Brilliant! Now it won't ignore quick-draw slots and would not throw everything into backpack.
I haven't thought QoL changes are area of your interests, thus never suggested something like that.
This isn't the first QoL-change I made. It's the third one actually:
1. One-click-grenade-priming
2. Manufacturing items only uses workshop-space once you actually start working on it and not alone by queuing it
3. The new smart-inventory usage
Basically whenever something really started to annoy me and could be solved with some code-changes I eventually ended up making these changes.
Not sure it is clear from description what intelligence is and how it works.
Intel for each unit? Mean, current unit has a chance to deviate?
Intel of whole fraction? Like top-tier fractions are smart and some bandits are less smart?
Where exactly intel level of units is defined?
How exactly difficulty level affects intellegence? If I play hardest difficulty, will zombies and dogs use 100% smart moves instead of random/vanilla ones?
Well, it is three different modes. So the answer to your questions is yes or no depending on what mode you choose.
The default mode is static intelligence. It is same for all enemies and you can set a value from 0 to 5 in the option right below it.
The second one is unit-intelligence, which is taken from the unit-types *.rul-file in the mod. The value that base AI uses for how many turns it can see the location of a spotted soldier. I think this is the one that should be most interesting for your purposes. Note that values can be higher than 5 for this. All units with an intelligence higher than 5 will also just express the most intelligent behavior. But I could also make adjustments and add more levels.
The third option is once again same for all enemies but depends on difficulty. Beginner = 1, Experienced = 2, Veteran = 3, Genius = 4, Superhuman = 5. With that brutal-ai shall become significantly easier on lower difficulty-levels.
Note that these modes are currently mutually exclusive but we could always add more modes if we can think of them.
For statistically determined results there should be, at least, 100 rolls for every intel level. Nevertheless, this is quite interesting. I believe sometimes randomness can disrupt and counter AI expectations.
I would also suggest that AI shouldn't be taught on AI, but instead on human leather player playstyles.
I know, statistical relevance of one test-run is pretty low. That's also not training the AI based on itself, that's just benchmarking. For benchmarking it, I need something that is constant and something that isn't. My own play obviously would deviate, the AI with a static setting should act the same every time.
The teaching-process mostly is based on observing every move and thinking about whether I would have done the same and if not, look at what information the AI could have concluded by that doing what it did wasn't a good move. However, with so many different modes to set the AI up, a lot of those do not fulfill the "how would I play"-criteria.
Hm. If there only was a battlefield move logger, then you actually can have a lot of materials to teach the AI from those who would love to contribute.
But as every new version make older one obsolete, logs should be pretty fresh. Is there a way to save the map and everything happening? Will it be massive? Will it actually help?
Enabling the traceAI-option in options.cfg logs all the moves and also parts of the "thought-process" of the AI in the log. But this is very dependant on context. A lot of the contents of that log are only ever useful if at the same time I have the map open so I can see what coordinates corresponds to what position. A mere log of what they do without seeing the map would be next to useless. A log of what the player has done even more so.
What actually would help is gameplay-footage in the form of videos, ideally with the player describing their thought-process. Especially on relatively even grounds. Someone showing me what they do and why would allow me to see whether there's something I haven't considered yet.
Rereading what you wrote seems like you mean some sort of replay-mode. That would also help if it existed, I suppose but it would lack the explanatory elements of a narrated video. It is possible to learn just by observation but learning by the combination of observation and being told the reasoning would be a lot more efficient.