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Update changelog with AI changes
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mattsc committed Dec 18, 2018
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* Add [avoid] tag functionality to Multipack Wolves, Wolves, Swarm and Goto Micro AIs
* Support named locations for [micro_ai] tag location keys
* Experimental AI
* Deprecate EXPERIMENTAL_AI macro: use ai_algorithm=experimental_ai in the [ai] tag instead
* Convert to using external candidate actions
* Significantly speed up recruiting evaluation
* Recruiting: add optional 'enemy_types' parameter
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* find_best_move(): return nil instead of {} if no move found (may break backward compatibility in rare cases)
* Deprecate filter(), choose() and xyoff()
* move_unit_out_of_way(): prevent potential for divide-by-zero
* Default AI
* Remove attack_depth aspect (had been non-functional for a long time already)
* [goal]name=protect_unit: do not protect units hidden from the AI
* General code clean-up, in particular of TODOs left over from 1.7 and 1.9
### Campaigns
* A Tale of Two Brothers
* S2 'Chase': improved behavior of undead side leader with custom AI
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### AI
* Fixed crash when the AI simulates a fight between two units which can slow but aren't yet slowed, then
simulates another fight for one of them in Monte Carlo mode (issue #3650).
* Experimental AI recruiting: fixed AI crash for unit type with unknown race
* Support for modifying the available AIs using cores:
* New parameter default_ai_algorithm for setting the default AI
* New parameter mp_rank for setting the order in which AIs appear in the MP computer player selection menu
### Campaigns
* Descent Into Darkness:
* Allow converting L3 necromancers to liches from S12 onwards (issue #3165).
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