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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  ||This definition is actually out of date; the AI 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.






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