We're really going to limit it all to just one version of the AI? Because I thought it would be much better if we made several versions of default A.I. and then categorize them by difficulty.
Different difficulty levels would be handled by passing a flag to an AI telling it what difficulty to play as. In that sense, there's only one AI, it just alters its behavior by the flag that's passed in.
The primary goal is making an AI that's semi-competent and meets the goals I listed on the blog. Adding difficulty levels should be considered a secondary objective. I suggest working on the "hard" difficulty first, and adding reduced difficulty options at the end of we still have time. We don't want to get too far ahead of ourselves.
technically speaking you could write wrappers for other languages, but the example is aimed at c# development.
The framework just communicates to the server with json, so any language could work. However, the final bot that gets imported back to WarLight has to be in C#. Since it has to run in Flash, iOS, Android, the JVM, and Javascript, and most languages don't support this kind of portability. We have systems set up for C# to run in all these places.
Actually, I think it's impossible to crate AI strong enough to be really challenging even for a beginner.
I think if you watched some beginners play, you'd re-consider that statement. Think about someone who struggles to understand the concept of bonuses.
I just have to find out about the fastest way to add open seats against the bot.
Please don't do this. People that go to the Multi-Player tab to play a game expect to be playing against a human player. If they wanted to play against a robot they'd go to Single Player. It's fine for experienced people who know about this AI project, but for the masses I'd prefer that Open Games stay as multi-player games only.