wesnoth-wiki-changes
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[Wesnoth-wiki-changes] AiWML


From: wiki
Subject: [Wesnoth-wiki-changes] AiWML
Date: Tue, 23 Nov 2004 13:09 +0100

UserAgent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.7.5) Gecko/20041109 
Firefox/1.0
IP: 168.209.98.67
URI: http://wesnoth.slack.it/?AiWML
 - - - - -
Index: AiWML
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/AiWML,v
retrieving revision 1.12
diff -u -r1.12 AiWML
--- AiWML       23 Nov 2004 11:39:32 -0000      1.12
+++ AiWML       23 Nov 2004 12:08:59 -0000
@@ -30,9 +30,10 @@
 '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.  ||This definition is actually out of date; the AI 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.||
+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  ||This definition is actually out of date;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 analogous 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.
@@ -65,9 +66,12 @@
 * //recruitment_ignore_bad_combat// if 'yes', the AI will not analyse the 
units the enemy has fielded to see if the unit
 is suitable for fighting them.
 * //passive_leader// if 'yes' the AI leader will never move or attack, except 
to obey [leader_goal]s.
-* //attack_depth// a number from 0 to 6, default 5.  This is how many units 
will be thought about to attack a single unit.  If the attack is completed, the 
AI
-on another round of thinking may still decide to attack that unit again with 
other units.  Note that in battles, a unit usually can't be attacked from all 
six
-sides anyway, so any high attack_depth will be about the same.  If 
attack_depth is low, the AI won't want to attack unwounded units very much, 
because it
+* //attack_depth// a number from 0 to 6, default 5.  This is how many units 
will be thought about to attack a single
+unit.  If the attack is completed, the AI
+on another round of thinking may still decide to attack that unit again with 
other units.  Note that in battles, a unit
+usually can't be attacked from all six
+sides anyway, so any high attack_depth will be about the same.  If 
attack_depth is low, the AI won't want to attack
+unwounded units very much, because it
 doesn't think it can kill them in the attack.
 * //simple_targetting// When the AI decides what targets to move towards with 
which units, it considers all its units
 that can move, sequentially.  For each
@@ -108,7 +112,8 @@
 Possible values are listed in data/schedules.cfg (See TimeWML).
 * //turns// which turn numbers the AI tag applies during.
 This applies to the entire [ai] tag, so multiple [ai] tags are usually used.
-This takes the same syntax of dashes(-) and commas(,) as is described under 
Filtering Locations in FilterWML, except of course they apply to turns not
+This takes the same syntax of dashes(-) and commas(,) as is described under 
Filtering Locations in FilterWML, except of
+course they apply to turns not
 locations.
 
 ||See Also||






reply via email to

[Prev in Thread] Current Thread [Next in Thread]