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  • = AI Interface = ...ce is to allow ai_manager code to be AI-independent and to allow pluggable AI implementations to be constructed from components.
    505 bytes (80 words) - 03:21, 6 March 2011
  • === extract gamestate-changing actions from AI code to separate classes.=== <b>TESTING</b> ai movement.
    673 bytes (109 words) - 15:46, 7 April 2023
  • == Methods for Modifying the AI Mid Scenario == ...tions on how to do this, or the complete list of AI resources at [[Wesnoth AI]].
    17 KB (2,693 words) - 15:59, 13 July 2023
  • <h4> Conor Nevin - Implementing a Total Defense AI </h4> Implementing a defensive mode of the AI, so that it is able to heal units whilst holding ground against an advancin
    9 KB (1,562 words) - 21:54, 20 March 2013
  • <h2>Extend Wesnoth Lua AI Support</h2> Lua AI support was recently added to wesnoth. Expose c++ AI support functions that Wesnoth has, to Lua.
    4 KB (723 words) - 16:09, 17 April 2023
  • AI configuration can be written using WML. In 2009, a new style syntax for writing AI configurations in Wesnoth was created.
    6 KB (941 words) - 16:22, 17 April 2023
  • |Formula AI is still functional for the time being, but it is not maintained any more. ...s to a file with (not quite complete but useful) information about Formula AI functions and variables.
    17 KB (2,764 words) - 15:22, 7 April 2023
  • |Formula AI is still functional for the time being, but it is not maintained any more. This page lists Formula AI code examples that can be used directly in a scenario or as templates for f
    12 KB (1,938 words) - 07:56, 19 April 2023
  • <h2>AI: Implement a 'total defense' strategy [12]</h2> Page for the idea: [[SoC Ideas AI Defense Strategies 2012]]
    2 KB (356 words) - 12:06, 5 April 2012
  • <h2>AI: teach the AI to play Wesnoth's mainline campaigns [3]</h2> Page for the idea: [[SoC Ideas AI Scenario Objectives 2012]]
    2 KB (288 words) - 12:05, 5 April 2012
  • <h2>AI: Make lua AI development and usage easier [2]</h2> Page for the idea: [[SoC Ideas AI Lua AI Usage 2012]]
    1 KB (152 words) - 12:04, 5 April 2012
  • [[Category:SoC Ideas AI Scenario Objectives 2012]] <h4>Thomas Martinet - AI: teach the AI to play Wesnoth's mainline campaigns </h4>
    29 KB (4,171 words) - 03:15, 21 March 2013
  • [[Category:SoC Ideas AI Scenario Objectives 2012]] <h4>Kevin Wyckmans - Teach That AI! </h4>
    10 KB (1,841 words) - 03:18, 21 March 2013
  • <h4>Christopher Conway - Defensive AI </h4> ...behavior, as opposed to the current aggressive AI. It would allow for the AI to function in scenarios like controlled retreats, unit escort, or holding
    12 KB (2,072 words) - 23:32, 20 March 2013
  • ...ting units in a better defense position. To minimize loss of units for the AI. Total Defense Strategy, I would like to concentrate on making the AI have a more Defensive strategy.
    7 KB (1,262 words) - 11:00, 7 April 2014
  • <h4>Tyrannodogg - Make lua AI development and usage easier</h4> At the moment the parts, which make a lua AI, are scattered around several WML Entities, resulting in a load of boilerpl
    2 KB (250 words) - 19:35, 29 April 2012
  • <h4>Kseniya Buraya - Refactoring AI Recruitment</h4> The project is to improve current AI recruiting system. I will develop and implement these options:
    7 KB (1,145 words) - 03:20, 21 March 2013
  • <h4> Ed Kim - Total Defense AI </h4> ...e formations (line, square) by taking unit relationships into account, the AI would become a much more versatile and formidable foe.
    11 KB (1,806 words) - 04:30, 9 April 2012
  • ....google-melange.com/gci/homepage/google/gci2012 Google Code-in 2012] Micro AI Tasks. This page provides information on the Google Code-in Wesnoth Lua AI tasks. If you need additional help, the preferred way of contacting us is
    23 KB (3,948 words) - 03:24, 16 November 2022
  • <h2>AI: Refactor recruitment algorithm</h2> # improve recruiting for AI-playable campaigns where AI has to not spend all the gold.
    11 KB (1,905 words) - 03:06, 13 April 2013
  • <h2>AI: Implement a 'total defense' strategy</h2> Page for the idea: [[SoC Ideas AI Defense Strategies 2013]]
    3 KB (438 words) - 09:40, 9 April 2013
  • <h2>AI: Improve configuration and behavior in mainline campaigns</h2> Page for the idea: [[SoC Ideas AI in Mainline Campaigns Refactoring_2013]]
    2 KB (248 words) - 20:49, 26 March 2013
  • ...the same) ''and'' the game is started with the parameter <code>--log-info=ai/recruitment</code> the important hexes are marked with white 'x' markers on ...d, the scores represent the desired unit ratios on the map. This means the AI will ''not'' just recruit the unit with the highest score, but in such a wa
    21 KB (3,118 words) - 05:25, 27 February 2024
  • ===AI: Improve AI by implementing global attack/retreat decision=== The Wesnoth AI works by making local decisions about moves and attacks. Teach it to determ
    2 KB (344 words) - 10:45, 1 March 2014
  • =AI Global strategy= [https://github.com/wesnoth/wesnoth/pull/145 New cost_calculator and ai.find_path_with_avoid() function. #145]
    18 KB (2,848 words) - 14:39, 13 April 2014
  • ...="Sachith_Seneviratne_-_AI_Global_Strategy_Proposal">Sachith Seneviratne - AI Global Strategy Proposal </span></h4> ...m, by using evaluating functions (or a combination thereof) to provide the AI with the capability of making such a decision.
    5 KB (714 words) - 11:16, 7 April 2014
  • ===AI: Improve AI by implementing global attack/retreat decision=== The Wesnoth AI works by making local decisions about moves and attacks. Teach it to determ
    8 KB (1,386 words) - 04:32, 14 March 2014
  • <h4>ykanarev - AI task implementation</h4> ...owledge in data structures and algorithms. Also, I participated in Russian AI cup and implemented, as I think, not bad strategy.
    8 KB (1,358 words) - 22:09, 19 March 2014
  • <h4>Arveanor Global AI</h4> ...to. i.e. fight aggressively, fight defensively, fight cautiously etc. The ai would, depending on it's current behavior mode pursue the objectives more o
    10 KB (1,808 words) - 04:43, 21 March 2014
  • <h4>Aditya Pande - Global AI for Battle of Wesnoth</h4> I propose to implement global AI using a combination of idea of Quiescence search on game tree with alpha be
    25 KB (4,396 words) - 03:34, 16 November 2022
  • <h4>Kevin Xi - AI: Improve AI by implementing global attack/retreat decision</h4> All decisions of AI have three global strategic goals to achieve: hit enemy as heavy as possibl
    23 KB (4,039 words) - 03:43, 17 April 2014
  • <h4>Zubin Kapaida: Improve AI by implementing global attack/retreat decision</h4> I believe that the key to making a good AI bot is to keep your ideas clear and simple. One must evaluate the gravity o
    12 KB (1,951 words) - 15:13, 21 March 2014
  • ==RCA AI Summary== ...ated for each move and are executed in order of evaluation score. The RCA AI is highly configurable in WML. It can also be modified by removing default
    15 KB (2,475 words) - 00:47, 28 November 2022
  • 40 bytes (2 words) - 19:39, 1 December 2021
  • 0 bytes (0 words) - 17:37, 7 January 2022

Page text matches

  • ...this case even if this was the only recall/recruit action possible to the AI. * {{anchor|ai|'''[ai]'''}}: This affects how the computer will control this unit (currently only
    22 KB (3,644 words) - 06:17, 27 February 2024
  • ...of Wesnoth strategy and tactics, and are familiar with the way the game's AI (the enemy's "intelligence", so to speak) works. In a nutshell, enemies wil ...ou - especially when it comes to the landing party to your west. Also, the AI tends to have poisoned units retreat often, looking for a village - sparing
    67 KB (12,106 words) - 19:31, 21 December 2022
  • ...RAM). Slower machines will have trouble scrolling large maps or processing AI turns with many units. See the [http://www.wesnoth.org/forum/viewtopic.php ..." will make units move and fight faster. "Skip AI Moves" will not show the AI's units moving from hex to hex. Finally, you can turn off all combat animat
    15 KB (2,581 words) - 15:11, 19 September 2023
  • ...this case even if this was the only recall/recruit action possible to the AI. ...to keep scouts away from enemies, to some extent). It does not affect the AI's behavior in combat; that is always computed from attack power and hitpoin
    23 KB (3,689 words) - 01:07, 25 February 2024
  • ...t''' command]]), which can be used to inspect the values of WML variables, AI configuration, recall lists, and more.
    45 KB (7,176 words) - 04:32, 6 March 2024
  • == Customizing the Default AI Using WML == ...w they interact. If you do not know these things yet, check out the [[RCA AI]] page.
    35 KB (5,668 words) - 01:32, 25 February 2024
  • == Experimental AI Summary == ...andidate actions (CAs) '''have been merged into the [[RCA_AI|default (RCA) AI]]''', see descriptions below for the individual CAs.
    8 KB (1,311 words) - 23:14, 22 June 2022
  • For help with writing a C++ AI, it is a good idea to have a look here: == Writing your own AI ==
    19 KB (3,084 words) - 00:20, 26 June 2014
  • ...hp?mode=viewprofile&u=130128 FAKevin/Kevin_Xi]: [[SoC2014_kevin_AI|Improve AI by implementing global attack/retreat decision]]
    23 KB (3,484 words) - 06:28, 24 January 2015
  • ...parameters included in the tag. In other words, this allows replacing the AI config rather than appending to it. ...ai''': replaces a side ai with a new AI from specified file(ignoring those AI parameters above). Path to file follows the usual WML convention.
    61 KB (9,881 words) - 03:40, 22 February 2024
  • ...s fixes all the glitches that bugged me with the previous 0.5 version. The AI seems a bit tougher though, which ...craft. There are speed issues with the game. For instance, waiting for the AI enemies to
    18 KB (3,081 words) - 09:08, 24 May 2021
  • * [[Wesnoth AI|Artificial Intelligence]] - how to create and modify AI behavior
    4 KB (610 words) - 00:47, 7 January 2022
  • ...ish onslaught and advance on sunrise. You may even note that the computer AI actively retreats his orcs during day.
    8 KB (1,406 words) - 03:15, 9 April 2023
  • <h4>neonosos - Improve AI by global world analysis</h4> ...th AI by improving AI players with global-analysis skill. This skill makes AI players able to not only react on local impulses (such as attack or presenc
    12 KB (1,984 words) - 15:09, 19 March 2014
  • ** '''ai''': If players assigns "Computer Player" to "Player/Type" in game lobby Mainly used for internal AI checks, but one could in theory just do anything with it.
    37 KB (5,920 words) - 05:49, 27 February 2024
  • ...de. The fog/shroud does not currently affect AI movement patterns, but the AI algorithm may become constrained by fog/shroud in the future.
    9 KB (1,508 words) - 10:39, 11 November 2023
  • I would like to improve the AI by implementing Global attack / retreat decision. Depends on the type of game , but usually i prefer fighting against AI
    9 KB (1,592 words) - 22:10, 20 March 2014
  • * '''cooperative''': All human players are on the same team, versus the AI
    13 KB (1,960 words) - 15:50, 14 March 2024
  • * Remove the wesnoth-ai textdomain, as suggested in #4669 (octalot)
    7 KB (1,069 words) - 14:39, 2 September 2021
  • ...ng to dialogue and the AI. This should make the dialog flow better and the AI behave more appropriately. ...- Steelclad was earlier nerfed in order to help balance scenarios against ai but it turned out to be affecting competitive 1 vs 1 too much so we are rev
    8 KB (1,301 words) - 18:23, 22 August 2020
  • The AI tends to avoid attacking your Runesmiths/Thursagan when they are on good de
    31 KB (5,538 words) - 08:23, 21 August 2022
  • ...and AI player start with, and some simple options for controlling how the AI works. From the '''[side]''' tag listed below you can see we are going to l ...e enough information to make some interesting looking scenarios with tuned AI players. This is a big step. Next we are going to learn how to make your ne
    6 KB (924 words) - 22:05, 10 October 2018
  • * AI's starting gold * AI income
    15 KB (2,547 words) - 19:42, 19 June 2015
  • ...g mages to defend the castle tiles and pick them off as they cross. If the AI sends just one wolf rider against the northern horseman, wait until dayligh ...or the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at n
    53 KB (9,305 words) - 15:32, 7 April 2023
  • ...o the in-game command inputs used for game/multiplayer/debug mode, formula AI, and unit search.
    3 KB (490 words) - 18:01, 21 February 2021
  • ** SoC group leaders: AI, Crab, mordante/SkeletonCrew, thunderstruck, Trademark
    6 KB (970 words) - 20:09, 15 May 2020
  • {{SoC2010Student_2|truongan|SoC Ideas Lua AI}} [[Category:SoC Ideas Lua AI]]
    422 bytes (59 words) - 22:16, 9 April 2010
  • ***I prefer human opponents much more than AI, but they have to be polite, civil and mature. I really enjoy games agains ***I chose to develop the Formula AI.
    22 KB (3,703 words) - 03:19, 16 November 2022
  • ...t Wesnoth AI codebase. So, he's the person to ask about anything in '''src/ai'''. He also knows much about campaign units/leaders persistence. ...be able to help with questions on AI behavior and, to a lesser extent, on AI functionality.
    8 KB (1,354 words) - 12:46, 8 February 2014
  • <h2>AI: Refactor recruitment algorithm [5]</h2> # improve recruiting for AI-playable campaigns where AI has to not spend all the gold.
    11 KB (1,872 words) - 12:04, 5 April 2012
  • controller=ai
    5 KB (594 words) - 06:03, 4 May 2010
  • *AI - Artificial Intelligence (An 'AI side' is a side controlled by the computer) *MAI - Micro AI: see: [[Micro_AIs]]
    11 KB (1,773 words) - 03:08, 24 December 2023
  • ...olkit|GUI2 dialogs]], [[AbilitiesWML|unit abilities]] and even [[FormulaAI|AI]]. ...its parameters. For example, the following function would not work (in an AI context) even though the my_leader variable is defined:
    48 KB (7,291 words) - 18:12, 7 September 2023
  • ...fast, minimalistic, but still nice for more players or for a player versus AI scenario. '''Step 9''': Test it. Against AI or against human players on Wesnoth server. You can make and test map in Ba
    3 KB (474 words) - 19:54, 17 April 2021
  • ...that can be played in multiplayer mode, with your friends, or even with an AI. There will still be some things that don't work as expected since some fun * If you want to carry over information for ai sides, they need to have a '''save_id''' defined and '''persistent=yes''' i
    5 KB (776 words) - 04:58, 10 December 2023
  • == Improvements to AI == * Bug: ai.get_new_enemy_dst_src and related functions have several problems:
    10 KB (1,655 words) - 08:52, 23 December 2022
  • **The gold carryover for Akashia's side will be added to Alenya's AI controlled allied side next scenario. ...rtant since Alenya doesn't need the extra gold next scenario (the suicidal AI will waste the gold anyway) so you can do most of your recruiting with Akas
    59 KB (10,011 words) - 21:46, 16 October 2016
  • ...easy to use, at this stage. We can say the same about the C++ part of the AI, if a person wants a new candidate action, for example, he will have to dig ...ua, and if a developer is satisfied with its work, he can either leave the AI element in the Lua form and add it to the main RCA loop, or translate it to
    39 KB (6,881 words) - 19:37, 20 March 2013
  • [[Category:SoC Ideas AI Scenario Objectives 2012]] <h4>Philipp Battenberg - AI: teach the AI to play Wesnoth's mainline campaigns </h4>
    9 KB (1,519 words) - 19:40, 20 March 2013
  • === AI retreating when damaged or poisoned === The AI will now more intelligently retreat units that are damaged or have been poi
    3 KB (410 words) - 05:48, 21 March 2021
  • ...ing AI information. Thus, all functions on this page are only available to AI code. === ai.read_only ===
    12 KB (1,806 words) - 00:39, 11 February 2024
  • ...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.
    16 KB (2,620 words) - 23:00, 21 March 2024
  • ...to do with matching the <code>usage</code> key of units recruitable by an AI side with their <code>recruitment_pattern</code>. It means the unit has a u
    29 KB (4,777 words) - 09:01, 30 December 2023
  • * '''controller''': The controller of that side. ("ai", "network")
    10 KB (1,604 words) - 17:53, 1 March 2024
  • <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 (1,535 words) - 16:11, 18 August 2020
  • ...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 (11,665 words) - 04:34, 8 May 2023
  • * 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
    16 KB (2,534 words) - 18:08, 14 February 2020
  • ...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
    39 KB (6,463 words) - 00:57, 25 February 2024
  • 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
  • [ai] [/ai]
    1 KB (182 words) - 18:32, 9 September 2022
  • <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 (2,683 words) - 15:21, 7 April 2023
  • ...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 (1,601 words) - 03:20, 16 November 2022
  • 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 (720 words) - 03:25, 16 November 2022
  • I've worked on personal projects, including a genetic optimizer of AI and a probabilistic grammar checker, in addition to work and school-related ...eating and refining my first/last one. I don't know much formal theory on AI, but I'm pretty sharp (not to imply that others aren't). I'm pretty good a
    6 KB (981 words) - 09:52, 13 December 2022
  • ...I]], as well as the number of students who are interested in developing an AI for Wesnoth as part of Summer of Code. ...y useful, but one shouldn't underestimate its difficulty. Most traditional AI methods cannot be applied to Wesnoth, so it is necessary to use highly inno
    4 KB (771 words) - 03:22, 7 May 2023
  • ...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
  • - events that affect AI?
    8 KB (1,290 words) - 10:44, 13 December 2022
  • ...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==
    22 KB (3,300 words) - 03:48, 11 November 2022
  • ...the scenario editor, the map editor, and the formulaAI projects. Of course AI would be fun, but I was interested in the editors as a chance to do a more
    21 KB (3,707 words) - 10:13, 13 December 2022
  • ...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) - 11:54, 19 August 2020
  • ...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 (1,686 words) - 10:23, 13 December 2022
  • ...m.I want to participate to summer of code cause i want to learn more about ai that interest me a lot.I know C,C++,java,python but i can learn any languag ...cally i will start from a knowledge base with all of units statistics.When ai play should have a human behavior so it is possible to do a wrong move but
    4 KB (607 words) - 03:37, 16 November 2022
  • ...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 (2,332 words) - 10:31, 13 December 2022
  • ...hat I saw, I thought what I would like to participate in most would be the AI development project, mainly because recently I took a class that piqued my ===AI Idea===
    4 KB (783 words) - 03:37, 16 November 2022
  • ...ior through an agent based system] and won several Software developing and AI related awards: ** Because I am very interested in AI and I have already done similar projects (for example for the Hoshimi compe
    6 KB (957 words) - 03:34, 16 November 2022
  • ...lves could take on almost any number of Dwarves; only the stupidity of the AI saves you from a grim defeat.
    33 KB (5,978 words) - 08:30, 27 December 2022
  • ...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
    36 KB (6,316 words) - 20:26, 4 November 2022
  • ...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 (1,698 words) - 16:16, 7 April 2023
  • outthink the AI or a human opponent. You can misdirect the AI (and a surprising number of human opponents)
    37 KB (6,488 words) - 07:06, 16 May 2020
  • ...scenarios</code>. The AI test scenarios are set up to be demos for various AI features.
    9 KB (1,613 words) - 04:50, 4 December 2023
  • * ai turn === ai turn ===
    44 KB (6,986 words) - 17:13, 24 March 2024
  • | wesnoth-ai || umelá inteligencia || Roman Beňo
    15 KB (2,384 words) - 06:22, 4 November 2023
  • ...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
  • ...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 )
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  • <td>AI behaviour</td> <td>AI behaviour</td>
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  • I like playing versus friends, or at the very least versus people. AI isn't good enough to adapt and get better as you play, and there is always ...ul for basic AI regression testing, ex: run 10 different campaigns with an AI during a particular day and compare with the charts of the previous day
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  • ...to further explore it after the conclusion of SoC. I might be getting into AI development afterwards, too.
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  • ***I had been participatin in Google Summer of Code 2008, workin on Formula AI for Battle for Wesnoth project. My project was successful. ***I prefer human opponents much more than AI, but they have to be polite, civil and mature. I really enjoy games agains
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  • = AI Interface = ...ce is to allow ai_manager code to be AI-independent and to allow pluggable AI implementations to be constructed from components.
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  • ...games and roguelikes. As far as opponents go, I prefer playing against an AI, however I regularly have LAN parties with my friends (and yes, we play Wes ...be added to team_info, and would simply go unused if we're dealing with an AI team (at least for now, who knows what multiplayer campaign designers have
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  • === extract gamestate-changing actions from AI code to separate classes.=== <b>TESTING</b> ai movement.
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  • * AI ** [[Wesnoth_AI]] - Starting point for AI documentation
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  • ...ation is stored. It'd be good to send it, but I need to locate it. Talk to AI? I'm guessing AI or Human? Depends on the game. Definitely human in an FPS. Puzzle games, I
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  • controller = ai ...your ''[scenario]'' tag. It adds a second (''side=2'') side, controlled by ai, whose leader is a Dark Sorcerer. It's pretty similar to the previous ''[si
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  • === AI sometimes causing the game to freeze === Fixed the AI taking far longer to move than it should in certain situations, which cause
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  • {{SoC2010Student_2|Darkas|SoC Ideas Lua AI}} [[Category:SoC Ideas Lua AI]]
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  • i prefer AI opponents. If i have to play a game with some friends I'd rather it is a pe ...h spritesheets, but i see many people do so i would also love working with AI, networking wouldnt also be too bad. (I feel like a kid in an ice cream tru
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  • ...cern permissions account for the permissions. This step may involve making AI that takes these restrictions and permissions into account when planning mo Finally is any AI work left to be done:
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  • Note: At this time, I do not plan to implement AI support for detailed team settings. This may be added to the project if the
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  • ...of the available documentation. This page is a reference guide to the Lua AI functions, variables and component syntax. == Lua AI Functions ==
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  • == Methods for Modifying the AI Mid Scenario == ...tions on how to do this, or the complete list of AI resources at [[Wesnoth AI]].
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  • <h4> Conor Nevin - Implementing a Total Defense AI </h4> Implementing a defensive mode of the AI, so that it is able to heal units whilst holding ground against an advancin
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  • I'm playing singleplayer only so I prefer AI. Smart one, if possible.
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  • ==== AI ==== [[SummerOfCodeProposal_AI_Improvement_Crab| Crab - SoC Proposal - AI Improvement]] ''submitted''
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  • <h2>Extend Wesnoth Lua AI Support</h2> Lua AI support was recently added to wesnoth. Expose c++ AI support functions that Wesnoth has, to Lua.
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  • ...the fifth release in the 1.7.x tree. This release fixes a problem with the AI ending in infinite loops that was introduced in 1.7.3. The most important c ...m the game) and adding extended AI controls in WML (the so called "Formula AI"). We will post an update if we are accepted into the program.
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  • Besides you can't mock an AI player after beating him :)
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  • {{SoC2010Student_2|lucamoller|SoC Ideas Lua AI}} [[Category:SoC Ideas Lua AI]]
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  • : The only possible values are 'human', 'ai' or 'null'. Replaces a side's AI with the configuration from a specified file.
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  • ...s GSoC’s workload would be to primarily propagate my changes over to the AI side and allow it to work without breaking the trunk version.<br>
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  • Yes. For the XNA Game I've worked with another friend. For an AI project, I've worked with 2 friends. Both times we used S&shy;&shy;V&shy;&s If it's AI, then I prefer an adaptive one, growing in the difficulty as the game progr
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  • ...it will be used instead of the first one when the client happens to be an AI (hence not enable to interact with a user interface). -- Called only on the client handling the current side, if it is an AI.
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  • ...ay with a group of humans against an AI, or group of AI opponents. If the AI is of low quality, doesn't work, or isn't available, then playing with a gr
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  • ...r|Sztuczną inteligencje (''en'')]] - jak stworzyć i edytować zachowanie AI
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  • dealing with a bug in scoring of AI recall list with my code.
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  • * Allow suggesting moves to an allied AI.
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  • AI
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  • {{SoC2010Student_2|achilles|SoC Ideas Lua AI}} [[Category:SoC Ideas Lua AI]]
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  • * New multiplayer maps focused on player vs player vs ai (Hejnewar)
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  • ===AI recruitment algorithm=== ...e at the same time. There should be a tunable parameter that will tell the AI to go either for a mass of low-cost low-quality units or few high-cost high
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  • ...ed side matches only if it has this controller string. Sensible values are ai, human, and null. This key is disabled for networked multiplayer, since the
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  • AI configuration can be written using WML. In 2009, a new style syntax for writing AI configurations in Wesnoth was created.
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  • 7. I would make my allied AI not that greedy on capturing Villages. 7.I would add another enemy AI to the scenario, and of another race.
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  • '''How fun do you think the scenario is? (1-10)''' 1, AI turns take way too long (5+ minutes)
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  • #*Bugs : The Human player is swaped with an AI bot, I can't play the game (only watch what the computer is doing, and he i #*Bugs : The bug with the AI player and bugs at start (fixed after manualy loaded)
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  • ...o start with...I know it's Challenging but I would concentrate to make the AI smarter, harder to beat, and the player should be relaxed and concentrating : MAKE THAT AI SMARTER... maybe make it learn from the good players with some neural netwo
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  • ...aged to take out their leader. Maybe a bodyguard of one lvl 2 on defensive AI? Otherwise great scenario. I think that there needs to be more villages on ...so maybe it should be easier for me to escape so I do not have to kill the AI leaders to win.
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  • Once again, difficult. I think that it would be great if the AI could only recall lvl 2 troops and not recruit, as it is extremely difficul
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  • ...liance kept sending lone healers to battle. Not sure if this an in-general AI problem or a scenario-specific one, but I think it should be fixed at any r
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  • Glitches: At turn 3 or 4, the Ai retreated and didn't attacked, this is not the normal campaign behaviour, m
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  • #Were there any particulary good/bad strategic decisions made by the AI? #I noticed that aside from a couple of scouts, the bulk of the AI's units reached me and attacked during dawn which put it at a disadvantage.
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  • 5. The minor challenge was just completing the game without losing to the AI, the game gets really intense from here out.
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  • | AI, mordante It was done on AI0867's machine using Crab's batch ai testing script (written in python, present in the repo in utils/ai_test) sl
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  • * AI - ''Author of the Tritha faction.
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  • <h3>Extend Wesnoth's Lua AI support and improve Wesnoth's AI</h3> ...I. The core capabilities were already added, but we need to integrate Lua AI scripts better.
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  • <Crab_> so, if we have 'ai/ais/zzz' which, say, defines a macro, it might get included by campaigns/bb
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  • ...an actual effect on gameplay. For instance, certain taunts could anger the AI, causing it to change tactics to attack a different player or recruit diffe ...ntly selected, would allow for several possibilities. For instance, allied AI could uses Lua to respond to your input so that it can formulate a strategy
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  • ...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.
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  • ...hat's why Wesnoth developers decided to extend it and allow users to write AI configurations in Lua, which is not possible at the moment. ...bilities to strike the enemy. This can last forever, and at some point the AI would be forced to recalculate its moves again and again.<br /><br />
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  • :'''''My name is Karol Kozub. I am interested in programming, mathematics and AI.''''' ...petitions, built some game playing bots in various languages, written some AI programs and some games in various languages and developed some PHP/MySQL s
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  • It's always better to play against other humans, but AI is useful to be able to play without network connection, or when nobody is
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  • <h4>champ - Implement Multi-player Lua AI scripting security</h4> I plan to implement a secure mechanism on Lua AI scripting system.<br/>
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  • <h4>FishbaitHarry - Extending Lua AI support and implementing additional AI techniques</h4> ...ort functions, including interfaces to customizing and using some advanced AI algorithms, like Reinforcement Learning.
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  • * Mọi người chơi đều có quyển đưa bất kỳ ai vào danh sách từ chối của mình ...ai trong trò chơi của mình. Tuy nhiên không được đuổi/cấm ai chỉ vì họ đang thua hoặc đuổi/cấm họ mà không có lý do t
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  • * Non fornire informazioni ai giocatori. ...83%">&nbsp;&nbsp;'''''droid''''' ''side''&nbsp;&nbsp;passa il controllo da AI a umano e viceversa a seconda di chi ha attualmente il controllo</span>
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  • ====Jody Northup - Improve and extend Lua AI scripting facilities==== This is the [[SoC_Ideas_LuaAI_2011|Lua AI improvement]] idea.<br/>
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  • ...已经熟悉系统、懂得如何摆布各种单位,希望掌握击败 AI 和人类对手的诀窍。 你可以通过佯攻误导 AI 甚至不少人类对手,如派遣少数部队进攻敌人的英雄、村
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  • *ae -> ai *ae -> ai
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  • ...t-size:83%">&nbsp;&nbsp;'''''droid''''' ''sida''&nbsp;&nbsp;växlar mellan AI och spelarens kontrol</span>
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  • * [[Practical Guide to Modifying AI Behavior|Inteligencia Artificial]] - cómo crear y modificar una rutina de
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  • * ''TEST'' validates test scenarios, including the AI demo scenarios and the WML unit tests, and requires ''SCHEMA_SHOULD_SKIP_TH
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  • |Formula AI is still functional for the time being, but it is not maintained any more. ...s to a file with (not quite complete but useful) information about Formula AI functions and variables.
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  • == Different Types of AI Modifications == Modifications of the AI behavior can be accomplished in a variety of different ways:
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  • |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
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  • | 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.
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  • ...pecific platforms, artworks (graphics and sound), translations, working on AI, encouraging UMC contributions or whatever you can think about in regards t
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  • ...e la véritable armée céleste ; j'ai donc mis une autre terminaison et j'ai choisi celle en « ain » par référence avec « romain » (empire célest ...avec une signification liée à l'occultisme et aux quatre éléments ; j'ai donc considéré comme correct de garder « élémental ». Pour le pluriel
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  • * [[Wesnoth AI|Künstliche Intelligenz/KI]] - eine KI erstellen und dessen Verhalten bearb
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  • <h2>AI: Implement a 'total defense' strategy [12]</h2> Page for the idea: [[SoC Ideas AI Defense Strategies 2012]]
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  • <h2>AI: teach the AI to play Wesnoth's mainline campaigns [3]</h2> Page for the idea: [[SoC Ideas AI Scenario Objectives 2012]]
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  • <h2>AI: Make lua AI development and usage easier [2]</h2> Page for the idea: [[SoC Ideas AI Lua AI Usage 2012]]
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  • * multiplayer scenarios vs the AI and vs players, with and without heavy WML scripting
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  • ...fight in the battle dialog: reusing the existing code already used by the AI for this purpose, extend the dialog to present to the player total kill cha ...s are already done in the battle_context class and are heavily used by the AI.
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  • ...hacks he might use, a human can surpass him. Though if we reinterpret the AI as a zombie, mashing a swarm into my face would make indeed the game more c
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  • Depends on a game, but mainly challenging ones, be it Human player or AI. *Maybe increasing my AI knowledge too?
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  • ...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;
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  • AI opponents. It allows me to play the way I want, and I actually stand a chan
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  • [[Category:SoC Ideas AI Scenario Objectives 2012]] <h4>Thomas Martinet - AI: teach the AI to play Wesnoth's mainline campaigns </h4>
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  • [[Category:SoC Ideas AI Scenario Objectives 2012]] <h4>Kevin Wyckmans - Teach That AI! </h4>
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  • ...ld be on the defensive in most effective way. THere would be some kinds of AI's behaviour (full retreat, banking, passive attack etc.) depending on on ga ...on danger of unit wave. For example a lot of units are going to attack the AI's forces from north while a couple of scouts stand in south. So the defenci
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  • Will work on the c++ code of the dashboard. Getting the statistics from the AI calculator and showing them using the current GUI. I think the best would b
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  • <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
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  • ...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.
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  • <h4>Tyrannodogg - Make lua AI development and usage easier</h4> At the moment the parts, which make a lua AI, are scattered around several WML Entities, resulting in a load of boilerpl
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  • <h4>Kseniya Buraya - Refactoring AI Recruitment</h4> The project is to improve current AI recruiting system. I will develop and implement these options:
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  • ...uitable to handle nearby enemies. Since the number of predictive steps the AI can make is limited, it can become "surprised" rather easily. Therefore, it I selected the 'Total Defense' AI project.
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  • ...a keep and change it if needed (because it's too far from the battle...). AI should choose where an unit (on which castle) will be recruited to be more ...nd the other GSoC participants because it has a large impact on the entire AI.
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  • <h4> Ed Kim - Total Defense AI </h4> ...e formations (line, square) by taking unit relationships into account, the AI would become a much more versatile and formidable foe.
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  • For the moment, AI recognize only one leader even if he has more. Moreover, the recruitment al * improve recruiting for AI-playable campaigns where AI has to not spend all the gold.
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  • ...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.
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  • ...Wesnoth that cannot be achieved, at least not easily, by adjusting default AI parameters (such as those described at [[AiWML]]) or with WML code. ...side, and in the case of [unit][ai], a [filter] tag set to limit the Micro AI to that one unit.
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  • ** unit.goto_x and unit.goto_y (used by the ai and by multi turn moves internally)
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  • | wesnoth-ai || Inntinn fuadain || GunChleoc || GunChleoc || 33.83% || Prìomhachas ìse
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  • ....google-melange.com/gci/homepage/google/gci2012 Google Code-in 2012] Micro AI Tasks. This page provides information on the Google Code-in Wesnoth Lua AI tasks. If you need additional help, the preferred way of contacting us is
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  • * [[Wesnoth AI|Umělá inteligence]] (en) - jak vytvořit a změnit chování umělé inte
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  • ...Practical Guide to Modifying AI Behavior|电脑AI]] - 怎样创建和改变AI行为
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  • <h2>AI: Refactor recruitment algorithm</h2> # improve recruiting for AI-playable campaigns where AI has to not spend all the gold.
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  • <h2>AI: Implement a 'total defense' strategy</h2> Page for the idea: [[SoC Ideas AI Defense Strategies 2013]]
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  • <h2>AI: Improve configuration and behavior in mainline campaigns</h2> Page for the idea: [[SoC Ideas AI in Mainline Campaigns Refactoring_2013]]
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  • ..., 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.
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  • controller=ai controller=ai
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  • [[Category:SoC Ideas AI in Mainline Campaigns Refactoring_2013]] <h4>darius42 - AI: Improve configuration and behavior in mainline campaigns</h4>
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  • <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
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  • ...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.
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  • ...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
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  • * AI * AI tasks
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  • ...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
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  • ===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
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  • ====[//robotgame.net/user/7601 Robotgame AI game]==== ====[//planetwars.aichallenge.org/profile.php?user_id=9900 Google AI Challenge 2010]====
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  • =AI Global strategy= [https://github.com/wesnoth/wesnoth/pull/145 New cost_calculator and ai.find_path_with_avoid() function. #145]
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  • ...="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.
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  • *<b><i>userdata</i>/data/add-ons/A_Simple_Addon/ai</b> Lua files for the RCA_AI
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  • ===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
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  • <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.
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  • <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
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  • ...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.
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  • <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
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  • <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
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  • ...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 (1,769 words) - 18:12, 1 July 2023
  • [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 (832 words) - 17:46, 23 March 2023
  • : ''"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 (1,333 words) - 15:14, 2 July 2022
  • 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
    21 KB (4,016 words) - 00:46, 24 March 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
    18 KB (3,333 words) - 03:41, 7 March 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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