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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.
    46 KB (7,208 words) - 23:30, 16 April 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 (1,973 words) - 08:08, 19 April 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) - 01:30, 30 March 2024
  • ...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 (6,494 words) - 23:25, 9 April 2024

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