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The AI - 11/10/2009 4:34:42 PM   
Valgua


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A very simple question: how good competent is the AI? If I buy the game I will more or less forced to play it solo.

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RE: The AI - 11/10/2009 4:57:25 PM   
sven6345789

 

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from my experience, it gives you a fair challenge. If you pick the attacking side (Germans in the BoB part, Allies in the BtR part), you not only play against the AI but also your own skills, since winning a victory is difficult to say the least.
So it is well playable against the ai in my opinion

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RE: The AI - 11/10/2009 6:23:50 PM   
Nicholas Bell

 

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I can't comment on BOB. In BTR both sides' AI have their strengths and weaknesses. In general I would say that playing the Allies against the AI is a decent game. A *few* of my opinions/observations:

1. Allied AI does a good job of plotting mission escorts to cover a raid. I don't think it puts enough escorts on each raid though.
2. Although the Allied AI has several "strategies" it follows, it doesn't has the aggressive persistence a human would. Furthermore, when "political" type targets are mandated, it doesn't hit them full force like a human would - to get the mandatory requirements satisfied as quickly as possible.
3. One of my biggest gripes is that although the actual mission paths are not just straight lines, they do not take into account what they are flying over. That is, they do not avoid flak concentrations. So often missions fly over the Ruhr twice. (not a bad thing if you are the German player!) Coding the AI to be spatially aware would be a difficult task (note how bad path-finding is in most games).
4. The Allied AI does not make the best use of Bomber Command. I've witnessed it sitting on the ground much of the war (this during AI vs AI tests).
5. The German intercept AI is pretty good considering there's no brain behind it. If anything it is too aggressive - or perhaps better said it intercepts without a strategy. The concept of forming a Gefechtsverband doesn't exist - if there is only one unit available which meets minimal fly requirements (morale, fatigue, fuel) it will throw it at a raid even if outnumbered 200 to 1, when it might be smarter to sit on the ground.
6. The German AI moves units around a lot - that can be a good thing to keep the Allied player guessing. But it doesn't *apparently* seem to do so with any real strategy or purpose. This means units which need a rest in the rear area get it only by the luck of the randomizer (your turn to move, buddy). This means some units get ground down to a nub, while others sit unused. I know Harley recently mentioned he had some ideas on better unit rotation based on days since last combat or something.
7. A bigger problem for the Axis AI is production strategy and utilization, something Harley is working on also. Even using the beta patch, the AI makes some production changes which simply make no sense at all - changing the same factory to something new on a daily basis, building planes, engines or parts you don't need, etc. Again, Harley is working on this, and under human control there is no problem.

Having been a board wargamer for almost 40 years, I know something about solo play (it's odd that many computer wargamers complain about AI or the lack of time for PBEM, but choose not to enjoy a game playing both sides). In any case, this game is not bad at all for solo play if you don't want to PBEM. You can set elements or all aspects of both sides to AI control and just step in where needed. My suggestion given the current version of the AI would be be to play the Allied player fully, and manage the production and movement of units and flak for the Axis. Let the Axis AI handle the interception part. Of course you can spin off certain commands or regions to the AI on one side, and play the opponent there. Even if the Axis is under AI control for example, you can step in an manage a particular raid interception.

It's also important to note that while playing the Allied, you have to not only fight the Luftwaffe, but also the weather and your lousy bombardiers, both which can nullify the best strategy and mission planning. Not to mention you are in essence fighting the clock too(even in a 700 turn game).

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RE: The AI - 11/10/2009 8:33:06 PM   
Lanconic

 

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Should not be that hard to code a rotation for the German units.
Example == if morale is < 50 then move to Romanian airbase(or something like that)
Harder would be to allocate flak.


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RE: The AI - 11/10/2009 11:08:26 PM   
kaybayray

 

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Just a thought, based on what Lanconic said about a formula for moving units for R&R.

You could perhaps apply the same logic to Flak.

IF % All Bombing Target # > XX % Then Move X Light AA, X/5 Med AA, X/10 Hvy AA to Target #

Where "% All Bombing Target #" was the % by target type of ALL bombing missions executed so far. This may also be further subdivided by type... IE Night Bombing as one overall category and All others as the other category. So Flak could be allocated by Night and Day Targets. Yeah I see a flaw with the Night targets because they are mostly going to be Area / Urban. But I still think there may be something in here.

Forgive me I am not a coder but thought the line may appear something like this. Just a suggestion. Please forgive my ignorance.

Later,
KayBay

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RE: The AI - 11/11/2009 12:55:32 AM   
jomni


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Valuga you're a WitP fan I suppose.

I guess you'll understand that the AI in EDBTR is still not as competent as a human player.  But it is good enough for solo as it compensates by being aggressive.  Downside is that if you are keen in simulating / replicating history, your lossess will be "too much too quick". ;)

But the main difference between WitP AE and EBTR AI here is that I don't see any combat or unit bonus given to the AI (I may be wrong) unlike in WitP so I think the game is more 'fair'.

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RE: The AI - 11/11/2009 6:51:10 AM   
TechSgt

 

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quote:

ORIGINAL: kaybayray

Just a thought, based on what Lanconic said about a formula for moving units for R&R.

You could perhaps apply the same logic to Flak.

IF % All Bombing Target # > XX % Then Move X Light AA, X/5 Med AA, X/10 Hvy AA to Target #

Where "% All Bombing Target #" was the % by target type of ALL bombing missions executed so far. This may also be further subdivided by type... IE Night Bombing as one overall category and All others as the other category. So Flak could be allocated by Night and Day Targets. Yeah I see a flaw with the Night targets because they are mostly going to be Area / Urban. But I still think there may be something in here.

Forgive me I am not a coder but thought the line may appear something like this. Just a suggestion. Please forgive my ignorance.

Later,
KayBay

KayBay;


What I see is when the AI figures out I'm going after EFAC's it stacks up the remaining EFAC's with HVY & Lt AAA, and balloons. The AI will generally beef up the biggest EFAC's with 100+ HVY AAA. Sixty to ninty days pass and you have to go back to those targets!

It may be coincidence, but I've seen the AI put aircraft on a recently reconned, lightly defended airfield on the coast. Next turn when I schedule a sweep or dive bomber attack, it has put 60+ Lt AAA guns. (I think it's cheating)

Almost all strategy games I've seen, the AI makes terrible attackers and better defenders. I think EDBtR is in that class.

TS

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RE: The AI - 11/13/2009 12:54:57 AM   
harley


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quote:

ORIGINAL: Nicholas Bell

7. A bigger problem for the Axis AI is production strategy and utilization, something Harley is working on also. Even using the beta patch, the AI makes some production changes which simply make no sense at all - changing the same factory to something new on a daily basis, building planes, engines or parts you don't need, etc. Again, Harley is working on this, and under human control there is no problem.




The AI prod logic is entirely new from the ground up - this is the first negative feedback I've seen, so please start another thread with as much info as you can provide. I'll explain the basics of its operation there...

Heh. basics. I took a week's leave from work, and spent the whole week, and both weekends building it.

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