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RE: A constructive critique from fisrt impressions - 8/15/2008 8:44:51 AM   
Redmarkus5


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I think Hans is specifically asking whether the AI is pushing assets forwards towards Kharkov that, militarily, should have been left in place to secure the 'hinge' on the right flank of their advance; that point where the Soviet salient pointing west towards Kharkov joins the original line of fortified positions.  He feels that if this is the case, then the AO concept is preventing him from exploiting a gap in the Soviet defence that a historical Axis commander would probably have taken advantage of.

It is a precise question, but precisely the kind of question that led to the Axis victory in this operation historically :)

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RE: A constructive critique from fisrt impressions - 8/16/2008 6:00:29 AM   
Gregor_SSG


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quote:

ORIGINAL: redmarkus4

I think Hans is specifically asking whether the AI is pushing assets forwards towards Kharkov that, militarily, should have been left in place to secure the 'hinge' on the right flank of their advance; that point where the Soviet salient pointing west towards Kharkov joins the original line of fortified positions. He feels that if this is the case, then the AO concept is preventing him from exploiting a gap in the Soviet defence that a historical Axis commander would probably have taken advantage of.

It is a precise question, but precisely the kind of question that led to the Axis victory in this operation historically :)


Its a precise question that doesn't have a precise answer. The AI will use the bulk of it forces to push towards Kharkov. There is nothing to stop them using all of its units to do so but the AI is actually made up of two parts. One is the high level instructions given by the scenario designer. The other is low level AI that actually moves each individual unit.

Questions about the high level AI are easier to answer, since they correspond to plans that a human player might have.

The behaviour of the low level AI depends in large part on what the enemy units are doing and so is a lot less predictable.

However, I do believe I can answer the question philosophically. I have no problem if the AI uses all its 38th Army units to push on Kharkov, leaving the north/south face of the Chuguyev salient defended only by the strongpoint line as its likely that a human player would do exactly the same. The AOs only restrict units to operating within a certain area, they make no attempt to regulate behaviour within those areas.

The question then becomes, what about a German counter stroke that a historical German commander could have exploited. Well, the historical German commander did no such thing. He had a huge mass of Russians (not just 38th Army) bearing down on Kharkov and he had to deal with that first. Nobody would have responded to this with an offensive east from Chuguyev unless they had been in receipt of some very detailed information from the future which gave them exact info on the Soviet dispositions and they were happy to risk the loss of Kharkov anyway.

Instead, our historical German took his best units, the two Panzer divisions and dealt with the immediate threat first. When the situation permitted, they were then used to form the northern flank of the pocket, a choice which makes much more sense anyway. Remember, the map edge is a necessary evil in our games. A drive east could have run into Russian reserve formations without creating any serious encirclement, and also would not have been directly supporting the 1st Panzer Army's drive from the south.

There's absolutely no question that AOs restrict your movement, but they do so for proper military reasons in order to give you a much more realistic experience of the battle. The Mystery Variants add more choices and more replayability to the historical situation but you can always just turn them off if you want to.

Gregor

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RE: A constructive critique from fisrt impressions - 8/16/2008 1:46:36 PM   
Toby42


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I guess that a case for AO's would be the closing of the Falaise Pocket!!

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RE: A constructive critique from fisrt impressions - 8/17/2008 11:50:32 PM   
Fred98


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The use of AOs makes this the best AI, I have ever seen.

So far, the AI is unbeatable!






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Post #: 34
RE: A constructive critique from fisrt impressions - 8/19/2008 2:42:46 PM   
jhdeerslayer


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quote:

ORIGINAL: Joe 98

The use of AOs makes this the best AI, I have ever seen.

So far, the AI is unbeatable!


Agreed!

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Post #: 35
RE: A constructive critique from fisrt impressions - 8/19/2008 2:59:18 PM   
Alan Sharif

 

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I would agree too.

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RE: A constructive critique from fisrt impressions - 8/20/2008 11:12:13 AM   
HansBolter


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I didn't intend for this to create a "great debate". While I am enjoying the game I merely wanted to provide some feedback that I thought the guys at SSG could use. Here is a screenshot depicting the situation where the Russians are ignoring front line hexes. The fact is that once the Russians break out there is no real definable front line and there are many locations in this particular game where both sides are not manning front line hexes(in the south outside teh area of this screenshot). The particular situation in the north, where I managed to prevent a breakout simply has the "look" of the AI exploiting the AO boundery as I used the extreme limits of the 29th Corps boundery to set the front line so the 29th Coprs units could be used to man that line (does that mean I'm exploiting the AO limitations?). All I was asking is if this represents the AI "gaming" the boundry.




p.s. I don't agree with those claiming the AI is unstoppable.

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< Message edited by HansBolter -- 8/20/2008 11:14:23 AM >

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RE: A constructive critique from fisrt impressions - 8/21/2008 12:29:52 AM   
e_barkmann


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Hans,

I would observe that:

quote:

AI is unstoppable


is not the same as

quote:

So far, the AI is unbeatable!


cheers Chris.


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Post #: 38
RE: A constructive critique from fisrt impressions - 8/21/2008 2:24:06 AM   
Gregor_SSG


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In answer to the question as to whether the AI is 'gaming the system' I would say that both sides are 'guilty' of that, but 'guilty' is not really the right word. The German player has stripped his front line in order to bolster his northern flank defences and the AI player has stripped his front line to throw everything into the push on Kharkov.

This always happens in wargames and I'm not concerned by this instance. The AO system greatly restricts the scope for this sort of behaviour and provides us with tools to change things if necessary.

Remember though that the AI isn't 'seeing' the map in the same way as the human player. The AI is just doing what it's been told to do by the scenario designer. The AO system helps the AI by breaking down an impossible problem 'think like a human' into a series of much more discrete situations 'operate in this area, with these forces, until some condition changes'.

Gregor

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Post #: 39
RE: A constructive critique from fisrt impressions - 8/21/2008 7:26:22 AM   
iberian


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In my opinion, that screen shot does not show the AI exploiting AO boundaries. In fact, I find it to be a good example of how Areas of Operations restrict the human player to do something gamey.

If this is the Historical variant, the 21st Soviet Army is given an AO with an axis directed to Liptsy. The computer player has two different AI levels: the Operational and the Tactical one. The operational one is directed/scripted by the scenario designer. The tactical is managed by the AI in the field, and depends on enemy movements/units and local intelligence.

For the 21st Soviet Army, the primary operational objective in this scenario is the capture of Liptsy with a full assault. Only if it loses a percentage of its strength (I recall somewhere around 20%), it will revert to a defensive operational stance. So what you are seeing is the AI using all the 21st Army units pushing toward Liptsy.

In doing so, the tactical AI looks for the path of less resistance, being restricted and funneled by its AO. Now, the important thing to understand is that the AI is stripping its frontline not because it "knows" that the German AO does not allow to break the front to the north, but because the scenario designer has given the 21st Army a full assault operation to Liptsy, and the AI does what is told to do. Now, given that screenshot, what I would find really gamey by a human player is trying to encircle the AI with the 29th Corp, but fortunately the AO given to the German HQ restricts such action.

So, the behaviour of the AI is mainly directed by the scenario designer. With the editor, one could provide a "more historical" behaviour for the 21st Army, through several means:

- Change the AO of the 21st Army, giving them a shallower and broader area so they aren't funneled to Liptsy as much as in the picture.

- Keep the actual AO, but break the 21st Army in several sub-units to give them different Operations, so that its northern division keep manning the line, while the rest pushes against Liptsy.

- Create a number of small local objectives and a broader AO just in front of the 21st Army so that it tries to push the line in order, instead of a major spearhead/breakthrough like its doing now.

And probably many more. In the end, imagination and skills with the editor are the limits.

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RE: A constructive critique from fisrt impressions - 8/21/2008 8:15:56 AM   
Alan Sharif

 

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I think the AO is a great enhancement to this title, and I hope, many more to come.

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Post #: 41
RE: A constructive critique from fisrt impressions - 8/21/2008 11:21:01 AM   
HansBolter


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quote:

ORIGINAL: Chris Merchant

Hans,

I would observe that:

quote:

AI is unstoppable


is not the same as

quote:

So far, the AI is unbeatable!


cheers Chris.



Offer any degree of criticism whtsoever and the fawning sycophants come out of the woodwork to split hairs over every statemnet in order to dispute them. Cute!

In this particular game I ran into a phenom common to the series. Once I built a solid wall in the north the AI just gave up. For the past two turns all it has done in the northern salient is shift troops back and forth in the line without attacking or even bombarding a single hex in the line.

If no one ever bothered to point these things out you would never have an oppurtunity to address them and improve on your product. I really don't care that the sycophants would prefer I remain silent.

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Post #: 42
RE: A constructive critique from fisrt impressions - 8/21/2008 11:39:09 AM   
e_barkmann


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There's no need to name call, I was merely pointing out that what you thought had been written was in fact something quite different.

cheers Chris

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RE: A constructive critique from fisrt impressions - 8/21/2008 12:53:37 PM   
HansBolter


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quote:

ORIGINAL: Chris Merchant

There's no need to name call, I was merely pointing out that what you thought had been written was in fact something quite different.

cheers Chris



Now you're presuming to know what I think????

Perhaps I simply knowingly chose to use different terminology.

Do us both a favor and give it a rest Chris.

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Post #: 44
RE: A constructive critique from fisrt impressions - 8/21/2008 1:52:52 PM   
e_barkmann


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No problems Mr Bolter, please do continue with your constructive critique.

cheers Chris

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RE: A constructive critique from fisrt impressions - 8/21/2008 6:19:57 PM   
hank

 

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Maybe another inquiry will chill things a bit.

In regards to players stripping parts of the front to fight elsewhere; in the Decisive Battles games (BiN in particular since that's the last one I had) stongpoints could be manned by deployed forces of a unit.  For example in the TAO scenario, the north and south shoulders of the bulge had southern strongpoints manned by the 28 I.D. (I think) and the north had another division manning those strongpoints.

The game required those units to stay put to keep those stongpoints enforced.  I always thought that was a good and realistic feature since stongpoints are normally manned by soldiers from of a larger unit.  If you pulled those men from those strongpoints they became a non-factor.  If you stayed there, the stongpoints were fairly good at providing a defensive line.

Did that feature go away in K:DonD (and BF)? 

If its still an option, it would make a player think twice before abandoning a defensive line by moving his forces elsewhere.  The way it is in K:DonD, the stongpoints are always there unless destroyed thus you don't need units to make a line of defense.  You need them to hold against attacks but you can actually keep an eye on those unmanned areas and move to block attacks when they happen. 

I think the way DB modelled strongpoints in that manner is more realistic than the way they are now.  You have to get soldiers to man those bunkers from somewhere.

Also in DB, I don't think the player could set up units in deployed mode, the scenario builder did this. It would be a good idea to let the player deploy forces like this.



< Message edited by hank -- 8/21/2008 6:22:03 PM >

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RE: A constructive critique from fisrt impressions - 8/21/2008 9:54:05 PM   
Carl Myers

 

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Well, if a battalion from a regiment was manning a strongpoint, I would say that the strongpoint needs be be a bit more stronger and robust. On the other hand if a single platoon from each battalion is manning the strongpoint, a regiment could man three or four strong points and move towards Kharkov to do battle minus a single company.

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RE: A constructive critique from fisrt impressions - 8/22/2008 2:07:28 AM   
Gregor_SSG


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I don't think it helps to characterise people as 'pro-this' or 'anti-something else'. Lets just treat all views expressed on their merits and we can all get along.

With regard to the AI behaviour, the real problem for the AI is that, with those two panzer divisions in Kharkov, the Russian attack really needs some help from the German player to succeed. If that help is not forthcoming, then there's not much point in the AI beating its head against a brick wall. Remember, the Russian player loses his Indirect Fire and Attack/Artillery Supply bonus after turn 5, and this makes a big difference to both its willingness and ability to conduct attacks.

With regard to strongpoints, the scenario designer still has the ability to tie strongpoints to specific units. It just depends on his judgement on how strong he wants a defensive line to be and how restricted he wants the defensive player to be. The Russian defensive line in the south is much weaker than their defences near Kharkov, and doesn't really do much more than briefly impede the Germans. It's only really there to stop cheap shots from the Germans.

Gregor

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Post #: 48
RE: A constructive critique from fisrt impressions - 10/1/2008 7:25:09 PM   
mazorj

 

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quote:

ORIGINAL: Gregor_SSG

Its encouraging to see people treating the AI as if it has knowledge about the game in the same way that a human player does, as this means that its doing a reasonable job. In truth, like the Wizard of Oz, it's all done by smoke and mirrors. The AI doesn't 'know' anything about your forces, and certainly doesn't know that it has a left flank - that's a very human concept and the AI is nowhere near smart enough to deal with such a fluid concept.

What the AI has is a bunch of rules and hints/commands from the scenario designer and each formation applies those rules without ever trying to consider the bigger picture. The bigger picture is supplied mostly by the change of ownership of geographical objectives. For example, the Russian 6th Army and AG Bobkin will continue their offensive towards Krasnogrd and Kharkov until Izyum falls, whereupon they get a new plan.

The big advantage for the AI with the new AO system is that the area that it operates in and the forces that it has to operate with are precisely known. This makes it much easier for the scenario designer to give precise instructions.

In the example above, the question of whether the AI worries about its left flank is primarily answered by the scenario designer. If he wants the flank guarded he can specify some defensive hexes that the AI will try to protect. However, even if he doesn't do that, the AI does have underlying routines that will cause it to seek out enemy units and attack if possible so AI units could end up on the left flank anyway. It's hard to be more precise because the scenario designer is mostly giving high level commands/suggestions and the underlying routines that are finally in charge of moving and attacking are necessarily autonomous.

So to summarise, the AI never sees the whole game like a human player does. The only possible advantage that the AI could have is its ability to calculate all possible combats and attack at the most advantageous odds. This is removed by the fact that we give the human player access to the same ability through the Combat Advisor and that the only basis the AI has for choosing between competing high odds combats is the higher level hints from the scenario designer, which never be as acute or relevant as those generated by a human player able to look at all levels of the game in a single glance.

Gregor


First, thanks for your illuminating responses. I have a few of my own, in no particular order:

The original post here mentioned time/distance scales. I don't have a problem with the kinds of movements that can be made, they seem reasonable. My concern is the more general one of sequencing movements and attacks. An astute human player will first scan the Combat Advisor's offerings, determine which hexes are priority targets, check for artillery/air support to increase the odds of getting a desired result against each hex, move units out of attack hexes if they are blocking additional attack units from participating, and then sequence movements and attacks to the best advantage. (See below on how to maximize combat results.) For example, eliminating or moving enemy units out of one hex may create another green triangle against the next target, but not vice versa, so you know which one to attack first. On a broader scale, I may go back and forth, making movements and attacks in two different but nearby attack areas, and halfway into those routines, allocate additional available units based on the initial combat results and which of the two attack areas will benefit most from additional combats. After those attack areas are resolved, I'll look for the next ones based on the previous outcomes. And after that, I'll start realigning the attacking units and bringing in other units for an optimum defense configuration against counterattack.

The problem is, some of the movements made throughout this routine require the moving unit's max or near-max movement allowance, which indicates one full day's movement. So these units would have had to start moving at the same time as the attacks I initiated - but I didn't have to order them to move until a half- to a full day's battles already had occurred! This "time warp" advantage increases with the game's basic unit of time per movement, and decreases if a day is broken into two or more moves. So, all other things being equal, a smaller time unit per turn will make for more realistic play by reducing the human player's "time warp" advantage.

Re the Combat Advisor, there's more to it than "don't just blindly follow it and attack where it offers the biggest odds". In addition to looking for the overview, there are many exploits for the human player. After selecting a combat, I try to sneak up on odds. First make an attack with existing units to see what you're up against - not only the current odds, but how many are needed to make the next level of odds. If the defense factor is, say, 49, it's going to take a lot of units to bump the odds, whereas you often can cheaply eliminate an entire stack at 12-1 or 20-1 if there's only 20 or less defensive points. Bring in big units first, try to get the green triangle sides filled, and avoid attacking across major river sides. Exit that attack, refresh the CA, scan to see which units are needed next to bump up the odds, and repeat the move-attack-exit-refresh routine until you get the max (or an acceptable level of) odds. Many times you don't need several of the units that the CA wanted to commit to get the same outcome. The Undo button is your friend. So is moving out units that can't attack so that more attack units can get in play. (Watch how often the CA's odds increase just by doing that!) Furthermore, my priorities for attacks are influenced by whether I can totally eliminate a unit that turn. I'll take even 1-1 odds over a 5-1 on another hex if it means eliminating a unit as opposed to inflicting 1 or 2 steps on a unit that has 6 more in reserve. The AI doesn't do any of that, so between tweaking each combat and the ability to see the bigger tactical and strategic considerations, the human player has a tremendous advantage in making attacks.

Re the AO: Any new feature will be exploited in some manner, but on balance I think it is quite successful in terms of the stated objectives. True, units can get cut off from their HQ when a small excursion through a prohibited AO would put them back in contact, but the designer can say that the fog of war prevented them from knowing that. The only real problem I have with the AO feature is when units on the run from overwhelming attacks get trapped because they are jammed up against their boundaries. I'm not sure that under those conditions, even the most ruthless commanders and commissars could always keep a desperate unit from fleeing the field out of their AO.

I've commented previously on the manual. While some of the critiques here are somewhat marginal, I agree with the general thrust that information often is not in the place that you expect and need to find it. And please lose the background graphics or screen them way, way down. Just because something looks legible on a page layout monitor screen doesn't mean that it will maintain its legibility when it comes off the printing presses.

Bottom line: I started with AH's Tactics II and Gettysburg ~1960 and have been an avid player since then. IMO Kharkov is the latest high point in the continuing evolution of this game genre.


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< Message edited by mazorj -- 10/1/2008 7:29:03 PM >

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RE: A constructive critique from fisrt impressions - 10/2/2008 12:23:34 AM   
Gregor_SSG


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It's true that the best human players will be able to finesse their combats and do better than the AI, but they will also be doing better than a lot of human players, including me, who tend not to proceed as meticulously as you.

It's also true that there are many abstractions in the game, with the movement and combat system being high on that list. However, given the nature of wargames, adding more detail doesn't really reduce the level of abstraction, it just shifts it around a bit. We're happy with the current movement/combat/map scale system which we feel provides the right balance between realism and playability.

Gregor

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RE: A constructive critique from fisrt impressions - 10/2/2008 3:28:03 AM   
mazorj

 

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quote:

ORIGINAL: Gregor_SSG

It's true that the best human players will be able to finesse their combats and do better than the AI, but they will also be doing better than a lot of human players, including me, who tend not to proceed as meticulously as you.

It's also true that there are many abstractions in the game, with the movement and combat system being high on that list. However, given the nature of wargames, adding more detail doesn't really reduce the level of abstraction, it just shifts it around a bit. We're happy with the current movement/combat/map scale system which we feel provides the right balance between realism and playability.

Gregor


My meticulous play is why I don't do PBEM. I can easily spend an hour or more, spread over a day or two, intensely working through just one turn to squeeze out every last drop of advantage for my side. I might need a break for several days after 2-3 such turns. For players like me, unless I'm glued to my keyboard and compose my moves ASAP, waiting for Godot can be frustrating for my opponent.

Re how to do the abstractions, fair enough. We can respectfully disagree on some of those issues. (Which, truth be told, is all I can do. You're the game designers!)


< Message edited by mazorj -- 10/2/2008 3:29:49 AM >

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