URL:
  <http://gna.org/bugs/?16006>

                 Summary: Randomize AI parameters in multiplayer to create
personality
                 Project: Battle for Wesnoth
            Submitted by: seahen
            Submitted on: Saturday 05/08/2010 at 15:25
                Category: Feature Request
                Severity: 3 - Normal
                Priority: 5 - Normal
              Item Group: Artificial Intelligence
                  Status: None
                 Privacy: Public
             Assigned to: None
        Originator Email: 
             Open/Closed: Open
         Discussion Lock: Any
                 Release: trunk
        Operating System: all

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Details:

Wesnoth could provide more challenge, variety and replay value if you got a
different set of AI opponents, each with a unique style of play, each time
you played a non-campaign multiplayer game. Looking through
http://www.wesnoth.org/wiki/AiWML I see the following parameters that could
be randomized:

aggression = -1..0.75 (average 0.5)
attack_depth = 2..5
caution = 0.1..1.0 (average 0.25)
grouping = 70% offensive, 15% defensive, 15% no
leader_aggression = -8..0
leader_value = 1..5
number_of_possible_recruits_to_force_recruit = 2..5
protect_leader = 0.5..3.5
protect_leader_radius = 5..15
recruitment_pattern = (include each type 1..3 times)
scout_village_targeting = 1.5..4.5
village_value = 0.5..1.5
villages_per_scout = 2..6

This would be especially useful on random maps, where the map hasn't been
specifically designed for the AI's default play style.




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