AI question
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- Posts: 53
- Joined: August 4th, 2005, 10:16 am
AI question
I had been away from Wesnoth for a while before downloading the newest development version. At present, all AIs but the default do not seem to be acting at all. Moreover, the default seems to play much worse than in versions from the 1.1 or 1.2 branch. Was wondering if anyone might offer some word of explanation?
Is it possible I've got something improperly set up?
EDIT: Correction, seems the sample_ai is willing to move and attack with its leader. But refuses to recruit any units.
Is it possible I've got something improperly set up?
EDIT: Correction, seems the sample_ai is willing to move and attack with its leader. But refuses to recruit any units.
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- Posts: 2
- Joined: June 19th, 2007, 12:39 am
Maybe!
Maybe you have the AI set differently because you ccan make them act in different ways with different scripts try changing it to a different AI rather than Default... If it doesn't work then I don't have a clue! Sorry if I'm no help!
Re: AI question
No word of explanation, but I have seen strange sights of inexplicable AI failure, too, in 1.3.3. It's hard to quantify or reproduce, but the AI previously never attacked a fencer (in a village) with an orcish archer standing in the water with melee, when clearly, it has much better options. All the instances I've seen relate to a melee attack being chosen (by orcish archers and assassins the way I remember it) when a ranged attack would have been much better (or even gone unretaliated).Shadowdweller wrote:At present, all AIs but the default do not seem to be acting at all. Moreover, the default seems to play much worse than in versions from the 1.1 or 1.2 branch. Was wondering if anyone might offer some word of explanation?
Try some Multiplayer Scenarios / Campaigns
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- Retired Developer
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Re: AI question
Well, I can speak for the dfool_ai that it is currently under development and I have not yet implemented a default mode for the AI, so just switching to it without setting specific WML tags to go along with the change will cause it not to do anything. Once I have it functional, I will be adding in some default parameters that will make it usable without any WML settings, but that will be one of the last things that I do before it's official release.
As for why the default AI is now behaving differently than in 1.2, I am not sure off hand.
As for why the default AI is now behaving differently than in 1.2, I am not sure off hand.
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
Re: AI question
I've seen its source code file present in the distributions since 1.0.2 approximately. Always wondered what it was.Darth Fool wrote:Well, I can speak for the dfool_ai...
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: AI question
Could it have something to do with how aggression is computed? The wiki now seems to give a plausible range from -1.0 to 1.0. I could swear a few versions ago I had seen 2.0 being given as a maximum. Now in the wiki explanations 1.0 is always subtracted from the aggression value...Darth Fool wrote:As for why the default AI is now behaving differently than in 1.2, I am not sure off hand.
But I'm sure campaign maintainers all over the place would have noticed such a change, so maybe it IS my memory that is at fault.
Try some Multiplayer Scenarios / Campaigns