops with low health, and Archers if there are troops with health. So the AI will determine which actions to take depending on a list of variables in th ==Implementing a Total Defense AI ==
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  • <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
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  • <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
  • My project would involve hooking into the current mechanisms that the AI chooses to run on an aggressive stance and allowing to decide when to press
    635 bytes (99 words) - 08:54, 6 May 2014
  • ...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.
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  • ...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.
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  • <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.
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  • 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.
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  • ** unit.goto_x and unit.goto_y (used by the ai and by multi turn moves internally)
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  • | wesnoth-ai || Inntinn fuadain || GunChleoc || GunChleoc || 33.83% || Prìomhachas ìse
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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
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  • * [[Wesnoth AI|Umělá inteligence]] (en) - jak vytvořit a změnit chování umělé inte
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  • ...Practical Guide to Modifying AI Behavior|电脑AI]] - 怎样创建和改变AI行为
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