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  • ...size:83%">&nbsp;&nbsp;'''''droid''''' ''side''&nbsp;&nbsp;switches between AI and human control</span>
    15 KB (2,623 words) - 02:51, 26 May 2022
  • ...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/
    44 KB (7,542 words) - 19:06, 5 May 2023
  • | <code>Ai</code>
    40 KB (5,796 words) - 01:13, 24 October 2021
  • ...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
  • ...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 (1,228 words) - 18:21, 19 July 2020
  • ...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.
    673 bytes (109 words) - 15:46, 7 April 2023
  • * AI ** [[Wesnoth_AI]] - Starting point for AI documentation
    4 KB (489 words) - 23:53, 22 May 2021
  • ...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
  • 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
    16 KB (2,681 words) - 09:53, 18 January 2022
  • === AI sometimes causing the game to freeze === Fixed the AI taking far longer to move than it should in certain situations, which cause
    827 bytes (123 words) - 16:56, 11 July 2022
  • {{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 (3,533 words) - 23:27, 9 April 2024
  • == 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
  • I'm playing singleplayer only so I prefer AI. Smart one, if possible.
    14 KB (2,325 words) - 01:01, 21 March 2013
  • ==== 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) - 16:09, 17 April 2023
  • ...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 (1,082 words) - 13:31, 12 February 2021
  • ...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 (4,996 words) - 06:48, 19 April 2023
  • ...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 (3,124 words) - 10:01, 7 May 2021
  • ...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.
    36 KB (6,071 words) - 04:17, 3 May 2023
  • * 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
  • * New multiplayer maps focused on player vs player vs ai (Hejnewar)
    6 KB (701 words) - 16:40, 24 November 2023
  • ===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 (609 words) - 01:13, 25 February 2024
  • 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
  • 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
  • <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.
    5 KB (893 words) - 19:18, 5 May 2023
  • <Crab_> so, if we have 'ai/ais/zzz' which, say, defines a macro, it might get included by campaigns/bb
    27 KB (4,496 words) - 18:16, 24 April 2023
  • ...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 />
    51 KB (7,944 words) - 00:50, 4 May 2023
  • :'''''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 (398 words) - 19:43, 5 May 2023
  • <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 (2,322 words) - 02:39, 24 April 2023
  • * 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 (1,216 words) - 08:40, 24 May 2021
  • ====Jody Northup - Improve and extend Lua AI scripting facilities==== This is the [[SoC_Ideas_LuaAI_2011|Lua AI improvement]] idea.<br/>
    30 KB (4,934 words) - 00:55, 4 May 2023
  • ...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 (1,879 words) - 03:11, 9 April 2023
  • ...t-size:83%">&nbsp;&nbsp;'''''droid''''' ''sida''&nbsp;&nbsp;växlar mellan AI och spelarens kontrol</span>
    8 KB (1,347 words) - 08:42, 24 May 2021
  • * [[Practical Guide to Modifying AI Behavior|Inteligencia Artificial]] - cómo crear y modificar una rutina de
    5 KB (780 words) - 02:26, 12 August 2017
  • * ''TEST'' validates test scenarios, including the AI demo scenarios and the WML unit tests, and requires ''SCHEMA_SHOULD_SKIP_TH
    3 KB (431 words) - 04:09, 15 June 2021
  • |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
  • == Different Types of AI Modifications == Modifications of the AI behavior can be accomplished in a variety of different ways:
    32 KB (5,391 words) - 19:39, 15 July 2020
  • |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
    18 KB (2,870 words) - 18:11, 24 April 2023
  • ...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
  • * [[Wesnoth AI|Künstliche Intelligenz/KI]] - eine KI erstellen und dessen Verhalten bearb
    5 KB (659 words) - 06:11, 19 February 2022
  • <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 (2,336 words) - 03:58, 3 May 2023
  • Will work on the c++ code of the dashboard. Getting the statistics from the AI calculator and showing them using the current GUI. I think the best would b
    8 KB (1,424 words) - 03:13, 21 March 2013
  • <h4>Christopher Conway - Defensive AI </h4> ...behavior, as opposed to the current aggressive AI. It would allow for the AI to function in scenarios like controlled retreats, unit escort, or holding
    12 KB (2,072 words) - 23:32, 20 March 2013
  • ...ting units in a better defense position. To minimize loss of units for the AI. Total Defense Strategy, I would like to concentrate on making the AI have a more Defensive strategy.
    7 KB (1,262 words) - 11:00, 7 April 2014
  • <h4>Tyrannodogg - Make lua AI development and usage easier</h4> At the moment the parts, which make a lua AI, are scattered around several WML Entities, resulting in a load of boilerpl
    2 KB (250 words) - 19:35, 29 April 2012
  • <h4>Kseniya Buraya - Refactoring AI Recruitment</h4> The project is to improve current AI recruiting system. I will develop and implement these options:
    7 KB (1,145 words) - 03:20, 21 March 2013
  • ...uitable to handle nearby enemies. Since the number of predictive steps the AI can make is limited, it can become "surprised" rather easily. Therefore, it I selected the 'Total Defense' AI project.
    10 KB (1,715 words) - 00:00, 21 March 2013
  • ...a keep and change it if needed (because it's too far from the battle...). AI should choose where an unit (on which castle) will be recruited to be more ...nd the other GSoC participants because it has a large impact on the entire AI.
    34 KB (5,773 words) - 19:55, 20 March 2013
  • <h4> Ed Kim - Total Defense AI </h4> ...e formations (line, square) by taking unit relationships into account, the AI would become a much more versatile and formidable foe.
    11 KB (1,806 words) - 04:30, 9 April 2012
  • For the moment, AI recognize only one leader even if he has more. Moreover, the recruitment al * improve recruiting for AI-playable campaigns where AI has to not spend all the gold.
    36 KB (6,077 words) - 23:59, 20 March 2013
  • ...hat the ML Recruiter achieves dramatically better performance than the RCA AI recruiter, describe known issues and suggest a development road map. ...ecruiter included in [http://forums.wesnoth.org/viewtopic.php?f=10&t=34976 AI-Demos], which is a more challenging opponent.
    30 KB (3,821 words) - 15:54, 25 October 2019
  • ...Wesnoth that cannot be achieved, at least not easily, by adjusting default AI parameters (such as those described at [[AiWML]]) or with WML code. ...side, and in the case of [unit][ai], a [filter] tag set to limit the Micro AI to that one unit.
    115 KB (19,006 words) - 17:35, 16 August 2023
  • ** unit.goto_x and unit.goto_y (used by the ai and by multi turn moves internally)
    14 KB (2,373 words) - 08:03, 19 April 2023
  • | wesnoth-ai || Inntinn fuadain || GunChleoc || GunChleoc || 33.83% || Prìomhachas ìse
    9 KB (1,258 words) - 11:36, 23 April 2018
  • ....google-melange.com/gci/homepage/google/gci2012 Google Code-in 2012] Micro AI Tasks. This page provides information on the Google Code-in Wesnoth Lua AI tasks. If you need additional help, the preferred way of contacting us is
    23 KB (3,948 words) - 03:24, 16 November 2022
  • * [[Wesnoth AI|Umělá inteligence]] (en) - jak vytvořit a změnit chování umělé inte
    5 KB (785 words) - 21:28, 18 March 2021
  • ...Practical Guide to Modifying AI Behavior|电脑AI]] - 怎样创建和改变AI行为
    4 KB (250 words) - 15:53, 5 February 2022
  • <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.
    17 KB (2,792 words) - 20:09, 29 January 2023
  • controller=ai controller=ai
    17 KB (2,325 words) - 20:35, 29 January 2023
  • [[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
  • ...mp, and so it is MP-unsafe. It is provided only for benchmark purposes and AI development, although it should work inside wesnoth.synchronize_choice() as ...ai_name''. The function will be called by the [micro_ai] tag to set up the AI. See the link for more details on how this works.
    40 KB (6,092 words) - 18:12, 17 April 2024
  • ...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 * 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
  • ===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
  • *<b><i>userdata</i>/data/add-ons/A_Simple_Addon/ai</b> Lua files for the RCA_AI
    6 KB (1,068 words) - 22:51, 8 November 2020
  • ===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>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
  • ...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
    15 KB (2,475 words) - 00:47, 28 November 2022
  • * [[LuaAPI/ai|ai]] - Functions that instruct the AI on how to move.
    12 KB (1,779 words) - 14:55, 27 April 2024
  • [Comment: The AI seems to heavily favor attacking bats and zombies, especially injured ones,
    28 KB (4,951 words) - 08:57, 15 September 2020
  • ...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.
    5 KB (833 words) - 17:53, 18 April 2024
  • : ''"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
  • The unit's usage string, used by the AI mainly for recruiting purposes. Thus changing this is unlikely to do anythi
    8 KB (1,284 words) - 06:52, 24 January 2023
  • Replaces a side's AI with the configuration from a specified file. Appends AI parameters (aspects, stages, goals) to the side's AI. The syntax for the parameters to be appended is the same as that supported
    9 KB (1,334 words) - 17:53, 18 April 2024
  • controller = ai
    19 KB (2,809 words) - 15:24, 25 November 2021
  • ...old is gone. Argan appears in NW at the beginning of turn 4, controlled by AI. He seems invincible. He may also kill enemy leaders, so be aware of that i
    22 KB (4,166 words) - 21:23, 6 April 2024
  • ...cial traits, or even some of the basic ones, I'm pretty well convinced the AI knows EXACTLY how to make optimum use of temptation. Keep a couple of fast ...teresting way to play this level is to take advantage of the fact that the AI/enemy units will completely focus on Efriam, Lethalia, Vritra and Krux if y
    19 KB (3,565 words) - 17:05, 6 April 2024
  • controller = ai We also didn't set ''unrenamable=yes'' because ai won't ever rename its units. We don't need to think about players using con
    24 KB (3,693 words) - 16:05, 25 November 2021
  • ...s_any_weapon|Wretched Defiler]] melee weapon to score some fodder that the AI seems obsessed with. Head northeast, encounter a few bandits, and proceed
    11 KB (1,949 words) - 05:21, 21 March 2024
  • * [[Wesnoth AI|Artificial Intelligence]] - 如何創建和修改 AI 行為
    4 KB (359 words) - 17:26, 7 January 2022
  • ...r>Enthält Lua-Dateien für die [[RCA_AI|künstliche Intelligenz (RCA&nbsp;AI)]].
    9 KB (1,316 words) - 09:31, 15 February 2022
  • ...rse many ways in which old FormulaAI code could be ported to the newer Lua AI functions, but this page focuses on the quickest, most direct conversion. ...al AI stage that would run specific actions, usually prior to the main RCA AI, though it could also substitute entirely.
    20 KB (2,693 words) - 03:26, 9 April 2023
  • * {{anchor|ai|'''[ai]'''}}: Defines an AI algorithm that can be selected by players at the join game screen. See [[We ...o define faction-specific AI parameters in an era. For that, place the '''[ai]''' tag in '''[multiplayer_side]'''.
    6 KB (988 words) - 05:26, 27 February 2024
  • ...Invasion campaign has been revised, overhauling the characters, scenarios, AI, and plot.
    692 bytes (98 words) - 16:26, 17 September 2023

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