bugBattle for Wesnoth - Bugs: bug #13119, The ai should only recruit level...

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bug #13119: The ai should only recruit level one units for scouting

Submitted by:  Fabian Müller <fendrin>
Submitted on:  Thu Mar 5 19:00:32 2009  
Category: Feature RequestSeverity: 3 - Normal
Priority: 1 - LaterItem Group: Artificial Intelligence
Status: Ready For TestPrivacy: Public
Assigned to: Simon Forsyth <alarantalara>Open/Closed: Closed
Release: 1.5.12+Operating System: Linux (any)

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Mon Dec 3 19:08:36 2012, comment #7:

The experimental AI from ai/aliases/dev_multiplayer should satisfy this requirement in its recruiting. However it tends to avoid level 2 units as being inefficient.

Simon Forsyth <alarantalara>
Project MemberIn charge of this item.
Sun May 29 14:50:58 2011, comment #6:

Assigned to crab.
Because I couldn't find the student he is mentoring in the list.

Fabian Müller <fendrin>
Project Member
Fri Mar 6 14:42:35 2009, comment #5:

Yes, fendrin, you are right, the AI is damn stupid and only considers the "fighting value" when recruiting and thinks level 2 units are better. Still it is a matter of "make the AI smarter in its recruits so that a 'purpose' is given to a unit". The AI is not human and just uses some calculation (or/and some random number) to determine what to recruit, which often results in bad choices. That is why Dragonking worked on some formulas (for FormulaAI) to make recruiting "better", but they are not really evaluated so far and were first included in 1.5.12 (and are only used for some multiplayer stuff, not per default in campaigns).

Nils Kneuper <ivanovic>
Project Administrator
Fri Mar 6 13:48:50 2009, comment #4:

The ai isn't recruiting any level one unit for a given usage in the recruitment pattern if there is a level two unit available.
That breaks the balancing in LoW and I believe that is true for other campaigns as well.

Fabian Müller <fendrin>
Project Member
Fri Mar 6 09:32:42 2009, comment #3:

This is more like a feature request for me as in "make the AI smarter in its recruits".

Nils Kneuper <ivanovic>
Project Administrator
Fri Mar 6 07:13:01 2009, comment #2:

In most cases it just makes sense to recruit lower level scouts for village grabbing and higher level scouts mostly for combat. The AI already picks initial village grabbing scouts separately from scouts picked as regular recruits, so it'd make sense if the former were as well suited and cost effective for village grabbing as possible, which basically always means the lowest level scout available.

I don't think it's necessarily a bug as such, just that the change would be a slightly better approximation of what's sensible behaviour most of the time. Also it'd make defining what units the AI actually recruits much easier for the scenario designer.

Anyway, unless I'm mistaken, a big part of the problem is that the AI very highly prefers to recruit higher level units in the first place, as it seems to ignore the relative costs when deciding which unit would be most effective. That makes it always think that a goblin knight is a better pick than a wolf rider, since its stats are better.

Lari Nieminen <zookeeper>
Project Member
Fri Mar 6 02:29:05 2009, comment #1:

I'm doubtful about considering this a bug. If the AI has access to level 2 scout like units it will recruit them at times and use them as scouts. I don't think we should hardcode some level-1-only behavior into the AI.

David White <dave>
Project Administrator
Thu Mar 5 19:00:32 2009, original submission:

Currently the ai recruits expensive level two units for scouting tasks.

Fabian Müller <fendrin>
Project Member


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  • -unavailable- added by alarantalara (Posted a comment)
  • -unavailable- added by shadowmaster (Updated the item)
  • -unavailable- added by ivanovic (Posted a comment)
  • -unavailable- added by zookeeper (Posted a comment)
  • -unavailable- added by dave (Posted a comment)
  • -unavailable- added by fendrin (Submitted the item)

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    Follow 11 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Tue Mar 26 12:49:21 2013shadowmasterOpen/ClosedOpen=>Closed
    Mon Dec 3 19:08:36 2012alarantalaraStatusNone=>Ready For Test
      Assigned toNone=>alarantalara
    Sun Jan 29 22:54:54 2012shadowmasterAssigned tozaroth=>None
    Sat Jun 11 16:30:18 2011fendrinAssigned tocrab=>zaroth
    Sun May 29 14:50:58 2011fendrinAssigned todragonking=>crab
    Mon Aug 24 22:51:24 2009fendrinAssigned tocrab=>dragonking
    Mon Aug 24 22:40:49 2009fendrinAssigned toNone=>crab
    Fri Mar 6 09:32:42 2009ivanovicCategoryBug=>Feature Request
      Severity4 - Important=>3 - Normal
    Fri Mar 6 02:29:05 2009davePriority7 - High=>1 - Later
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