Experimental AI: add ids for candidate actions
Also change the names of two CAs to match the function names (and the ids).
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1 changed files with 10 additions and 2 deletions
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@ -562,6 +562,7 @@
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{AI_CA_LEADER_SHARES_KEEP}
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[candidate_action]
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engine=lua
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id=recruit_rushers
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name=recruit_rushers
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max_score=300000
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evaluation="return (...):recruit_rushers_eval()"
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@ -569,13 +570,15 @@
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[/candidate_action]
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[candidate_action]
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engine=lua
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name=switch_castle
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id=castle_switch
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name=castle_switch
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max_score=290000
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evaluation="return (...):castle_switch_eval()"
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execution="(...):castle_switch_exec()"
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[/candidate_action]
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[candidate_action]
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engine=lua
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id=retreat_injured
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name=retreat_injured
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max_score=205000
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evaluation="return (...):retreat_injured_units_eval()"
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@ -583,6 +586,7 @@
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[/candidate_action]
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[candidate_action]
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engine=lua
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id=grab_villages
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name=grab_villages
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max_score=200000
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evaluation="return (...):grab_villages_eval()"
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@ -590,6 +594,7 @@
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[/candidate_action]
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[candidate_action]
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engine=lua
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id=spread_poison
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name=spread_poison
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max_score=190000
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evaluation="return (...):spread_poison_eval()"
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@ -597,6 +602,7 @@
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[/candidate_action]
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[candidate_action]
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engine=lua
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id=place_healers
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name=place_healers
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max_score=95000
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evaluation="return (...):place_healers_eval()"
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@ -604,13 +610,15 @@
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[/candidate_action]
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[candidate_action]
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engine=lua
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name=hunt_villages
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id=village_hunt
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name=village_hunt
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max_score=30000
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evaluation="return (...):village_hunt_eval()"
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execution="(...):village_hunt_exec()"
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[/candidate_action]
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[candidate_action]
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engine=lua
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id=move_to_enemy
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name=move_to_enemy
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max_score=1
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evaluation="return (...):move_to_enemy_eval()"
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