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  • ...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 (457 words) - 16:23, 29 April 2024
  • ...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

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