Search found 1084 matches

by mattsc
March 2nd, 2019, 8:03 pm
Forum: Coder’s Corner
Topic: Tips for AI development for a beginner
Replies: 8
Views: 2042

Re: Tips for AI development for a beginner

I am not aware of anybody having done that. In general, the Wesnoth state space is simply too large to make it feasible to look ahead enough for doing a real minmax evaluation of that sort. The closest I am aware of is probably my Fred AI project , but that really only has some very simple aspects o...
by mattsc
March 2nd, 2019, 7:05 pm
Forum: Coder’s Corner
Topic: Tips for AI development for a beginner
Replies: 8
Views: 2042

Re: Tips for AI development for a beginner

Hi Thnick: What you write is correct for the mainline AI, but only because that's what it does, not because it is a fundamental limitation of the framework. Evaluation scores of the CAs do not have to be hard-coded (some of the Micro AIs use variable scores, for example, although most of that is pre...
by mattsc
February 1st, 2019, 8:54 pm
Forum: Scenario & Campaign Development
Topic: Grnk the Mighty: Parts 1 & 2 now on 1.12 and 1.14 server
Replies: 278
Views: 43869

Re: Grnk the Mighty: Parts 1 & 2 now on 1.12 and 1.14 server

I guess everyone recruits 2x3 units at startup? I don't really know what other people do, but looking at my most recent replay (from porting to 1.13/1.14) I recruited 3 full keeps (9 units total), expecting that at least some of the last keep will be lost to the woodsmen but will slow those down a ...
by mattsc
January 31st, 2019, 11:50 pm
Forum: Scenario & Campaign Development
Topic: Grnk the Mighty: Parts 1 & 2 now on 1.12 and 1.14 server
Replies: 278
Views: 43869

Re: Grnk the Mighty: Parts 1 & 2 now on 1.12 and 1.14 server

denispir: Good to hear that you figured it out. :) I thus also discovered that I was wrong about Grnk's mysterious ability (the spoiler section above) that was evoked somewhere in this thread: Grnk just died ;-). Yeah, he does do that occasionally. Of course, it's your job to try to avoid that. ;-) ...
by mattsc
January 31st, 2019, 6:01 pm
Forum: Scenario & Campaign Development
Topic: Grnk the Mighty: Parts 1 & 2 now on 1.12 and 1.14 server
Replies: 278
Views: 43869

Re: Grnk the Mighty: Parts 1 & 2 now on 1.12 and 1.14 server

Hi denispir, Since you say you read most of the thread, you have probably seen that this is not my favorite scenario. It's somewhat more "scripted" (at least the part about stealing the treasure) than I like it to be. But you may have also seen that I want some of the scenarios to be tricky (with an...
by mattsc
January 24th, 2019, 5:22 pm
Forum: Lua Labs
Topic: Lua error: cannot find ai.move_full (but finds & calls other func in 'ai')
Replies: 3
Views: 718

Re: Lua error: cannot find ai.move_full (but finds & calls other func in 'ai')

Hey, The information you provide isn't really enough to say what is going on. As you suspect yourself, the problem is almost certainly in the code that makes the 'ai' table available, but I don't remember ever experiencing a case where 'ai.check_move()' is available and 'ai.move()' is not, so I have...
by mattsc
January 20th, 2019, 4:07 pm
Forum: Multiplayer Development
Topic: Help with testing Fred - Freelands MP Custom AI v0.14.11
Replies: 176
Views: 24962

Re: Help with testing Fred - Freelands MP Custom AI v0.14.11

Hi denispir, No problem posting here, as far as I am concerned. This thread or opening your own thread would also be possible, but this is very similar to some of the ideas implemented in Fred, so this is perfectly appropriate. As for your comment concerning a dedicated AI forum, you could write the...
by mattsc
January 20th, 2019, 3:25 pm
Forum: WML Workshop
Topic: Make AI not prioritize certain unit for attacks
Replies: 8
Views: 651

Re: Make AI not prioritize certain unit for attacks

so what if he would try to [store_unit] and change the cost to 1 gold or 0 gold and then [unstore_unit]..? i mean i guess its irrelevant now since he found a fix :) just curious.. well.. well done :) Nyanyanyan said in the original post that he tried to set the gold to 1 and that it did not make a ...
by mattsc
January 18th, 2019, 5:11 pm
Forum: WML Workshop
Topic: Make AI not prioritize certain unit for attacks
Replies: 8
Views: 651

Re: Make AI not prioritize certain unit for attacks

I did some trial and error and found out that the reason for this behaviour was the way I tried making the unit unable to advance. What I did was put the required xp to 0 and the amla to nothing, which did eliminate any xp from the unit, but apparently confuses the ai to no end. Hmm, that's interes...
by mattsc
January 17th, 2019, 10:20 pm
Forum: WML Workshop
Topic: Make AI not prioritize certain unit for attacks
Replies: 8
Views: 651

Re: Make AI not prioritize certain unit for attacks

I worked out most of the kinks, but one problem I still have is that the AI seems to 100% prioritize the unit with this ability. This leads to the AI basically being locked into attacking the ever-respawning unit until it is out of sight. Stat-wise, the unit I gave this ability to is a normal ghost...
by mattsc
January 15th, 2019, 4:13 am
Forum: WML Workshop
Topic: Have an side AI confront a given enemy side
Replies: 9
Views: 768

Re: Have an side AI confront a given enemy side

Thanks, denispir. :) Based on what you write, you might enjoy checking out the AI we call Fred . It's an attempt to put together an AI with "real" operations and tactics layers that is entirely independent of the default AI. It is incomplete and has a whole bunch of problems and currently only works...
by mattsc
January 13th, 2019, 3:02 pm
Forum: WML Workshop
Topic: Have an side AI confront a given enemy side
Replies: 9
Views: 768

Re: Have an side AI confront a given enemy side

Salut denispir, First of all, good to hear that a combination of the Goto and Wolves MAI will (for the most part) do what you want. If that's not good enough though, the MAIs are all written in Lua, so if a small tweak is needed that is not possible with the standard MAIs, the code can easily be imp...
by mattsc
January 10th, 2019, 7:04 pm
Forum: WML Workshop
Topic: Have an side AI confront a given enemy side
Replies: 9
Views: 768

Re: Have an side AI confront a given enemy side

Yeah, what you write is a good summary of the the options you have with the Wesnoth AI. From what you write it also looks like you understand the limitations of the different approaches, so I'll just make a few additional comments. Another solution, albeit still indirect and contrived, is to use the...
by mattsc
January 4th, 2019, 4:50 am
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 14563

Re: [micro_ai] slow

My advice would also be to use a separate side. AI candidate actions are not executed at all for a human controlled side, so the only way to make something like that work would be in some sort of semi-hacky way. You could set up an event that changes the controller to AI at the end of the previous s...
by mattsc
December 23rd, 2018, 9:32 pm
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 14563

Re: [micro_ai] slow

This is now fixed in both 1.14 and master by adding a new option "Keep saved AI" for computer players when reloading a game from the MP Create Game screen. If nothing is selected, this is the default option, which means the game continues with the AI from the save.