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Sat 28 May 2011 03:32:27 PM UTC, comment #6:
This is now done for the control part. What is needed is tweaking of the levels.
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Fri 27 May 2011 04:57:00 PM UTC, SVN revision 10122:
[task #6992] Modulate accuracy with confidence. Also force some settings to const to avoid overwriting them.
(Browse SVN revision 10122) |
Fri 27 May 2011 04:55:09 PM UTC, comment #4:
Besides tweaks to make it more pleasing to fight, the other milestone is allowing to configure it through the GUI.
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Tue 24 May 2011 10:41:54 PM UTC, SVN revision 10116:
[task #6992] AI tweaks: long missile shots are made with less confidence, direct shots also take into account the distance.
(Browse SVN revision 10116) |
Tue 24 May 2011 10:34:08 PM UTC, SVN revision 10115:
[task #6992] Small AI tweak: also modulate weapon rating according to a "confidence" (computed from flight duration).
(Browse SVN revision 10115) |
Tue 24 May 2011 10:11:52 PM UTC, SVN revision 10113:
[task #6992] Add an accuracy parameter to the stupid player object. It is used when creating shoot strategies by adding a gaussian-distributed random number whose stddev depends on said accuarcy.
(Browse SVN revision 10113) |
Sat 20 Mar 2010 01:21:46 PM UTC, original submission:
In my opinion the AI is to strong in most cases (e.g. when you can't hide somewhere).
The AI should be scalable; there should be a way to adjust AI's quality. A possible solution for this is to modify the shoot parameters randomly - the strength of the randomization is anti-proportional to it's level. As a compensation AI should have more ideas (e.g. CollectBoxIdea, WalkIdea, HideIdea, ...).
This would be a good feature which greatly improves Wormux.
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