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That cheating routing AI... - 1/5/2022 8:43:29 AM   
LargeSlowTarget


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In a hotseat test game, I have run into this example of "anticipating routing instructions". On the Japanese side all airgroups in the Home Islands have been grounded, there are no subs in the area and the only Japanese surface TF is the one ordered to patrol between the two indicated hexes. However, there is a US carrier TF present on the direct patrol line - but it is unspotted, has zero DL and for all practical purposes the Japanese *should* not have any knowledge of its presence. Yet the Japanese patrol on "normal" routing orders will miraculously avoid a direct encounter with the US force. Japanese spirit "beating" the material might of the enemy?




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RE: That cheating routing AI... - 1/5/2022 10:58:20 AM   
Ian R

 

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I think the AI being granted some ... "enhancements" is part of the policy of the devs to produce a game, not a simulation. I recall reading that the AI ability to "teleport" heavily damaged ships is either a function of the shortcuts it is given to gather ships for a script involving TTs, or the simplified form ship damage repair routines it has, or perhaps both. There was a thread a while back about the damaged POW and Repulse being teleported back to Colombo overnight.

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RE: That cheating routing AI... - 1/5/2022 3:27:58 PM   
RangerJoe


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Kirk to Enterprise "SCOTTY, BEAM US UP!"

Or at least that effect in the game!

BTW, the Japanese did think of a raid on the Home Islands by US Carriers was possible and even had a bunch of twin engine bombers and fighters ready to visit them. But the Japanese thought that the US Carriers would approach to within 200 miles of Japan before launching any aircraft . . .

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RE: That cheating routing AI... - 1/5/2022 4:40:51 PM   
BBfanboy


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I noticed that avoidance routing way back when the game came out. It happens for both sides, and I sometimes used it to detect where an enemy TF was present - subs or otherwise. Just put your TF on Safest routing and Low threat tolerance, give it a destination and look at the route line of hexes to see where it diverts around something.

The AI 'knows' where everything is and will often divert around. I didn't look at it long enough to decide whether it happens all the time or only sometimes. I think the latter because sometimes you get a cargo TF bumping into a CV TF at night!

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RE: That cheating routing AI... - 1/6/2022 6:37:27 AM   
Chris21wen

 

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Intel report throughout the war would routinely give warnings of possible enemy activety in an area, real or otherwise. Can't see anything different here and as BBfanboy said, if you set to safe the AI will routinely route around such warnings. This is of course simulating the TF commander heeding such warnings.

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RE: That cheating routing AI... - 1/6/2022 6:40:06 AM   
Chris21wen

 

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I should add, if it happens every time then, yes it is cheating but for both sides.

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RE: That cheating routing AI... - 1/6/2022 5:01:09 PM   
HansBolter


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Although there are many examples of the AI having absolute knowledge of everything in the game, this particular example isn't something only the AI does.

In solitaire play, the thinking player can use pathing as a means of recon, because this pathing code that takes into account unseen, unspotted enemy forces works for both sides.

Where the AI really shines in having absolute knowledge of everything is when you place an LCU in move mode that is nowhere near an enemy unit, in a hex that has not been a target of aerial recon, and the very next turn the AI will bomb that ground unit.

In game terms, the AI isn't supposed to know that unit even exists, but it not only does, but can single it out in a stack of units to hit it every time. Choosing which unit in a stack becomes the target of an aerial ground attack is something the player can never do, but the AI can every time it wants to target that one unit in the hex that entered move mode.



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RE: That cheating routing AI... - 1/6/2022 7:01:16 PM   
BBfanboy


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quote:

ORIGINAL: HansBolter

Although there are many examples of the AI having absolute knowledge of everything in the game, this particular example isn't something only the AI does.

In solitaire play, the thinking player can use pathing as a means of recon, because this pathing code that takes into account unseen, unspotted enemy forces works for both sides.

Where the AI really shines in having absolute knowledge of everything is when you place an LCU in move mode that is nowhere near an enemy unit, in a hex that has not been a target of aerial recon, and the very next turn the AI will bomb that ground unit.

In game terms, the AI isn't supposed to know that unit even exists, but it not only does, but can single it out in a stack of units to hit it every time. Choosing which unit in a stack becomes the target of an aerial ground attack is something the player can never do, but the AI can every time it wants to target that one unit in the hex that entered move mode.



Well, you know the explanation for that one Hans - 'game balance'!

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