Oberst_Klink
Posts: 4778
Joined: 2/10/2008 From: Germany Status: offline
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quote:
ORIGINAL: ralphtrick I'd like to try to improve Elmer (the AI) at a strategic level, where he has a complete lobotomy right now. He's controlled strictly by the objectives. I don't mind that idea, but I'd like to figure out some way to change the objectives so that he plays better. The strategic level is about moving groups of formations, not individual units. Do I attack left, right, middle? Do I defend strongly here or draw back to where it's more defensible? Unlike Chess where the computer can look many moves ahead, TOAW has to try to figure out what the position looks like and what a coherent strategy is. Does anything know of any resources (books, blogs, etc.) that talk about that analysis at the level of TOAW? There is plenty at the squad level, but I'm not seeing anything at a bigger scale. I've read everything I can find on AI, I've even got a new book arriving today, but most of the articles are about FPS games right now. I can do the map analysis and figure out the chokepoints, I think I understand enough to start on a strategic AI, but deciding when to try to flank, how to respond to an attempted flank attack, and when to thrust up the center are something that is a bit vague still. Even something as simple as when to mop up the stragglers and when to let them go in favor of advancing as far as possible is fuzzy. Thanks, Ralph Ralph, I can highly recommend a waragming system from the 90s that was never being released commercially but which had the best AI scripting far ahead of its time. It's called CRISIS - by Dutch Owen. It includes the design thoughts of the author, the scripting and of course the game. It's available here: https://dl.dropboxusercontent.com/u/56215959/crisis73.rar Extracts from the doc: CCL is a language for issuing commands to CRISIS headquarters and units when a side is under control of the AI. The strategic level "AI" of a CRISIS scenario *is* the CCL written for that scenario, in a file named <scenario>.CRL where <scenario> is the first part of the scenario save file (example: PRACTICE.CRS would look for it's CCL in PRACTICE.CRL). Operational level AI is built into the game -- it knows how to defend, attack, patrol, handle logistics, etc. But the direction of that operational level via the HQ units to select objectives and chart a path to victory is the function of the strategic level, hence, it is the function of the CCL writer. A given CCL file is for one scenario only, and it references data in that scenario, by map coordinates and by city/unit/square names. The map and units of a scenario and the CCL that drives the AI are closely interrelated, and often changes to one means changes to both. Klink, Oberst
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