tweaks and cleanups of available ai configs

This commit is contained in:
Iurii Chernyi 2009-12-24 22:40:33 +00:00
parent 1462573062
commit be416538bb
5 changed files with 31 additions and 176 deletions

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@ -1,26 +0,0 @@
#textdomain wesnoth
#[ai]
# id=formula
# description=Formula AI
# version=10703
# [aspect]
# id=recruitment
# [facet]
# [value]
# engine=fai
# name=side_formulas
# move="{ai/formula/new_recruitment.fai}"
# [/value]
# [/facet]
# [/aspect]
# [stage]
# engine=cpp
# id=fallback
# name=testing_ai_default::fallback
# [ai]
# ai_algorithm=default_ai
# [/ai]
# [/stage]
#[/ai]

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@ -1,4 +1,5 @@
#textdomain wesnoth
[ai]
id=testing_ai_default
description=RCA AI
@ -7,7 +8,7 @@
id=aggression #it's id is aggression. Id of an aspect must be one of well-known ids (see AI_Module page in the wiki)
#we can override aspect config here, but it is better to leave default composite_aspect in here, and add [facet]'s instead
[facet]#we add a facet to this aspect
id=base_value #this is an arbitrary facet id. it is not needed, and will be useful later, when [modify_ai] will be available
id=base_value #this is an arbitrary facet id.
engine=cpp #this facet
name=standard_aspect #this is the default
value="0.4" #this is the value of this aspect.
@ -17,68 +18,72 @@
[/aspect]
[stage]
id=main_loop
engine=cpp
name=testing_ai_default::candidate_action_evaluation_loop
[candidate_action]
id=goto
engine=cpp
name=testing_ai_default::goto_phase
max_score=200
score=200
max_score=20000
score=20000
[/candidate_action]
[candidate_action]
id=recruitment
engine=cpp
name=testing_ai_default::aspect_recruitment_phase
max_score=100
score=100
max_score=10000
score=10000
[/candidate_action]
[candidate_action]
id=move_leader_to_goals
engine=cpp
name=testing_ai_default::move_leader_to_goals_phase
max_score=80
score=80
max_score=8000
score=8000
[/candidate_action]
[candidate_action]
id=move_leader_to_keep
engine=cpp
name=testing_ai_default::move_leader_to_keep_phase
max_score=70
score=70
max_score=7000
score=7000
[/candidate_action]
[candidate_action]
id=combat
engine=cpp
name=testing_ai_default::combat_phase
max_score=40
score=40
max_score=4000
score=4000
[/candidate_action]
[candidate_action]
id=healing
engine=cpp
name=testing_ai_default::get_healing_phase
max_score=30
score=30
max_score=3000
score=3000
[/candidate_action]
[candidate_action]
id=villages
engine=cpp
name=testing_ai_default::get_villages_phase
max_score=25
score=25
max_score=2500
score=2500
[/candidate_action]
[candidate_action]
id=retreat
engine=cpp
name=testing_ai_default::retreat_phase
max_score=20
score=20
max_score=2000
score=2000
[/candidate_action]
[candidate_action]
id=move_to_targets
engine=cpp
name=testing_ai_default::default_move_to_targets_phase
max_score=15
score=15
max_score=1500
score=1500
[/candidate_action]
# [candidate_action]
# engine=cpp
# name=testing_ai_default::leader_control_phase
# max_score=0
# score=0
# [/candidate_action]
[/stage]
#note that there's no fallback stage there - this is a complete ai implemented as an RCA
[/ai]

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@ -1,2 +1,2 @@
#textdomain wesnoth
{ai/dev/testing_ai_default_test_targeting.cfg}
{ai/dev/testing_ai_default.cfg}

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@ -1,38 +0,0 @@
#textdomain wesnoth
[ai]
id=map_control
description=Map Control AI (dev)
version=10703
[aspect]
id=recruitment
[facet]
[value]
engine=fai
name=side_formulas
move="{ai/formula/recruitment.fai}"
[/value]
[/facet]
[/aspect]
[aspect]
id=aggression
[facet]
value = 0
[/facet]
[/aspect]
[aspect]
id=caution
[facet]
value = 0.15
[/facet]
[/aspect]
[stage]
engine=cpp
id=fallback
name=testing_ai_default::fallback
[ai]
ai_algorithm=default_ai
[/ai]
[/stage]
[/ai]

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@ -1,86 +0,0 @@
#textdomain wesnoth
#this AI is for testing of experimental changes to targeting phase
[ai]
id=testing_ai_default_test_targeting
description=RCA AI (experimental targeting)
version=10703
[aspect] #that is an aspect
id=aggression #it's id is aggression. Id of an aspect must be one of well-known ids (see AI_Module page in the wiki)
#we can override aspect config here, but it is better to leave default composite_aspect in here, and add [facet]'s instead
[facet]#we add a facet to this aspect
id=base_value #this is an arbitrary facet id. it is not needed, and will be useful later, when [modify_ai] will be available
engine=cpp #this facet
name=standard_aspect #this is the default
value="0.4" #this is the value of this aspect.
# we can put time_of_day or turns restriction there, as well. The rule is 'first facet that is active is used'
[/facet]
#we can put other [facet]'s in there
[/aspect]
[stage]
engine=cpp
name=testing_ai_default::candidate_action_evaluation_loop
[candidate_action]
engine=cpp
name=testing_ai_default::goto_phase
max_score=200
score=200
[/candidate_action]
[candidate_action]
engine=cpp
name=testing_ai_default::aspect_recruitment_phase
max_score=100
score=100
[/candidate_action]
[candidate_action]
engine=cpp
name=testing_ai_default::move_leader_to_goals_phase
max_score=80
score=80
[/candidate_action]
[candidate_action]
engine=cpp
name=testing_ai_default::move_leader_to_keep_phase
max_score=70
score=70
[/candidate_action]
[candidate_action]
engine=cpp
name=testing_ai_default::combat_phase
max_score=40
score=40
[/candidate_action]
[candidate_action]
engine=cpp
name=testing_ai_default::get_healing_phase
max_score=30
score=30
[/candidate_action]
[candidate_action]
engine=cpp
name=testing_ai_default::get_villages_phase
max_score=25
score=25
[/candidate_action]
[candidate_action]
engine=cpp
name=testing_ai_default::retreat_phase
max_score=20
score=20
[/candidate_action]
[candidate_action]
engine=cpp
name=testing_ai_default::testing_move_to_targets_phase
max_score=15
score=15
[/candidate_action]
# [candidate_action]
# engine=cpp
# name=testing_ai_default::leader_control_phase
# max_score=0
# score=0
# [/candidate_action]
[/stage]
#note that there's no fallback stage there - this is a complete ai implemented as an RCA
[/ai]