Battle: not in a battle
Selected: click a unit or a tile on the map
Radius Turns
to
Weight: closer reached
Goal tile reached by:
Blank fields: the default radius / weights, the whole battle; reached 0: no reward for reaching the tile.
Yours replace the battle's own ([battle], then [then], in grey) while one of them is in its turn window.
Blue / red: our / enemy units (hollow: hidden); orange: your goals, green: the battle's destinations and units
to save / kill, yellow dashed: key items; dashed diamond: radius. The map is the battle's terrain from the
game's memory. Your goals stay in this browser, per battle.
Characters in not in a battle
"me": you play that character yourself -- the AI never takes it (from its next turn; it finishes an
action in flight). Role mix in %, normalized (blank: the battle's own); it shapes how the model treats that unit,
as actor and as target, enemies included. Model: one served here for that character (blank: the battle's run).
Kept in this browser by character, for every battle; roles and models reach the AI at its next decision.
Reward weights -- not in a battle
What the AI values, as the standalone's sliders: live, from its next decision. Experience: level
ours up, deny the enemy levels; Protect own / Hit enemy: by role; Objectives: the pull of goals, win bonus, lose
penalty. Kept in this browser for every battle.
Memory panel: starts once the game is running.