Search results

Page title matches

  • == 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
  • 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
  • == 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
    38 KB (6,272 words) - 17:05, 22 November 2019
  • <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==
    21 KB (3,274 words) - 14:17, 25 February 2016
  • ...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 (606 words) - 04:00, 11 March 2016
  • ...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 (782 words) - 03:59, 11 March 2016
  • ...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 (956 words) - 03:58, 11 March 2016
  • ...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 (1,218 words) - 22:47, 25 December 2018
  • = 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.
    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
  • <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
  • ...debug mode ''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 (3,099 words) - 05:13, 26 March 2018
  • ===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>AI improvements</h4> [[Category:AI]]
    5 KB (908 words) - 17:05, 30 March 2018
  • <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 (4,395 words) - 04:15, 11 March 2016
  • <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
    13 KB (2,136 words) - 15:28, 4 September 2016

Page text matches

  • * [[AdvancedTactics]] - beating the AI and other people * [[Wesnoth_AI]] - starting point for AI documentation
    6 KB (751 words) - 22:14, 11 July 2019
  • ...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 (3,610 words) - 14:30, 8 July 2019
  • * [[AiWML]] how to describe parameters for AI
    6 KB (892 words) - 13:00, 31 October 2019
  • |wesnoth-ai
    8 KB (1,185 words) - 16:15, 16 March 2019
  • ....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 (298 words) - 03:04, 18 May 2019
  • | Custom AI Development | AI (Artificial Intelligence)
    22 KB (3,047 words) - 22:53, 29 June 2018
  • ....0 -I/usr/lib/x86_64-linux-gnu/dbus-1.0/include -I/usr/include/fribidi src/ai/configuration.cpp In file included from src/ai/configuration.cpp:21:
    10 KB (1,369 words) - 06:50, 20 June 2014
  • * [mailto:AI0867&#x40;gmail&#x2E;com Alexander van Gessel] (AI/AI0867) ...0;o2&#x2E;pl Bartek Waresiak] (Dragonking) &#8212; unit balancing, Formula AI
    50 KB (6,354 words) - 11:06, 9 May 2019
  • NPC AI should be fixed<br/>
    12 KB (1,878 words) - 01:19, 18 March 2014
  • :'''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 (941 words) - 13:43, 8 July 2019
  • ...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 (8,261 words) - 19:57, 10 September 2019
  • ...options on the Preferences dialog, "Accelerated Speed" or maybe even "Skip AI Moves". Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to
    88 KB (15,577 words) - 14:44, 29 May 2019
  • | 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 (1,268 words) - 12:57, 30 April 2014
  • ...t people who don't play the game very often, or against bad players or the AI, are unlikely to get a good idea of how to balance Wesnoth.The multiplayer
    18 KB (3,027 words) - 01:09, 14 December 2018
  • ...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
    66 KB (11,752 words) - 13:25, 24 August 2019
  • Alexander van Gessel (AI/AI0867), Ijsbrand Oudshoorn, Foppe Benedictus (Fopper), LightFighter, Jon J |'''wesnoth-ai'''||Merijn||10-03-2019||11-04-2019||Ja||379||Up-to-date
    6 KB (801 words) - 18:37, 30 June 2019
  • * 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
    12 KB (1,895 words) - 15:56, 4 November 2019
  • ...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 ** '''ai''': the Wesnoth AI makes this side's moves.
    12 KB (1,961 words) - 21:58, 11 June 2019
  • ...this case even if this was the only recall/recruit action possible to the AI. * '''[ai]''' This affects how the computer will control this unit (currently only us
    21 KB (3,365 words) - 17:36, 4 October 2019
  • ...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
  • ...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
  • ...size:83%">&nbsp;&nbsp;'''''droid''''' ''side''&nbsp;&nbsp;switches between AI and human control</span>
    8 KB (1,252 words) - 17:21, 22 June 2019
  • ...1, Islands. Has Orbs that can give special powers. Players 3 and 4 MUST be AI. ...varied terrains. 2 players try to hold a large castle vs. the 3 attacking ai.
    6 KB (1,010 words) - 01:03, 18 March 2014
  • * '''[ai]''': See [[AiWML]] for details.
    5 KB (812 words) - 17:43, 1 November 2019
  • * AI's starting gold * AI income
    15 KB (2,547 words) - 19:42, 19 June 2015
  • ...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 ...s keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. On Hard, you may not have the
    52 KB (9,129 words) - 01:48, 28 November 2017
  • ** SoC group leaders: AI, Crab, mordante/SkeletonCrew, thunderstruck, Trademark
    6 KB (962 words) - 21:36, 20 March 2014
  • {{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 (3,702 words) - 13:54, 23 February 2016
  • ...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
  • This value tells the ''AI'' how the unit should be used. It has no effect on the player. (Although if
    37 KB (5,503 words) - 14:14, 17 February 2017
  • controller=ai
    5 KB (594 words) - 06:03, 4 May 2010
  • | wesnoth-ai || Pepe || ... || traducido || no revisado || ...
    23 KB (3,371 words) - 22:23, 30 November 2019
  • *AI - Artificial Intelligence (An 'AI side' is a side controlled by the computer)
    8 KB (1,380 words) - 14:23, 2 July 2015
  • ...itFilter|unit filters]], [[GUIToolkit|GUI2 dialogs]], 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:
    41 KB (6,134 words) - 16:34, 24 November 2019
  • ...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 (789 words) - 12:53, 24 March 2018
  • == Improvements to AI == * Bug: ai.get_new_enemy_dst_src and related functions have several problems:
    12 KB (1,964 words) - 20:32, 23 October 2019
  • **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
  • ...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.
    17 KB (2,860 words) - 03:17, 18 January 2018
  • * '''controller''': The controller of that side. ("ai", "network")
    9 KB (1,422 words) - 22:04, 23 November 2019
  • <br>• Maintainer: AI
    18 KB (2,749 words) - 16:43, 28 August 2019
  • ...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
    9 KB (1,541 words) - 02:33, 12 August 2017
  • ...at night cavalry make quick work of a Dark Adept. {{DevFeature1.15|0}} The AI for the Dark Adept leader will be changed in 1.15.0. He will then be much m
    9 KB (1,579 words) - 13:38, 7 May 2018
  • ...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.
    66 KB (11,669 words) - 23:14, 10 October 2012
  • * Merge and stabilize the formula branch of the AI code. See [https://mail.gna.org/public/wesnoth-dev/2008-01/msg00049.html] ...player with their own colour. The engine should support more sides for the AI to use. These will use and scenario WML defined colour. It's not sure wheth
    5 KB (829 words) - 17:38, 18 November 2014
  • * 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
    15 KB (2,361 words) - 03:14, 20 October 2019
  • ...ish onslaught and advance on sunrise. You may even note that the computer AI actively retreats his orcs during day.
    8 KB (1,420 words) - 08:15, 20 August 2019
  • == 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
    38 KB (6,272 words) - 17:05, 22 November 2019
  • 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
    610 bytes (100 words) - 15:32, 11 July 2012
  • ...tropical) randomly chosen with your favorite (or not) faction against the AI.
    2 KB (280 words) - 00:58, 18 March 2014
  • <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
  • |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]].
    16 KB (2,684 words) - 05:22, 10 March 2016
  • ...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
    10 KB (1,600 words) - 13:47, 23 February 2016
  • 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
    23 KB (3,846 words) - 19:14, 20 February 2015
  • === 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]]
    4 KB (719 words) - 13:53, 23 February 2016
  • ...AI, 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
    4 KB (771 words) - 02:03, 28 April 2018
  • ...y with the campaigns but I've also played some multiplayer maps versus the AI as well.
    13 KB (2,299 words) - 21:57, 20 March 2013
  • ...ough I do enjoy finding the patterns to the movements and reactions of the AI, in order to play against them more efficiently.
    9 KB (1,507 words) - 23:46, 20 March 2013
  • |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.
    13 KB (2,007 words) - 17:26, 18 March 2016
  • ...new method]] is now available for this and should be used instead for new AI development. ==Lua AI Setup==
    21 KB (3,274 words) - 14:17, 25 February 2016
  • ...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.
    15 KB (2,545 words) - 23:50, 20 March 2013
  • ...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.
    4 KB (562 words) - 21:10, 9 April 2011
  • ...tiplayer (because of the multiplayer campaigns), AI (to force behaviour of AI to achieve some objectives for example attack or defend leader). The second
    10 KB (1,654 words) - 00:15, 21 March 2013
  • ...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 (606 words) - 04:00, 11 March 2016
  • ...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
    13 KB (2,299 words) - 02:47, 21 March 2013
  • ...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 (782 words) - 03:59, 11 March 2016
  • ...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 (956 words) - 03:58, 11 March 2016
  • ...mbat your strength would comparable to just _one_ of them; and considering AI shortcomings - you're comparable to, say, two of them. ...lves could take on almost any number of Dwarves; only the stupidity of the AI saves you from a grim defeat.
    31 KB (5,664 words) - 20:13, 25 May 2019
  • ...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
    35 KB (6,175 words) - 23:14, 12 July 2019
  • ...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,
    9 KB (1,672 words) - 11:00, 24 August 2013
  • outthink the AI or a human opponent. You can misdirect the AI (and a surprising number of human opponents)
    37 KB (6,490 words) - 20:47, 21 February 2019
  • ===== ai turn ===== ...his side. It happens after the selection of ai to play the turn but before AI is told that new turn has come.
    39 KB (6,211 words) - 10:14, 1 July 2019
  • | wesnoth-ai || umelá inteligencia || Roman Beno
    13 KB (2,033 words) - 16:36, 26 January 2019
  • ...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
  • ...ugh the north gate to take all four towers in one or two turns. The game's AI makes the enemy seek out weaker units to attack, which means they will most
    17 KB (3,094 words) - 02:59, 25 May 2015
  • tools: /home/ai/Downloads/cov-analysis-linux64-6.6.1/bin
    2 KB (267 words) - 14:14, 10 June 2016
  • * Alexander van Gessel (AI/AI0867) [mailto:AI0867_AT_gmail.com]
    8 KB (1,198 words) - 22:26, 30 November 2019
  • ...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/
    45 KB (7,598 words) - 23:10, 20 March 2013
  • | <code>Ai</code>
    37 KB (5,316 words) - 05:29, 2 May 2018
  • ...ence'', meaning your computer). If you don't specify this attribute, <code>ai</code> is the default.
    16 KB (2,648 words) - 22:06, 10 October 2018
  • ==AI Improvement Idea== ...a debugger tool into Formula AI, and create primitive library for Formula AI.
    17 KB (2,894 words) - 00:07, 21 March 2013
  • <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
  • ...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.)
    35 KB (5,527 words) - 00:08, 21 March 2013
  • 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
    36 KB (5,842 words) - 01:09, 21 March 2013
  • ...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.
    10 KB (1,742 words) - 02:54, 21 March 2013
  • Heap-profile after starting UtBS and letting the ai play for a couple rounds: Now, this is run with no accelerated speed and not skipping ai moves, so not surprising a lot of the time is spent in animation stuff. In
    2 KB (349 words) - 20:01, 6 April 2014
  • ...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
    11 KB (1,881 words) - 01:10, 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 (1,218 words) - 22:47, 25 December 2018
  • ...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
    11 KB (1,795 words) - 01:11, 21 March 2013
  • = 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
  • <td>AI behaviour</td> <td>AI behaviour</td>
    18 KB (3,081 words) - 03:23, 6 March 2011
  • 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
    13 KB (2,161 words) - 00:17, 21 March 2013
  • ...to further explore it after the conclusion of SoC. I might be getting into AI development afterwards, too.
    9 KB (1,522 words) - 19:43, 20 March 2013
  • ***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
    26 KB (4,338 words) - 00:22, 21 March 2013
  • = 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
  • ...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
    28 KB (4,753 words) - 03:32, 21 March 2013
  • == 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
  • * AI ** [[Wesnoth_AI]] - Starting point for AI documentation
    4 KB (445 words) - 14:19, 20 October 2019
  • ...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
    39 KB (6,571 words) - 22:12, 20 March 2014
  • {{SoC2010Student_2|Darkas|SoC Ideas Lua AI}} [[Category:SoC Ideas Lua AI]]
    13 KB (2,281 words) - 00:23, 21 March 2013
  • 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
    13 KB (2,298 words) - 01:13, 21 March 2013
  • ...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:
    17 KB (2,910 words) - 20:03, 20 March 2013
  • 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
    22 KB (3,767 words) - 00:59, 21 March 2013
  • ...of the available documentation. This page is a reference guide to the Lua AI functions, variables and component syntax. == Lua AI Functions ==
    22 KB (3,524 words) - 14:59, 30 November 2017
  • == 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
  • I'm playing singleplayer only so I prefer AI. Smart one, if possible.
    14 KB (2,325 words) - 01:01, 21 March 2013
  • * '''[ai]''': See [[AiWML]] for details.
    4 KB (525 words) - 15:50, 5 December 2019
  • ==== AI ==== [[SummerOfCodeProposal_AI_Improvement_Crab| Crab - SoC Proposal - AI Improvement]] ''submitted''
    2 KB (277 words) - 11:55, 13 January 2011
  • <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
  • ...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.
    39 KB (6,285 words) - 16:41, 26 January 2014
  • Besides you can't mock an AI player after beating him :)
    11 KB (1,941 words) - 01:05, 21 March 2013
  • {{SoC2010Student_2|lucamoller|SoC Ideas Lua AI}} [[Category:SoC Ideas Lua AI]]
    9 KB (1,643 words) - 00:14, 21 March 2013
  • : The only possible values are 'human', 'ai' or 'null'. Replaces a side's AI with the configuration from a specified file.
    8 KB (1,080 words) - 19:15, 23 June 2018
  • ...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>
    33 KB (5,803 words) - 00:12, 21 March 2013
  • 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
    29 KB (5,008 words) - 01:15, 21 March 2013
  • ...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.
    21 KB (3,122 words) - 00:33, 2 January 2019
  • ...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
    9 KB (1,680 words) - 01:17, 21 March 2013
  • ...r|Sztuczną inteligencje (''en'')]] - jak stworzyć i edytować zachowanie AI
    5 KB (787 words) - 02:26, 12 August 2017
  • dealing with a bug in scoring of AI recall list with my code.
    37 KB (6,116 words) - 01:45, 21 March 2013
  • * Allow suggesting moves to an allied AI.
    2 KB (354 words) - 00:28, 11 April 2010
  • AI
    8 KB (1,245 words) - 01:26, 21 March 2013
  • {{SoC2010Student_2|achilles|SoC Ideas Lua AI}} [[Category:SoC Ideas Lua AI]]
    11 KB (1,897 words) - 01:19, 21 March 2013
  • ...maps, this would be both visually more appealng and potentially easier for AI to manage. Enemy (AI) units should also be able to move fluidly in and out of the cave, units on
    2 KB (401 words) - 15:14, 10 June 2010
  • ...reloads a map, or if the replay viewer tries to reset the state, or if the AI tries to make an experimental sequence of moves and then reset to the origi
    3 KB (476 words) - 19:55, 10 June 2014
  • ===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
    7 KB (1,129 words) - 02:52, 6 March 2011
  • ...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
    4 KB (576 words) - 16:20, 24 November 2019
  • 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
  • 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.
    5 KB (760 words) - 03:02, 6 March 2011
  • '''How fun do you think the scenario is? (1-10)''' 1, AI turns take way too long (5+ minutes)
    14 KB (2,544 words) - 03:43, 21 March 2013
  • #*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)
    3 KB (419 words) - 03:02, 6 March 2011
  • ...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
    21 KB (3,532 words) - 02:28, 31 December 2010
  • ...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.
    9 KB (1,580 words) - 03:03, 6 March 2011
  • 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
    5 KB (947 words) - 03:03, 6 March 2011
  • ...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
    12 KB (2,011 words) - 03:03, 6 March 2011
  • Glitches: At turn 3 or 4, the Ai retreated and didn't attacked, this is not the normal campaign behaviour, m
    6 KB (956 words) - 02:58, 6 March 2011
  • #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.
    9 KB (1,412 words) - 02:59, 6 March 2011
  • 5. The minor challenge was just completing the game without losing to the AI, the game gets really intense from here out.
    12 KB (2,080 words) - 02:58, 6 March 2011
  • | 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
    18 KB (3,078 words) - 17:43, 20 March 2013
  • * AI - ''Author of the Tritha faction.
    15 KB (1,981 words) - 13:18, 24 April 2015
  • <h2>Extend Wesnoth's Lua AI support and improve Wesnoth's AI</h2> ...I. The core capabilities were already added, but we need to integrate Lua AI scripts better.
    5 KB (893 words) - 19:55, 28 March 2011
  • <Crab_> so, if we have 'ai/ais/zzz' which, say, defines a macro, it might get included by campaigns/bb
    27 KB (4,508 words) - 16:58, 19 August 2011
  • ...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 (5,945 words) - 02:59, 21 March 2013
  • ...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 />
    51 KB (7,965 words) - 01:40, 21 March 2013
  • :'''''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
    30 KB (4,530 words) - 01:47, 21 March 2013
  • 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
    23 KB (3,897 words) - 03:45, 21 March 2013
  • <h4>champ - Implement Multi-player Lua AI scripting security</h4> I plan to implement a secure mechanism on Lua AI scripting system.<br/>
    2 KB (402 words) - 12:37, 9 April 2011
  • <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.
    11 KB (1,894 words) - 03:56, 21 March 2013
  • * 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
    10 KB (2,325 words) - 03:37, 12 August 2017
  • * 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>
    8 KB (1,215 words) - 03:36, 12 August 2017
  • ====Jody Northup - Improve and extend Lua AI scripting facilities==== This is the [[SoC_Ideas_LuaAI_2011|Lua AI improvement]] idea.<br/>
    30 KB (4,938 words) - 01:51, 21 March 2013
  • ...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
    28 KB (74 words) - 02:31, 12 August 2017
  • *ae -> ai *ae -> ai
    13 KB (1,873 words) - 17:37, 10 January 2012
  • ...t-size:83%">&nbsp;&nbsp;'''''droid''''' ''sida''&nbsp;&nbsp;växlar mellan AI och spelarens kontrol</span>
    8 KB (1,346 words) - 03:37, 12 August 2017
  • * [[Practical Guide to Modifying AI Behavior|Inteligencia Artificial]] - cómo crear y modificar una rutina de
    5 KB (780 words) - 02:26, 12 August 2017
  • |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
  • == Different Types of AI Modifications == Modifications of the AI behavior can be accomplished in a variety of different ways:
    32 KB (5,334 words) - 17:28, 22 November 2019
  • |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
  • | 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 (2,501 words) - 03:09, 21 March 2013
  • ...pecific platforms, artworks (graphics and sound), translations, working on AI, encouraging UMC contributions or whatever you can think about in regards t
    19 KB (2,998 words) - 16:40, 26 January 2014
  • ...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
    10 KB (1,582 words) - 18:16, 8 September 2013
  • <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
  • * 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.
    5 KB (806 words) - 12:06, 5 April 2012
  • ...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
  • [[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 (2,340 words) - 23:31, 20 March 2013
  • 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. * A Micro AI is activated and configured (or deleted) via the [micro_ai] tag, requiring
    110 KB (18,175 words) - 15:12, 6 November 2019
  • ** unit.goto_x and unit.goto_y (used by the ai and by multi turn moves internally)
    13 KB (2,359 words) - 03:19, 12 February 2019
  • | 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 (3,947 words) - 17:18, 23 February 2016
  • * [[Wesnoth AI|Umělá Inteligence]] (en) - jak vytvořit a změnit chování Umělé Inte
    5 KB (783 words) - 14:33, 14 September 2017
  • ...Practical Guide to Modifying AI Behavior|电脑AI]] - 怎样创建和改变AI行为
    4 KB (249 words) - 02:26, 12 August 2017
  • <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
  • ..., then choose Player 1 (usually the human player) or Player 2 (usually the AI). Now click on the preferred keep. That's it, now you have your leader assi ...key is used to tell WML whether this side belongs to a 'human' or to the 'ai'. This side belongs to a human.
    15 KB (2,632 words) - 21:10, 18 June 2018
  • controller=ai controller=ai
    15 KB (2,108 words) - 14:48, 21 May 2018
  • [[Category:SoC Ideas AI in Mainline Campaigns Refactoring_2013]] <h4>darius42 - AI: Improve configuration and behavior in mainline campaigns</h4>
    14 KB (2,552 words) - 23:22, 3 May 2013
  • <h4>Nephro - AI project SoC2013</h4> ...ove the existing AI developer toolset and implement a concurrent block for AI developers to be able to exploit the vast amounts of CPU time wasted during
    12 KB (2,084 words) - 08:49, 13 May 2013
  • ...debug mode ''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 (3,099 words) - 05:13, 26 March 2018
  • * AI * AI tasks
    16 KB (2,843 words) - 13:17, 2 February 2014
  • ...y. Battles are well-balanced and enjoyable, only problem is that Wesnoth's AI still can't handle large-scale fights well. Big battles are usually about p ...and historical validity. The scenarios can grow a little tiresome(and the AI in the first two scenarios is incredibly annoying), but the story drives th
    60 KB (10,139 words) - 10:41, 11 August 2015
  • ...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 as multiplaye * If you want to carry over information for ai sides, they need to have a '''save_id''' defined and '''persistent=yes''' i
    4 KB (650 words) - 20:59, 11 March 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
    2 KB (344 words) - 10:45, 1 March 2014
  • ====[//robotgame.net/user/7601 Robotgame AI game]==== ====[//planetwars.aichallenge.org/profile.php?user_id=9900 Google AI Challenge 2010]====
    19 KB (3,076 words) - 16:48, 2 April 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
  • ...specific scenario-> select AI level-> call multiplayer.cpp with player ac AI(user selected(normal/hard/expert)) ->start game. ...rver-> select a map -> option to choose from AI and player ->AI ->level of AI ->start game.
    10 KB (1,742 words) - 11:34, 7 April 2014
  • <h4>AI improvements</h4> [[Category:AI]]
    5 KB (908 words) - 17:05, 30 March 2018
  • <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 (4,395 words) - 04:15, 11 March 2016
  • <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
  • ...pting in Unity, using MonoGame for making games, Drawing and implementing AI behaviors for a breakout game in Open Frameworks, and working with SDL 2.0 ...know some Ruby. I still need to learn CMake, and don't know WML. In the AI class I'm taking I will learn some Lua, by the end of the semester.
    8 KB (1,448 words) - 09:50, 21 March 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
  • ...s assigned to the single human player, and the other sides are assigned to AI's ...t, while assigning all other sides of our now-mp-code-running scenarios to AI. All other options available in mp menus would be set to appropriate values
    17 KB (2,856 words) - 03:39, 4 April 2014
  • AI opponents, competitive player versus player doesn't attract me much.
    14 KB (2,298 words) - 19:32, 14 April 2014
  • included from ai/ais/ai_default_rca_strong.cfg:2
    3 KB (434 words) - 07:51, 2 November 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
    13 KB (2,136 words) - 15:28, 4 September 2016
  • [Comment: The AI seems to heavily favor attacking bats and zombies, especially injured ones,
    28 KB (4,935 words) - 20:47, 21 July 2019
  • ...r. In all games, you have the option of assigning any sides control by the AI. ...mputer only. You may still assign control for other sides to other players/AI.
    22 KB (3,709 words) - 13:31, 21 August 2019
  • : ''"J'ai commencé EdW le dernier Avril, et j'y consacrais tout mon temps libre (heu : ''"Voici comment j'ai écrit Liberté :''
    8 KB (1,245 words) - 14:37, 6 November 2019

View (previous 250 | next 250) (20 | 50 | 100 | 250 | 500)