Search found 1127 matches

by mattsc
December 11th, 2019, 2:52 pm
Forum: Developers’ Discussions
Topic: A grand design for singleplayer mainline lore
Replies: 31
Views: 2051

Re: A grand design for singleplayer mainline lore

Since, with the reworks, a rebalancing is required anyway, I have no problem if @mattsc would like to make the ExpAI default (we talked about this on discord, I think he said he was merging everything besides the recruitmentAI, which would also potentially greatly affect the balance of UMC campaign...
by mattsc
December 11th, 2019, 2:36 pm
Forum: Technical Support
Topic: Possible bug?
Replies: 2
Views: 73

Re: Possible bug?

Those AI errors/warnings are produced when the engine encounters an aspect with a name that it does not know. However, [candidate_action] is not an aspect and is treated differently. Thus, this means that there is an AI configuration somewhere where the code mistakes the [candidate_action] tag for a...
by mattsc
December 8th, 2019, 7:36 pm
Forum: WML Workshop
Topic: Questions about some Micro AIs
Replies: 13
Views: 1338

Re: Questions about some Micro AIs

You missed that [filter] is not a valid input to the bottleneck MAI. It always uses all units of the side. So options would be to give the goto MAI a higher score (I saw the comment in the code why you did not do this, but it might still work well enough), or to split Side 4 into two sides. Or, you ...
by mattsc
December 6th, 2019, 10:08 pm
Forum: Scenario & Campaign Development
Topic: VRA - Vaelia Random Adventures [SP Campaign]
Replies: 16
Views: 479

Re: VRA - Vaelia Random Adventures [SP Campaign]

So (as always, it seems), it's not quite as simple as I thought to get this code working for you. First, there are quite a few differences between 1.14 and 1.15/1.16. That's okay though, I got those worked out. The bigger problem is that the village hunt CA still has some unresolved issues (I haven'...
by mattsc
December 5th, 2019, 5:15 am
Forum: Scenario & Campaign Development
Topic: VRA - Vaelia Random Adventures [SP Campaign]
Replies: 16
Views: 479

Re: VRA - Vaelia Random Adventures [SP Campaign]

If you don't mind taking a look at that link you'll see that I use recruitment_diversity, avoid and limit for recruitment_instructions Will the experimental_ai conflict with any of those? Also, I'm on wesnoth 1.14.5. (debian pkg) Will that be an issue? If not, then sure I wouldn't mind having it en...
by mattsc
December 5th, 2019, 12:58 am
Forum: Scenario & Campaign Development
Topic: VRA - Vaelia Random Adventures [SP Campaign]
Replies: 16
Views: 479

Re: VRA - Vaelia Random Adventures [SP Campaign]

Oh, about the AI ignoring villages, well that's vanilla wesnoth AI for you. I didn't mess with that bit. You could try using the Experimental_AI . It has two additional actions (called 'candidate actions', CAs, in the Wesnoth AI framework) that specifically provide more aggressive village grabbing ...
by mattsc
November 15th, 2019, 3:19 pm
Forum: WML Workshop
Topic: Questions about some Micro AIs
Replies: 13
Views: 1338

Re: Questions about some Micro AIs

Sounds good. A couple more quick comments: About the static guardians, I will think about the idea to free them at some point. What is more, the leader could use in my opinion a leader_goto AI in order to force him to stay on his keep... If you really just want him to stay on the keep, you don't nee...
by mattsc
November 12th, 2019, 4:08 pm
Forum: WML Workshop
Topic: Questions about some Micro AIs
Replies: 13
Views: 1338

Re: Questions about some Micro AIs

* The 99 move cost on water hack. Could it be possible to achieve the same by a nicer way ? First, in my opinion that's not all that dirty a hack but a perfectly good method for achieving this. However, if you do not want to do it that way, this can also be achieved with a very minor change to the ...
by mattsc
November 11th, 2019, 5:06 pm
Forum: Lua Labs
Topic: Lua error: cannot find ai.move_full (but finds & calls other func in 'ai')
Replies: 8
Views: 1668

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

Just a couple additional comments on Celtic_Minstrel's last two post. First: yes, that's why the eval/exec separation is done that way. Once you are inside the execution function, it has to execute an action otherwise it gets blacklisted. That is primarily set up in this way to prevent an AI getting...
by mattsc
October 25th, 2019, 10:12 pm
Forum: Coder’s Corner
Topic: External AI control
Replies: 3
Views: 451

External AI control

The question has come up a few times whether it is possible to have an external mechanism (such as a machine learning framework) interact with Wesnoth without having to change the C++ code. In other words, is it possible to receive the game state from Wesnoth and pass a move back to it, which is the...
by mattsc
October 20th, 2019, 8:58 pm
Forum: WML Workshop
Topic: How to use the built in AI Scenarios
Replies: 4
Views: 267

Re: How to use the built in AI Scenarios

Those are all AI test scenarios that you start from the commandline. The first set are the Micro AI test scenarios and the wiki explains here how to start them. You can also start each of them individually, which is explained in the sections about the individual Micro AIs on the same page. The secon...
by mattsc
October 16th, 2019, 7:02 pm
Forum: WML Workshop
Topic: Questions about some Micro AIs
Replies: 13
Views: 1338

Re: Questions about a Micro AI: Wolves

Okay, if that's the moving behavior you like, that's good. I think we can also improve the efficiency of crossing the river by changing a couple of the parameters in the code. I'll see how hard it is to combine this with the attacks of the multi-pack wolves. Shouldn't be too bad, but until I try tha...
by mattsc
October 13th, 2019, 8:41 pm
Forum: WML Workshop
Topic: Questions about some Micro AIs
Replies: 13
Views: 1338

Re: Questions about a Micro AI: Wolves

I've had a first look at this and I am not sure that the Wolves MAI is the right AI to use here. It is set up to spread the "wolves" out in a line roughly perpendicular to the direction in which the target is located, and as a result, they don't make much progress toward the target. This seems parti...
by mattsc
October 11th, 2019, 4:39 pm
Forum: WML Workshop
Topic: Questions about some Micro AIs
Replies: 13
Views: 1338

Re: Questions about a Micro AI: Wolves

I think for the short term I should try to do that. The condition could be "all the members of the pack are in range of an unit of the player and none of them is in range of a trader". That would ensure that the pack has a chance to stay grouped. Actually, I am unsure how to do that in WML (test we...
by mattsc
October 7th, 2019, 8:18 pm
Forum: WML Workshop
Topic: Questions about some Micro AIs
Replies: 13
Views: 1338

Re: Questions about a Micro AI: Wolves

Hey nenau, Thanks for the feedback. It's good to see people using the Micro AIs and making suggestions for improvements. I looked at your replay and I see what you mean. Do you know if there is a way to reduce aggressivity towards a player in particular? Unfortunately, that's not possible. That's a ...