New AI
Moderator: Forum Moderators
Everything! But I think abilities are the most important one. Also it should know how to use healing effectively.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
It not knowing about shrouded/fogged hexes is the most important to me, because it would really help a lot with certain scenarios I'm designing/have designed. Knowing about more abilities is a close second.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
-
- Posts: 72
- Joined: February 17th, 2005, 12:53 pm
This would be a serious advance in AI. I can't think of any games with "fog of war"s that has an AI that can get by without "cheating" in this way.turin wrote:It not knowing about shrouded/fogged hexes is the most important to me, because it would really help a lot with certain scenarios I'm designing/have designed. Knowing about more abilities is a close second.
I actually think the best advance in AI would be to have the game adapt to your style as you play. This adaptation should, however, not carry over between scenarios. That, and there should be a small random factor, so that the AI is not as predictable.
Being able to fare well without knowing what's under fog or shroud would be nice too, and so would knowledge of abilities.
Being able to fare well without knowing what's under fog or shroud would be nice too, and so would knowledge of abilities.
"ILLEGITIMIS NON CARBORUNDUM"
Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom
Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom
- Elvish_Pillager
- Posts: 8137
- Joined: May 28th, 2004, 10:21 am
- Location: Everywhere you think, nowhere you can possibly imagine.
- Contact:
Actually, in my opinion, what we need is an AI that understands that ultimately, the goal is to kill the enemy leader.
The most important bit would be worshipping chance to kill the enemy leader.
The most important bit would be worshipping chance to kill the enemy leader.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
This advance can be distinguished from ryn's suggestions in that it's probably infeasible to actually implement.MadMax wrote:I actually think the best advance in AI would be to have the game adapt to your style as you play.
There already is a small random factor in the current AI. Give it the same situation and it will not always do the same thing.MadMax wrote: That, and there should be a small random factor, so that the AI is not as predictable.
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
Yes, this would be an excellent feature for an AI in a Wesnoth Fork.szopen wrote:It would be nice if it could deal with static, long-range units, like watch-towers as artillery
(ducks and runs)
-Gafgarion
"Language is the source of misunderstandings." -Antoine de Saint-ExupéryElvish Pillager wrote:Normal Trolls use clubs, not ostriches.
yes, it would, but I want to end up with something usable by the majority of players, so I'll concentrate on strength of play/proper use of abilities/good use of fog and shroud, and only then implement miscellaneous requests which don't won't help in multiplayer. My current list of priorities:
1. get something simple and working that will beat the sample_ai
2. teach it about more common abilities (poison, healing, cure) and improve playing strength by other means
3. (by this point it should beat the default AI, I hope) have an option to make it not use knowlege about fog/shroud
4. implement other requests.
Of course, this will take the majority of the summer and is not set in stone
If, for example, some scenario designer asks me for something, I may choose to implement it early. Making the AI not use info about foggy/shrouded hexes it shouldn't know is, for example, on the list because of Turin's post.
1. get something simple and working that will beat the sample_ai
2. teach it about more common abilities (poison, healing, cure) and improve playing strength by other means
3. (by this point it should beat the default AI, I hope) have an option to make it not use knowlege about fog/shroud
4. implement other requests.
Of course, this will take the majority of the summer and is not set in stone
If, for example, some scenario designer asks me for something, I may choose to implement it early. Making the AI not use info about foggy/shrouded hexes it shouldn't know is, for example, on the list because of Turin's post.
2B |! 2B = 3F
-
- Posts: 98
- Joined: May 7th, 2005, 2:49 pm
- Location: France, Toulouse (next to)
-
- Posts: 209
- Joined: October 27th, 2004, 8:24 am
- Location: New Zealand
I think the abilities are important. Having an allied archer range attack an assassin because it does more damage is just plain frustrating. I've seen whole groups of elves (The first scenario in HTTT for instance) essentially take themselves out of a fight by trying to shoot an assassin.
Poisoned.. poisoned.. poisoned.. poisoned.. d'oh!
Poisoned.. poisoned.. poisoned.. poisoned.. d'oh!