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[Wesnoth-wiki-changes] AiWML
From: |
wiki |
Subject: |
[Wesnoth-wiki-changes] AiWML |
Date: |
Tue, 23 Nov 2004 12:35 +0100 |
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IP: 66.189.14.56
URI: http://wesnoth.slack.it/?AiWML
- - - - -
Index: AiWML
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/AiWML,v
retrieving revision 1.10
diff -u -r1.10 AiWML
--- AiWML 19 Nov 2004 20:44:36 -0000 1.10
+++ AiWML 23 Nov 2004 11:35:50 -0000
@@ -30,7 +30,9 @@
'aggression' has a fairly simple definition: when considering how valuable a
certain attack option is,
the AI uses the formula damage_inflicted - damage_taken*(1.0-aggression),
where 'damage_inflicted' and 'damage_taken' are heuristic generated estimates
of how badly the attack sequence hurts
-himself and his enemies.
+himself and his enemies. ||This definition is actually out of date; the AI
instead weights its decision on the chance to kill
+a unit or be killed, using a combination of its own units, but the values of
'aggression' have analagous effects to what is
+described here.||
So, an AI with an aggression of 1.0 (the highest sane value) will only care
about how much damage attacks inflict.
If he can inflict 1 damage and take 0, or inflict 2 damage and take 20
himself, he'll take the latter option.
An AI with an aggression of 0 will only attack if he feels he can inflict more
damage than he receives.