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AI generated supply convoys

 
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AI generated supply convoys - 7/29/2004 11:56:40 PM   
BPRE

 

Posts: 624
Joined: 10/16/2000
From: Stockholm,Sweden
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I am watching Computer vs Computer game, scenario 15, while reading the manual.

The date is 2/15/42 and nearly all of the Philippines is of course in Japanese hands. Ormoc on Leyte is still a US base though. No units has been visiting the island. There is 1094 fuel on the base and another 1000 is requested. The AI has decided to grant that wish and right now there are 2 convoys on it's way. Convoy 1 has 1 TK with 17850 fuel on board and the second convoy 2 TKs with 35000 fuel on board. No escorts whatsoever. Incredibly enough the ships have nearly arrived at Leyte (the first TF is outside Samar). Sooner or later all 3 TKs will be sunk of course.

I think the AI needs a bit of tweaking in this area. That the base requests extra fuel might be in order but why is anything sent in this situation? The air balance for Ormoc and all other US held bases in the PH area is between -425 and -738. the AI shouldn't send anything into such an area without some kind of protection/escort.

The second question is why it sends two convoys with a total of 52500 fuel when the request is 1000!!

In reality I guess that it doesn't make that much of a difference when it is the allied side the AI is running but I can imagine how it will throw away valuable supplies/fuel together with valuable ships for the Japanese later on in the game on ventures like this.

I know that most people want to play PBEM but I guess that there will be others out there who for different reasons have to or prefer to play against the computer and the better the AI behaves the more fun it is (it's tons of fun already as it is).

I saw another thread: http://www.matrixgames.com/forums/tm.asp?m=673560 that mentions a behaviour that is similar to this.

The program is patched to 1.10 and the only changes I've made is that I've turned off some sound levels or lowered them and just today I renamed the sound directory to NOSOUND.

I realise that ths isn't going to make it into the next patch (if you're not working on it already) but it would be nice if it could go on the list of future improvements.

Regards
BPRE
Post #: 1
RE: AI generated supply convoys - 7/30/2004 12:47:46 AM   
Sinjen


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I'm thinking we need to take frontline bases that are under enemy scrutiny out of the auto-supply loop manually.

(in reply to BPRE)
Post #: 2
RE: AI generated supply convoys - 7/30/2004 2:01:14 AM   
BPRE

 

Posts: 624
Joined: 10/16/2000
From: Stockholm,Sweden
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Sinjen,

How do you mean I should do that? I'm not talking about auto supply convoys started by the AI for human player. In this example it's a Computer vs Computer game and I guess that the computer will behave in an equal manner if I play one side and it handles the other.
I suppose that I could save the game each turn and load it as a head-to-head and fix the convoys and save again. It owuld take lots of time but worst of all it would take away the fun since I would be peeking at the other side each turn.

/BPRE

(in reply to Sinjen)
Post #: 3
RE: AI generated supply convoys - 8/2/2004 11:43:39 AM   
Chris21wen

 

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Could it be possible to use the Air Balance figure to control where these convoys are sent to. Generally speaking the lower the number the closer to the front you are.

(in reply to BPRE)
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RE: AI generated supply convoys - 8/2/2004 12:17:50 PM   
usecase

 

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Joined: 3/4/2004
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quote:

ORIGINAL: Chris H

Could it be possible to use the Air Balance figure to control where these convoys are sent to. Generally speaking the lower the number the closer to the front you are.


I'm not sure what the problem is with the pathfinding routines. The grid size is small (148x148). The ship-traversable grid is even smaller. Pathfinding algorithms are well known (A*, modified A*, Djikstras). The only wrinkle that WITP has is the variable air threat, but updating the grid weights to reflect that shouldn't be too CPU intensive. It should even be possible to have the player indicate their risk tolerance - for example, I've no real issue in sending convoys within extreme Betty range, but I would definitely not send one inside Val/Kate normal range, nor Betty's normal range.

Strange.

Cheers,

John

(in reply to Chris21wen)
Post #: 5
RE: AI generated supply convoys - 8/2/2004 5:11:46 PM   
LargeSlowTarget


Posts: 4443
Joined: 9/23/2000
From: Hessen, Germany - now living in France
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quote:

ORIGINAL: BPRE
Incredibly enough the ships have nearly arrived at Leyte (the first TF is outside Samar). Sooner or later all 3 TKs will be sunk of course.

(...)

The second question is why it sends two convoys with a total of 52500 fuel when the request is 1000!!



Simple: The AI *knows* that the tankers will be sunk sooner or later, but it *reckons* that they will reach Ormoc during the night phase and survive long enough to unload the requested 1000 fuel points before being sunk at daybreak by LBA...

_____________________________


(in reply to BPRE)
Post #: 6
RE: AI generated supply convoys - 8/2/2004 10:35:06 PM   
BPRE

 

Posts: 624
Joined: 10/16/2000
From: Stockholm,Sweden
Status: offline
Noooo, don't say that. If it's that smart there's no way I'm going to beat it

/BPRE

(in reply to LargeSlowTarget)
Post #: 7
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