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  • == Experimental AI Summary == ...s available for use in both MP maps and SP scenarios. At the moment, this AI contains the following [[Wesnoth_AI_Framework#The_Candidate_Actions_of_the_
    7 KB (1,155 words) - 15:14, 6 November 2019
  • I would like to improve the AI by implementing Global attack / retreat decision. Depends on the type of game , but usually i prefer fighting against AI
    9 KB (1,592 words) - 22:10, 20 March 2014
  • <h2>AI: Refactor recruitment algorithm [5]</h2> # improve recruiting for AI-playable campaigns where AI has to not spend all the gold.
    11 KB (1,872 words) - 12:04, 5 April 2012
  • [[Category:SoC Ideas AI Scenario Objectives 2012]] <h4>Philipp Battenberg - AI: teach the AI to play Wesnoth's mainline campaigns </h4>
    9 KB (1,519 words) - 19:40, 20 March 2013
  • == Wesnoth AI Framework: A Composite AI == ...h AI framework is that of a composite AI. In other words, rather than the AI being one huge monolithic block, it is composed of a variety of different c
    37 KB (6,181 words) - 00:53, 24 December 2018
  • <h4>Daniwa: Improve the AI's Attack and Retreat decisions.</h4> '''Abstract:''' Implement a process that would allow the AI to make correct decisions in regards to attack and retreat. It will be base
    11 KB (1,937 words) - 15:38, 21 March 2014
  • ...new method]] is now available for this and should be used instead for new AI development. ==Lua AI Setup==
    21 KB (3,274 words) - 14:17, 25 February 2016
  • ...m.I want to participate to summer of code cause i want to learn more about ai that interest me a lot.I know C,C++,java,python but i can learn any languag ...cally i will start from a knowledge base with all of units statistics.When ai play should have a human behavior so it is possible to do a wrong move but
    4 KB (606 words) - 04:00, 11 March 2016
  • ...hat I saw, I thought what I would like to participate in most would be the AI development project, mainly because recently I took a class that piqued my ===AI Idea===
    4 KB (782 words) - 03:59, 11 March 2016
  • ...ior through an agent based system] and won several Software developing and AI related awards: ** Because I am very interested in AI and I have already done similar projects (for example for the Hoshimi compe
    6 KB (956 words) - 03:58, 11 March 2016
  • ...s will allow us to give scenario designers an easy-to-use tool to tune the AI behavior. [ai]
    2 KB (269 words) - 03:22, 6 March 2011
  • <b>I would like to reorganize the current AI subsystem to allow different people collaborate more efficiently on creatin <b>Also, I would like to make the Wesnoth AI better.</b><br/>
    41 KB (7,000 words) - 02:53, 21 March 2013
  • |The AI Arena should still be usable, but it is currently not maintained. If you en == AI Arena is an interactive AI testing framework ==
    3 KB (570 words) - 15:12, 30 November 2017
  • ...AI developers, it is also possible to replace parts or all of the default AI with custom code. ...[[RCA_AI|Default (RCA) AI]]''': If no special instructions are given, this AI is used automatically for all computer-controlled sides with no setup neede
    8 KB (1,218 words) - 22:47, 25 December 2018
  • = AI Manager = ...d AI code and to manage AI lifecycle, thus avoiding any leaks and allowing AI hot-redeployment.
    777 bytes (140 words) - 03:22, 6 March 2011
  • = AI Components = ...eparate functor-like objects, to allow us to experiment in configuring the AI using various compoments.
    984 bytes (146 words) - 03:21, 6 March 2011
  • = AI Configuration = The purpose of this class is to encapsulate all AI configuration options and deserialize them from a single config or from a f
    959 bytes (160 words) - 03:22, 6 March 2011
  • Formula language should be decoupled from formula AI to allow any AI to use it. Basic formula AI functions should use the game rules library functions to avoid code duplica
    337 bytes (52 words) - 03:22, 6 March 2011
  • = Game Interface from the point of view of the AI = - tell the AI about current game state (a task that is now done by ai_interface:info )
    843 bytes (142 words) - 03:22, 6 March 2011
  • = AI Interface = ...ce is to allow ai_manager code to be AI-independent and to allow pluggable AI implementations to be constructed from components.
    505 bytes (80 words) - 03:21, 6 March 2011

Page text matches

  • * [[AdvancedTactics]] - beating the AI and other people * [[Wesnoth_AI]] - starting point for AI documentation
    6 KB (751 words) - 22:14, 11 July 2019
  • ...ayer games are played with or against other players, which may be human or AI-controlled. There are 4 major options: 1) Join official server, 2) Connect ...r. In all games, you have the option of assigning any sides control by the AI.
    21 KB (3,610 words) - 14:30, 8 July 2019
  • * [[AiWML]] how to describe parameters for AI
    6 KB (892 words) - 13:00, 31 October 2019
  • |wesnoth-ai
    8 KB (1,185 words) - 16:15, 16 March 2019
  • ....org]). When they are translated, send them to [mailto:AI0867_AT_gmail.com AI/AI0867]. ...tions & Internationalization forum], or e-mail [mailto:AI0867_AT_gmail.com AI/AI0867].
    2 KB (298 words) - 03:04, 18 May 2019
  • | Custom AI Development | AI (Artificial Intelligence)
    22 KB (3,047 words) - 22:53, 29 June 2018
  • ....0 -I/usr/lib/x86_64-linux-gnu/dbus-1.0/include -I/usr/include/fribidi src/ai/configuration.cpp In file included from src/ai/configuration.cpp:21:
    10 KB (1,369 words) - 06:50, 20 June 2014
  • * [mailto:AI0867&#x40;gmail&#x2E;com Alexander van Gessel] (AI/AI0867) ...0;o2&#x2E;pl Bartek Waresiak] (Dragonking) &#8212; unit balancing, Formula AI
    50 KB (6,354 words) - 11:06, 9 May 2019
  • NPC AI should be fixed<br/>
    12 KB (1,878 words) - 01:19, 18 March 2014
  • :'''on''' lets the AI make moves for '''side'''. The player still sees the vision (fog of war and :'''full''' lets the AI have full control of '''side''' {{DevFeature1.15|0}}. If the player control
    6 KB (941 words) - 13:43, 8 July 2019
  • ...leaving one or two of them isolated (but with support troops nearby). The AI loves to attack these "soft" targets, leaving his units vulnerable to your ...ime runs out. Spend as little gold as possible and skip turn 18 times; the AI will not attack unless they have a non-zero probability to kill in a single
    47 KB (8,261 words) - 19:57, 10 September 2019
  • ...options on the Preferences dialog, "Accelerated Speed" or maybe even "Skip AI Moves". Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to
    88 KB (15,577 words) - 14:44, 29 May 2019
  • | AI
    6 KB (960 words) - 08:59, 1 February 2013
  • | wesnoth-ai || AI | [https://raw.github.com/wesnoth/wesnoth/1.12/po/wesnoth-ai/sv.po 1.12]
    9 KB (1,268 words) - 12:57, 30 April 2014
  • ...t people who don't play the game very often, or against bad players or the AI, are unlikely to get a good idea of how to balance Wesnoth.The multiplayer
    18 KB (3,027 words) - 01:09, 14 December 2018
  • ...he edge of the map, they will not deliberately try to outflank you. To the AI, a ''small'' gap of one or two tiles will look like a trap. So six land war ...eir distance and refuse to attack until you present them with a target the AI considers worthwhile. Effectively you have to throw them a peasant, or a st
    66 KB (11,752 words) - 13:25, 24 August 2019
  • Alexander van Gessel (AI/AI0867), Ijsbrand Oudshoorn, Foppe Benedictus (Fopper), LightFighter, Jon J |'''wesnoth-ai'''||Merijn||10-03-2019||11-04-2019||Ja||379||Up-to-date
    6 KB (801 words) - 18:37, 30 June 2019
  • * At the '''beginning of any turn''', and at '''the end of any user or ai action''', the victory conditions will be checked. This will result either
    12 KB (1,895 words) - 15:56, 4 November 2019
  • ...entering a scenario with more than 9 sides, even if those extra sides are AI sides. {{DevFeature1.13|2}} The server doesn't limit the number of sides an ** '''ai''': the Wesnoth AI makes this side's moves.
    12 KB (1,961 words) - 21:58, 11 June 2019
  • ...this case even if this was the only recall/recruit action possible to the AI. * '''[ai]''' This affects how the computer will control this unit (currently only us
    21 KB (3,365 words) - 17:36, 4 October 2019

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