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 05 Mar 2009 07:00:32 PM UTC  
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 03 Dec 2012 07:08:36 PM UTC, 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 29 May 2011 02:50:58 PM UTC, comment #6:

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

Fabian Müller <fendrin>
Project Member
Fri 06 Mar 2009 02:42:35 PM UTC, 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 06 Mar 2009 01:48:50 PM UTC, 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 06 Mar 2009 09:32:42 AM UTC, 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 06 Mar 2009 07:13:01 AM UTC, 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 06 Mar 2009 02:29:05 AM UTC, 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 05 Mar 2009 07:00:32 PM UTC, 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 26 Mar 2013 12:49:21 PM UTCshadowmasterOpen/ClosedOpen=>Closed
    Mon 03 Dec 2012 07:08:36 PM UTCalarantalaraStatusNone=>Ready For Test
      Assigned toNone=>alarantalara
    Sun 29 Jan 2012 10:54:54 PM UTCshadowmasterAssigned tozaroth=>None
    Sat 11 Jun 2011 04:30:18 PM UTCfendrinAssigned tocrab=>zaroth
    Sun 29 May 2011 02:50:58 PM UTCfendrinAssigned todragonking=>crab
    Mon 24 Aug 2009 10:51:24 PM UTCfendrinAssigned tocrab=>dragonking
    Mon 24 Aug 2009 10:40:49 PM UTCfendrinAssigned toNone=>crab
    Fri 06 Mar 2009 09:32:42 AM UTCivanovicCategoryBug=>Feature Request
      Severity4 - Important=>3 - Normal
    Fri 06 Mar 2009 02:29:05 AM UTCdavePriority7 - High=>1 - Later
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