Search found 41 matches

by mowerpower
March 28th, 2008, 11:49 am
Forum: Users’ Forum
Topic: 1.5 request
Replies: 46
Views: 8507

Re: 1.5 request

Well, if we are talking about to play a decent game against a strong human, I would say if you take a fairly small Wesnoth map, perhaps in the region of 20x20 (same size as a Go board) and want a computer to just play on that map, with a certain set of factions, with no fog of war, it might be reas...
by mowerpower
March 28th, 2008, 10:46 am
Forum: Ideas
Topic: Dwarvish mage unit
Replies: 96
Views: 11203

Re: Dwarvish mage unit

ESR's campaign does have a take on magical dwarves that is interestingly different from other magic-using types in default. Adding them as recruitable units to the Knalgans would be more than a little bit unbalancing in default, though maybe the runemaster tree could be adapted as a possible leader...
by mowerpower
March 27th, 2008, 7:57 pm
Forum: Users’ Forum
Topic: 1.5 request
Replies: 46
Views: 8507

Re: 1.5 request

i.e. several orders of magnitude greater than the Go example. And this analysis ignores many of the complexities of Wesnoth, ... Yes, I agree, and I'm pleased to see those numbers. But I take away from this calculation that the two look to live in something like the same complexity neighbourhood, a...
by mowerpower
March 27th, 2008, 5:27 pm
Forum: Users’ Forum
Topic: 1.5 request
Replies: 46
Views: 8507

Re: 1.5 request

Huh? I made the point that Wesnoth does have high depth complexity, since you essentially have to count a unit's movement as a 'ply'. Well, OK, but I don't see it that way. You can do a traditional per-turn analysis, so you don't have to count a unit's movement as ply: it is just that you can in pr...
by mowerpower
March 27th, 2008, 1:42 pm
Forum: Users’ Forum
Topic: 1.5 request
Replies: 46
Views: 8507

Re: 1.5 request

Did I miss something or did you provide no arguments for this funny conclusion what so ever? Yesterday I made the argument [1] that go has much higher per-turn depth complexity than Wesnoth, and that high depth-complexity will generally dominate high breadth-complexity (which Wesnoth certainly has ...
by mowerpower
March 27th, 2008, 10:51 am
Forum: Users’ Forum
Topic: 1.5 request
Replies: 46
Views: 8507

Re: 1.5 request

I can't think, offhand, how I would go about constructing such an algorithm that wouldn't very wastefully reevalute the same enemy moves over and over again. No, it doesn't do this, precisely because of the problems you describe. That is a big reason it's so weak. Now you have me thinking! A night'...
by mowerpower
March 27th, 2008, 10:21 am
Forum: Ideas
Topic: ability - multi hex berserk
Replies: 16
Views: 2916

Re: ability - multi hex berserk

It looks to me that there is something like a consensus that these are bad special abilities for units to have. I wonder, though: maybe it would be a good thing for some monster units? It could really crank up the "uh-oh" factor when you encounter these beasts in campaigns.... One could de...
by mowerpower
March 26th, 2008, 3:16 pm
Forum: Users’ Forum
Topic: 1.5 request
Replies: 46
Views: 8507

Re: 1.5 request

In all, if you count a unit move as one 'ply', this analysis goes very deep. It starts at the mage's move and attack, goes through the analysis of all the fighter moves, and then possible counter-attacks and so forth. Not to mention analyzing potential reinforcements from either side, and so forth....
by mowerpower
March 26th, 2008, 10:40 am
Forum: Users’ Forum
Topic: 1.5 request
Replies: 46
Views: 8507

Re: 1.5 request

This might be true, but I don't see how we can be so sure. Games of Go involve many more moves than typical Wesnoth MP games, and so have much deeper search trees. Not really. A game of go averages (according to Wikipedia) 150-200 moves. A game of Wesnoth never goes 150 turns , but a turn in Wesnot...
by mowerpower
March 25th, 2008, 8:34 pm
Forum: Ideas
Topic: a new way for Wesnoth
Replies: 16
Views: 3603

Re: a new way for Wesnoth

You would have to split it into a movement and battle resolvement Phase. First Phase moving and initiating battles. Second Phase let the dices role. More accurately: in the first phase players signal intentions, in the second phase the server resolves outcomes. Since intents might be frustrated by ...
by mowerpower
March 25th, 2008, 7:10 pm
Forum: Ideas
Topic: Use of Westnoh Engine as Hex Game Engine
Replies: 7
Views: 3000

Re: Use of Westnoh Engine as Hex Game Engine

Weeksy wrote:The original post is asking is this possible, however. Is it?
Both the very cogent ESR quote cited by Shadow Master & my answer amount to "it depends".
by mowerpower
March 25th, 2008, 4:56 pm
Forum: Ideas
Topic: Timer for campaigns
Replies: 6
Views: 1355

Re: Timer for campaigns

If you want a timer, just spend less time per move... I generally spend 1-3 minutes per turn in campaign play, becausue it's more fun that way, even though I could if wanted to spend 15 minutes and discover the ideal set of moves. But why do you need the game to force you to do that? :? Speaking fo...
by mowerpower
March 25th, 2008, 3:17 pm
Forum: Users’ Forum
Topic: 1.5 request
Replies: 46
Views: 8507

Re: 1.5 request

Wesnoth is MUCH more computationally complex than Go. This might be true, but I don't see how we can be so sure. Games of Go involve many more moves than typical Wesnoth MP games, and so have much deeper search trees. I can imagine a research proposal that starts along the lines of "Complexity...
by mowerpower
March 25th, 2008, 12:47 pm
Forum: Ideas
Topic: Timer for campaigns
Replies: 6
Views: 1355

Re: Timer for campaigns

I'd like to see this too. I sometimes have the idea that I'd like to "blitz" a scenario, but then lose the discipline about 7 moves into the game.

This feature would certainly increase the replayability of old campaigns for me.
by mowerpower
March 25th, 2008, 10:55 am
Forum: Ideas
Topic: Use of Westnoh Engine as Hex Game Engine
Replies: 7
Views: 3000

Re: Use of Westnoh Engine as Hex Game Engine

Another thought: if the idea is that Wesnoth can be used not only as software for players to describe moves and communicate them to the PBM outfit, but also to resolve the outcome of the moves, then I think Wesnoth will need to be extended to allow simultaneous turn resolution. This topic has come u...