Search found 784 matches

by Alarantalara
May 28th, 2020, 10:33 pm
Forum: Multiplayer Development
Topic: Help with testing Fred - Freelands MP Custom AI v0.14.15
Replies: 219
Views: 45116

Re: Help with testing Fred - Freelands MP Custom AI v0.14.15

No single Ulfserker in this game, they can counter dark adepts. On the other hand I had so many ghosts so it could be pretty hard to use and cover an ulf. Since it sounds like recruiting hasn't changed much in the last five years, I can explain this. When the recruiting portion was first written, a...
by Alarantalara
May 28th, 2020, 10:00 pm
Forum: WML Workshop
Topic: experimental_ai and extra_recruit
Replies: 2
Views: 814

Re: experimental_ai and extra_recruit

As the original author of the recruiting algorithm, it was definitely known to me. At the time I was writing it, it was an experiment into writing recruiting logic that attempted to match what a human might do within the limited context of the multiplayer maps used in competitive Wesnoth. As such, f...
by Alarantalara
December 15th, 2017, 12:51 pm
Forum: Coder’s Corner
Topic: AI based on Deep Learning
Replies: 37
Views: 15197

Re: AI based on Deep Learning

You'd only need the training data if you were generating a new version of the AI. The final weights (which is all the binary needs) would be very small, and not a significant issue compared to the vast amount of art present. If you're asking about size for developers, there's no reason the training ...
by Alarantalara
December 15th, 2017, 6:16 am
Forum: Coder’s Corner
Topic: AI based on Deep Learning
Replies: 37
Views: 15197

Re: AI based on Deep Learning

Sorry for replying more than a year later. I think this question is still relevant today and in the past year or so after gaining my PhD in Computer Science, I think I am slightly better equipped at providing some ideas and brainstorm with all of you better. I previously mentioned using the old gam...
by Alarantalara
April 15th, 2016, 1:08 am
Forum: Coder’s Corner
Topic: AI based on Deep Learning
Replies: 37
Views: 15197

Re: AI based on Deep Learning

The biggest issue with any ML AI would be overfitting. I would not be surprised to discover that almost all of the samples in the database come from a very small fraction of the maps that are possible (for instance I don't there there is a good source of campaign replays). In addition, most of the g...
by Alarantalara
March 31st, 2016, 12:44 pm
Forum: Coder’s Corner
Topic: MultiplayerServerWML bot creation
Replies: 11
Views: 7423

Re: MultiplayerServerWML password hash

Looking at norbert's implementation, I don't see anything outside of standard C other than a somewhat safer printf statement (which you probably don't need for python) and a call to an MD5 hash function. The MD5 hash algorithm is public and you can go implement it if you want, but I'd highly recomme...
by Alarantalara
March 1st, 2016, 12:44 am
Forum: Add-on Feedback
Topic: Roar of the Woses
Replies: 28
Views: 18822

Re: Roar of the Woses

There's no way to open it from the close side. It's there so that if someone left Kylix back to recruit more units, they might be able to get to the battle soon enough to be actually useful.
by Alarantalara
December 11th, 2015, 3:35 am
Forum: WML Workshop
Topic: Need help with terrain macro
Replies: 21
Views: 5614

Re: Need help with terrain macro

base does interact with rotations, which is what the x value of base is for. It does nothing until the terrain is rotated. I forget exactly how it works other than noting it as something I needed to write about when I was working on the terrain WML tutorial.
by Alarantalara
November 26th, 2015, 3:04 am
Forum: Users’ Forum
Topic: Comparison of different AIs
Replies: 9
Views: 3285

Re: Comparison of different AIs

My view is these AIs are pretty weak (I'm not a very good player, but I nevertheless ALWAYS win against any of the 3 AIs and I find it frustrating...), and I suppose these weaknesses lie in the strategic principles on which these AIs are based, rather than bugs in their programming. I have no doubt...
by Alarantalara
September 5th, 2015, 1:58 pm
Forum: Multiplayer Development
Topic: Help with testing Fred - Freelands MP Custom AI v0.14.15
Replies: 219
Views: 45116

Re: Help with testing Fred - Freelands MP Custom AI v0.14.1

One interesting surprise was his recruiting of naga during one particular match (replay: "fred_vs_courageous_fools") that I don't remember seeing him do before (or since). The whole recruiting code was written by Alarantalara quite a while ago and has been in Fred (and Ron, in fact) pretty much unc...
by Alarantalara
July 19th, 2015, 5:41 pm
Forum: WML Workshop
Topic: Custom Terrain Tutorial planning
Replies: 36
Views: 18610

Re: Custom Terrain Tutorial planning

Edit: It is off topic, but I also would like remember one of my feature request: Having a emebellishment with misc/blank.png as image displayed, would give coders an usefull tool to "mark" terrains for filter proposes without "change" them. It's an interesting idea, but I suspect that anyone who wo...
by Alarantalara
July 19th, 2015, 5:05 pm
Forum: WML Workshop
Topic: Custom Terrain Tutorial planning
Replies: 36
Views: 18610

Macros (incomplete)

There are at least two sets of macros defined in core/terrain-graphics. The first set attempts to be very generic and covers many situations that are unlikely to come up. As a result they are defined as macros that call macros that call macros that call... You can even define your own macros as pass...
by Alarantalara
July 19th, 2015, 4:10 pm
Forum: WML Workshop
Topic: Custom Terrain Tutorial planning
Replies: 36
Views: 18610

Re: Custom Terrain Tutorial planning

Right, if you wanted to use image path functions with a macro you'd have to use the builder versions of them. Something like (not tested) #define BALE_BUILDER IMAGESTEM POSTFIX {IMAGESTEM}{POSTFIX}.png~BLIT(items/straw-bale2.png~CROP(24,15,48,57))~BLIT(items/straw-bale1.png~CROP(0,9,72,63))#enddef {...
by Alarantalara
July 19th, 2015, 3:23 pm
Forum: WML Workshop
Topic: Need help for custom terrain transitions
Replies: 12
Views: 4867

Re: Need help for custom terrain transitions

Layering rules. Images are drawn one at a time in an order partially dependent on the order the rules appear in the file. Unfortunately, to allow add-ons to override the core rules, this means that all core images are drawn after, and therefore on top of, all images from add-ons that have the same l...
by Alarantalara
July 13th, 2015, 1:19 pm
Forum: WML Workshop
Topic: Need help for custom terrain transitions
Replies: 12
Views: 4867

Re: Need help for custom terrain transitions

It doesn't avoid the problem, it's just harder to see because everything is grey.