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AI craziness - 7/12/2004 7:20:54 AM   
Stavka_lite


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I am not at all impressed by the AI and here is why. It is the end of December 1941 and the British are defending Singapore and the Malaccan straits. The AI (Japan) continues to send 2-4 transports up the strait daily for some unknown reason. I have a TF consisting of 4 cruisers and 4 destroyers in the straits sinking those transports. To date 12 transports have been sunk and I can see at least 3 more groups steaming int that direction. You would think that the AI would send some sort of SAG to eliminate this little issue or at least stop sending transports to their doom. It is to the point that this particular game( scen 15) needs a restart to try to reset this bug. hhumpf...

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RE: AI craziness - 7/12/2004 7:36:11 AM   
Onime No Kyo


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I concur on the AI foolishness. I was playing scenario 15 with the Allies. The AI would not budge unto Burma until Singapore fell in early Feb. This is after I had pulled what I could out of there and Malaya back to Dacca. At that point my India line was so strong and the AI initiative so weak that I decided that I should restart because I was neither learning anything nor was able to undertake any opps of my own.

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RE: AI craziness - 7/12/2004 7:50:41 AM   
vontiger


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What level of hardness do you guys have the game set to??

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RE: AI craziness - 7/12/2004 9:26:10 AM   
mjk428

 

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quote:

ORIGINAL: Onime No Kyo

I concur on the AI foolishness. I was playing scenario 15 with the Allies. The AI would not budge unto Burma until Singapore fell in early Feb. This is after I had pulled what I could out of there and Malaya back to Dacca. At that point my India line was so strong and the AI initiative so weak that I decided that I should restart because I was neither learning anything nor was able to undertake any opps of my own.


Rangoon fell on March 8th 1942. In my game the AI took it on 1/6/42 and I still hold Singapore as of 1/11. Unless I misunderstand, it's sounds like you abandoned Burma to defend India. Why should they attack you when they've captured their objectives (& the resources) in Burma? It seems that you would still have the difficult task of taking it back.

I would hope that the AI is better on defense. It's too early for me to tell, it's been all defense for me so far.

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RE: AI craziness - 7/12/2004 9:43:01 AM   
JohnK

 

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The "suicide unescorted transports" of the Japanese AI was a problem in Pac War....

And a problem in UV......

I've seen it happen already in a "First Year" game I'm playing as the Allies vs. Japanese Computer (Hard Difficulty.)

I've already seen a lone AP try to move through the Straits of Malacca in Mid-December....I still hold most of Malaya and all of the DEI, of course. Whacked it with Vildebeasts.....NO idea what it was going to attack.

It's the single greatest AI problem...these unescorted Japanese transports moving into Allied air range time after time after time, often alone. Can rack up huge kill totals very fast.

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RE: AI craziness - 7/13/2004 9:26:50 AM   
Onime No Kyo


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quote:

ORIGINAL: mjk428

quote:

ORIGINAL: Onime No Kyo

I concur on the AI foolishness. I was playing scenario 15 with the Allies. The AI would not budge unto Burma until Singapore fell in early Feb. This is after I had pulled what I could out of there and Malaya back to Dacca. At that point my India line was so strong and the AI initiative so weak that I decided that I should restart because I was neither learning anything nor was able to undertake any opps of my own.


Rangoon fell on March 8th 1942. In my game the AI took it on 1/6/42 and I still hold Singapore as of 1/11. Unless I misunderstand, it's sounds like you abandoned Burma to defend India. Why should they attack you when they've captured their objectives (& the resources) in Burma? It seems that you would still have the difficult task of taking it back.

I would hope that the AI is better on defense. It's too early for me to tell, it's been all defense for me so far.


The problem for me was the misuse of resoures. I much prefer to pull them out, reinforce them and send them back into the fray than fritter them away in pointless rearguard actions that will buy me a week at most (with no ability to either profit from it or reinforce them). My plan is to go through the DEI when I come back. That should shut down the shipping lanes nicely.

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RE: AI craziness - 7/13/2004 1:24:12 PM   
Captain Cruft


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quote:

ORIGINAL: JohnK

The "suicide unescorted transports" of the Japanese AI was a problem in Pac War....

And a problem in UV......

It's the single greatest AI problem...these unescorted Japanese transports moving into Allied air range time after time after time, often alone. Can rack up huge kill totals very fast.


Agree. This together with the also suicidal "let's put all my CVs and BBs into this unprotected port near enemy LBA" and the "what's LRCAP?" make playing against the AI a waste of time other than for testing/learning purposes. For a real game you have two choices: PBEM or Hotseat against yourself.

Shame but that's the way it is ...

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RE: AI craziness - 7/13/2004 1:45:11 PM   
pry


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quote:

ORIGINAL: Captain Cruft

Agree. This together with the also suicidal "let's put all my CVs and BBs into this unprotected port near enemy LBA"


Captain,
Do you have a save of the AI doing this?

The save would need to be from a turn or two before the AI starts putting ships into an unprotected forward base.

If so send save and discription of the issue and game settings to

pry-witp@houston.rr.com

Just a quick note on what we need for issues to be dealt with.
Untill we can get a repeatable save on an bug/other issue it is simply rumor, If/When we can reproduce the issue from a save it becomes a fact and something the programmers can then deal with and fix but it has to be repeatable from a save or step by step instructions on how to recreate a problem with out a save.

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RE: AI craziness - 7/13/2004 1:49:31 PM   
2Stepper


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True... AI's will probably always have their difficulties... I'm doing a bit of testing to learn myself and had a decent sized surface fleet stationed at Kwajalien including the IJN BB Mutsu for the AI. I took 3 of my 4 active carriers (early Jan 42) on an attack on the air bases in the Marshals to act as a screen for a large deployment to Noumea. Did loose an AK to the Nells there, but when my carriers got close they struck. Mutsu went right to the bottom after multiple bombs and a couple torpedos. No better training for semi-green air crew then live fire! LOL! Surprise I had though from that action was that there was no fighter cover there to speak of. A dozen zeros tops... that was it. And the surface fleet there with nothing really to attack seemed silly also.

The high-end difficulty does make for interesting challenges at times though. Will for me anyway until they find a way to trim the save game file sizes down a touch... Still looking for that magic 500Kb each on the files.

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RE: AI craziness - 7/13/2004 1:57:53 PM   
Captain Cruft


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quote:

ORIGINAL: pry

quote:

ORIGINAL: Captain Cruft

Agree. This together with the also suicidal "let's put all my CVs and BBs into this unprotected port near enemy LBA"


Captain,
Do you have a save of the AI doing this?


Not yet, but others have seen it and posted about it in the forum http://www.matrixgames.com/forums/tm.asp?m=649515 . When I say unprotected I don't necessarily mean totally devoid of air cover BTW.

< Message edited by Captain Cruft -- 7/13/2004 12:06:38 PM >

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RE: AI craziness - 7/13/2004 4:34:42 PM   
ZOOMIE1980

 

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Sounds a lot like UV. Playing Japan vs the Allied AI, Japan takes Lunga, then positions a 2 CV TF about two hexes to the NW and simply waits on the AI to send that small bombardment force of about 2CA's, a CL and three or four DD's. They'd send them, I'd sink them. Eventually the AI ran completely out of CA's and CL's....

Talk about a DOLT of an AI!!!

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RE: AI craziness - 7/13/2004 4:40:17 PM   
The Gnome


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quote:

Sounds a lot like UV. Playing Japan vs the Allied AI, Japan takes Lunga, then positions a 2 CV TF about two hexes to the NW and simply waits on the AI to send that small bombardment force of about 2CA's, a CL and three or four DD's. They'd send them, I'd sink them. Eventually the AI ran completely out of CA's and CL's....


Play as the allies in this situation and the IJN will sortie every BB, CA and CL in bombardment TF's. If you so much as ding on of them the AI puts them in Shortland where my Marauders and Mitchells sink them in a couple of turns. I think in one game I counted 6 or 7 BB's and the bulk of the IJN CA force at the bottom of Shortland.

The AI is close to passable it just needs to know when to quit doing something.

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RE: AI craziness - 7/13/2004 4:46:27 PM   
ZOOMIE1980

 

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quote:

ORIGINAL: pry

quote:

ORIGINAL: Captain Cruft

Agree. This together with the also suicidal "let's put all my CVs and BBs into this unprotected port near enemy LBA"


Captain,
Do you have a save of the AI doing this?

The save would need to be from a turn or two before the AI starts putting ships into an unprotected forward base.

If so send save and discription of the issue and game settings to

pry-witp@houston.rr.com

Just a quick note on what we need for issues to be dealt with.
Untill we can get a repeatable save on an bug/other issue it is simply rumor, If/When we can reproduce the issue from a save it becomes a fact and something the programmers can then deal with and fix but it has to be repeatable from a save or step by step instructions on how to recreate a problem with out a save.


This behavior is very reproducable and widely reported. The Japanese AI makes no effort to alter it's tactics in this strait during the Malaysia campaign. You park a large Surfact Combat TF in the strait, and as long as it survives Japanese air attacks the stupid AI just keeps sending TF after TF of 3-4AK's to get sunk. It is quite easy to sink anywhere from a dozen or more each time.

It is this reptative stupidity that was such a miserable downer in UV. Once you see that AI keeps doing the exact same thing, over and over and over again, it pretty much ruins the game. You end up with a huge list of personal "house rules" when playing the AI.

Unfortunately, based on the way this game (and most all other turn based wargames) are designed, the AI appears has no real way to store a lot of historical events and look for a bad pattern and attempt to fix it. In this case, the subroutine that is being executed by the AI to transport X to Y is obviously missing some sort of success sanity check threshold or such. If passed, it should be smart enough to try plan B. I guess the problem is, as with all games, time to market pressures probably ensure that most of these AI subroutines have no Plan B.....

< Message edited by ZOOMIE1980 -- 7/13/2004 2:47:00 PM >

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RE: AI craziness - 7/13/2004 4:57:01 PM   
John B

 

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I suspect these kind of AI problems are probably common to at least the first releases of nearly all games. It perhaps virtually impossible to programme into an AI the flexibility to changing situations of a human player. It will tend to stick rigidly to its pre-programmed "plan" (not that some human commanders haven't been guilty of the same...). I've not as yet encountered any major AI stupidities, other than leaving CVL hanging around for no apparent purpose in the Straits of Malacca... fortunately for them, at that stage my Dutch a/c were so hopeless that the CVL didn't come to much harm. Oh yes, and the tendency for Auto Convoy to send Allied convoys right up to the front door of the Bettys based on Kwajalein.

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RE: AI craziness - 7/13/2004 5:11:09 PM   
The Gnome


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quote:

ORIGINAL: John B

I suspect these kind of AI problems are probably common to at least the first releases of nearly all games. It perhaps virtually impossible to programme into an AI the flexibility to changing situations of a human player. It will tend to stick rigidly to its pre-programmed "plan" (not that some human commanders haven't been guilty of the same...). I've not as yet encountered any major AI stupidities, other than leaving CVL hanging around for no apparent purpose in the Straits of Malacca... fortunately for them, at that stage my Dutch a/c were so hopeless that the CVL didn't come to much harm. Oh yes, and the tendency for Auto Convoy to send Allied convoys right up to the front door of the Bettys based on Kwajalein.


This is true but a lot of the quirks of the AI date back to UV.... which is more than enough time to have addressed them. Is the AI going to be perfect? No. To I expect it think and be creative like a human? No.

But as Zoomie said above fix the obvious and glaring flaws (that we lived with through UV) and you at least can play a complete game.

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RE: AI craziness - 7/13/2004 5:15:14 PM   
Ron Saueracker


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I wonder if possible?

1) The IJ AI sending AP/AKs through Malacca Strait or other deadly zones. As soon as Tavoy or some other Indian Ocean base with a port is captured, the auto convoy routine starts sending lemmings. Perhaps if there could be some set of conditions which must be met before a base is included in auto convoy network, such as secure route (out of range of enemy bases-airzones of control- of a minimum size, within range of friendly air bases of a minimum size)

Or, more simply, have the AI transport TFs react away from enemy bases (much like they did vs CVs in UV).

2) Non-crippled ships disbanding in ports close to enemy LBA. Hmmm...tough one. Perhaps removing the free occupancy intel we get when aircraft are based at airbases or when ships are disbanded in port would help in the short term. This intel should not be automatic. Perhaps also adding conditions for disbandment...minimum size of port, minimum CAP requirement, out of range of enemy LBA, and a combination of above conditions.

That or just make ships in port invulnerable when playing vs AI to compensate for AI shortcomings.

Any suggestions?

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RE: AI craziness - 7/13/2004 5:29:42 PM   
WhoCares


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Well, AI could base its decision on the size of nearby bases and encounters in the recent past and obviously sigint and recon.

Invulnerability is not so nice - how would Pearl work out that way

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RE: AI craziness - 7/13/2004 5:33:01 PM   
Black Cat

 

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quote:

ORIGINAL: Stavka_lite

I am not at all impressed by the AI and here is why. It is the end of December 1941 and the British are defending Singapore and the Malaccan straits. The AI (Japan) continues to send 2-4 transports up the strait daily for some unknown reason. I have a TF consisting of 4 cruisers and 4 destroyers in the straits sinking those transports. To date 12 transports have been sunk and I can see at least 3 more groups steaming int that direction. You would think that the AI would send some sort of SAG to eliminate this little issue or at least stop sending transports to their doom. It is to the point that this particular game( scen 15) needs a restart to try to reset this bug. hhumpf...


On my VS japanese AI Game with the same thing happening with the Japanese Transport TF`s, a Japanese AC TF with 2 CV`s showed up at 12/30 and now just sits off Singapore to end that little Game, so it does respond to that problem rather well, although not always it seems ???

I suspect after it captures a base, as in your example, they have probably taken Northern Malayisa, the AI sends in Transports to get the Troops out and redeploy them. It`s just a little early around Singapore, and for some reason the deadly Betty`s and Nell`s LBA in Indo China don`t see your SF TF`s.

Just FWIW.

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RE: AI craziness - 7/13/2004 6:02:43 PM   
Ron Saueracker


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quote:

ORIGINAL: WhoCares

Well, AI could base its decision on the size of nearby bases and encounters in the recent past and obviously sigint and recon.

Invulnerability is not so nice - how would Pearl work out that way


Ooops...forgot about that while shooting from hip and drinking java. Make them invulnerable to LBA?

< Message edited by Ron Saueracker -- 7/13/2004 11:04:29 AM >


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RE: AI craziness - 7/13/2004 6:06:47 PM   
The Gnome


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quote:

ORIGINAL: Ron Saueracker

I wonder if possible?

1) The IJ AI sending AP/AKs through Malacca Strait or other deadly zones. As soon as Tavoy or some other Indian Ocean base with a port is captured, the auto convoy routine starts sending lemmings. Perhaps if there could be some set of conditions which must be met before a base is included in auto convoy network, such as secure route (out of range of enemy bases-airzones of control- of a minimum size, within range of friendly air bases of a minimum size)

Or, more simply, have the AI transport TFs react away from enemy bases (much like they did vs CVs in UV).

2) Non-crippled ships disbanding in ports close to enemy LBA. Hmmm...tough one. Perhaps removing the free occupancy intel we get when aircraft are based at airbases or when ships are disbanded in port would help in the short term. This intel should not be automatic. Perhaps also adding conditions for disbandment...minimum size of port, minimum CAP requirement, out of range of enemy LBA, and a combination of above conditions.

That or just make ships in port invulnerable when playing vs AI to compensate for AI shortcomings.

Any suggestions?


Good questions Ron.... I gave a lot of thought to the ship problem during my time in UV. If I were coding the AI I would put a code value on every base (a number) the higher the number the less secure the base is.

I would increment the security value based on the following:
- Within range of enemy LBA adds 2
- Within range of enemy Bombers not including FB’s (for every 20 AC)
- Within range of enemy torpedo bombers (for every 10 AC)
- Within 2 turns sailing (at 20kts) of a major enemy port (Size 4+) adds 2.

I would decrement the number for:
- every 10 fighters present

Let's take Shortland as an example.
It has a Squadron of 30 A6M3's.
It is in range of Lunga which has 24 F4F's, 24, P-38's, 27 B-25's and 30 B-26's.
It is in range of Buna which has 20 F4U's, 16 TBM's and 30 SBD's

Shortland is in range of enemy air. Adds 2
There are a total of 103 Bombers. Adds 103/20 = 5.150
There are a total of 16 torpedo bombers = 16/10 = 1.600
It is within 2 turns sailing of Lunga a size 4 port. Adds 2.
It has 30 fighters stationed here. 30/10 = 3

So that gives Shortland the nice number of ( 2 + 5.150 + 1.600 + 2 ) – 3 = 7.75. Whenever the AI needs to make a decision based around Shortland it can use that number to aid the evaluation. With a very low number it could know to move out fighters for better use elsewhere. It could use the base as a supply hub or whatever. If the number becomes high, it could move shipping, reinforce with more air cover – or maybe even start an operation to remove the threat. ;)

It could also be used to evaluate the safety of a given hex for determining TF paths. You can make a decision on what’s too high a number to feel safe, say 5 (or any number that works after evaluating results). Then you can make decision, like that port is too hot to dock at or it can reroute at transport TF.

Theses are just some off the cuff ideas, and you can always adjust the numbers. For shipping you could add things like the presence of mines, or spotted enemy TF’s.

Something like this would have a major impact on the speed of turn resolution but would be worth the tradeoff I think.

(in reply to Ron Saueracker)
Post #: 20
RE: AI craziness - 7/13/2004 6:14:30 PM   
Ron Saueracker


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quote:

ORIGINAL: The Gnome

quote:

ORIGINAL: Ron Saueracker

I wonder if possible?

1) The IJ AI sending AP/AKs through Malacca Strait or other deadly zones. As soon as Tavoy or some other Indian Ocean base with a port is captured, the auto convoy routine starts sending lemmings. Perhaps if there could be some set of conditions which must be met before a base is included in auto convoy network, such as secure route (out of range of enemy bases-airzones of control- of a minimum size, within range of friendly air bases of a minimum size)

Or, more simply, have the AI transport TFs react away from enemy bases (much like they did vs CVs in UV).

2) Non-crippled ships disbanding in ports close to enemy LBA. Hmmm...tough one. Perhaps removing the free occupancy intel we get when aircraft are based at airbases or when ships are disbanded in port would help in the short term. This intel should not be automatic. Perhaps also adding conditions for disbandment...minimum size of port, minimum CAP requirement, out of range of enemy LBA, and a combination of above conditions.

That or just make ships in port invulnerable when playing vs AI to compensate for AI shortcomings.

Any suggestions?


Good questions Ron.... I gave a lot of thought to the ship problem during my time in UV. If I were coding the AI I would put a code value on every base (a number) the higher the number the less secure the base is.

I would increment the security value based on the following:
- Within range of enemy LBA adds 2
- Within range of enemy Bombers not including FB’s (for every 20 AC)
- Within range of enemy torpedo bombers (for every 10 AC)
- Within 2 turns sailing (at 20kts) of a major enemy port (Size 4+) adds 2.

I would decrement the number for:
- every 10 fighters present

Let's take Shortland as an example.
It has a Squadron of 30 A6M3's.
It is in range of Lunga which has 24 F4F's, 24, P-38's, 27 B-25's and 30 B-26's.
It is in range of Buna which has 20 F4U's, 16 TBM's and 30 SBD's

Shortland is in range of enemy air. Adds 2
There are a total of 103 Bombers. Adds 103/20 = 5.150
There are a total of 16 torpedo bombers = 16/10 = 1.600
It is within 2 turns sailing of Lunga a size 4 port. Adds 2.
It has 30 fighters stationed here. 30/10 = 3

So that gives Shortland the nice number of ( 2 + 5.150 + 1.600 + 2 ) – 3 = 7.75. Whenever the AI needs to make a decision based around Shortland it can use that number to aid the evaluation. With a very low number it could know to move out fighters for better use elsewhere. It could use the base as a supply hub or whatever. If the number becomes high, it could move shipping, reinforce with more air cover – or maybe even start an operation to remove the threat. ;)

It could also be used to evaluate the safety of a given hex for determining TF paths. You can make a decision on what’s too high a number to feel safe, say 5 (or any number that works after evaluating results). Then you can make decision, like that port is too hot to dock at or it can reroute at transport TF.

Theses are just some off the cuff ideas, and you can always adjust the numbers. For shipping you could add things like the presence of mines, or spotted enemy TF’s.

Something like this would have a major impact on the speed of turn resolution but would be worth the tradeoff I think.


I like how you think, big guy (Gnome crack)! I would also rather have longer turn execution for better gaming.

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Post #: 21
RE: AI craziness - 7/13/2004 6:20:15 PM   
The Gnome


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quote:

I like how you think, big guy (Gnome crack)! I would also rather have longer turn execution for better gaming.


Lol!

Now that I'm thinking about this you could even set a caution order that would affect how safe your TF commanders would play things. It would basicly set the level of the index number... and be modified for the aggtressiveness of the commander too. ;)

(in reply to Ron Saueracker)
Post #: 22
RE: AI craziness - 7/13/2004 7:21:02 PM   
ZOOMIE1980

 

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quote:

ORIGINAL: Ron Saueracker

I wonder if possible?

1) The IJ AI sending AP/AKs through Malacca Strait or other deadly zones. As soon as Tavoy or some other Indian Ocean base with a port is captured, the auto convoy routine starts sending lemmings. Perhaps if there could be some set of conditions which must be met before a base is included in auto convoy network, such as secure route (out of range of enemy bases-airzones of control- of a minimum size, within range of friendly air bases of a minimum size)

Or, more simply, have the AI transport TFs react away from enemy bases (much like they did vs CVs in UV).

2) Non-crippled ships disbanding in ports close to enemy LBA. Hmmm...tough one. Perhaps removing the free occupancy intel we get when aircraft are based at airbases or when ships are disbanded in port would help in the short term. This intel should not be automatic. Perhaps also adding conditions for disbandment...minimum size of port, minimum CAP requirement, out of range of enemy LBA, and a combination of above conditions.

That or just make ships in port invulnerable when playing vs AI to compensate for AI shortcomings.

Any suggestions?


In these cases I don't think the AI should "cheat", but should avoid dangerous areas and go to a Plan B if it's own recon and intel tell it that Base X along the path convoy Y is taking to base Z now has a large number LB's. But if AI recon doesn't get that right, then by all means, it should just go into the trap! Of course, if it get's ambushed, it now has the intel so it should be able to get to Base Z using an alternate path, aka, a Plan B, and/or kick off a script called "Supress Base Y".

Bottom line, though, it should NEVER just keep repeating the same disasterous script over and over an over again, like it tends to do currently.

< Message edited by ZOOMIE1980 -- 7/13/2004 5:22:24 PM >

(in reply to Ron Saueracker)
Post #: 23
RE: AI craziness - 7/13/2004 7:24:50 PM   
ZOOMIE1980

 

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quote:

ORIGINAL: Black Cat

quote:

ORIGINAL: Stavka_lite

I am not at all impressed by the AI and here is why. It is the end of December 1941 and the British are defending Singapore and the Malaccan straits. The AI (Japan) continues to send 2-4 transports up the strait daily for some unknown reason. I have a TF consisting of 4 cruisers and 4 destroyers in the straits sinking those transports. To date 12 transports have been sunk and I can see at least 3 more groups steaming int that direction. You would think that the AI would send some sort of SAG to eliminate this little issue or at least stop sending transports to their doom. It is to the point that this particular game( scen 15) needs a restart to try to reset this bug. hhumpf...


On my VS japanese AI Game with the same thing happening with the Japanese Transport TF`s, a Japanese AC TF with 2 CV`s showed up at 12/30 and now just sits off Singapore to end that little Game, so it does respond to that problem rather well, although not always it seems ???

I suspect after it captures a base, as in your example, they have probably taken Northern Malayisa, the AI sends in Transports to get the Troops out and redeploy them. It`s just a little early around Singapore, and for some reason the deadly Betty`s and Nell`s LBA in Indo China don`t see your SF TF`s.

Just FWIW.


I have noticed this odd little quirk. The Jap LB's never seem to be able to spot Allied TF's making a run for Ceylon in the strait. I have yet to get a single hit from a Jap aircraft on that route. However, sending a TF from Ceylon into the strait get's their attention all the time....

(in reply to Black Cat)
Post #: 24
RE: AI craziness - 7/13/2004 7:26:00 PM   
JohnK

 

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One thing that would help is even if the Japanese transports entering danger areas wasn't fixed, the problem would be reduced somewhat if the lone Japanese ships became 10 ship convoys (EVEN IF THEY ARE UNESCORTED!)

This was an interesting lesson of WWI, and proven by operations research, but it was one of the main reasons why Britain was resistant to WWI convoy.....they thought that a big group of unescorted ships was a juicier target than the same number of unescorted ships moving alone, but they were totally wrong.

If the AI stupidly sends 1 unescorted AK through the Straits of Malacca every two days, EVERY single one will get killed by bombers in Singapore.

If the AI sends a 10 ship unescorted AK convoy through the Straits of Malacca every 20 days, 3-4 ships of the convoy will be sunk or badly damaged, but the other 6-7 ships will make it through.

< Message edited by JohnK -- 7/13/2004 5:26:36 PM >

(in reply to ZOOMIE1980)
Post #: 25
RE: AI craziness - 7/13/2004 7:27:35 PM   
ZOOMIE1980

 

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Joined: 4/9/2004
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quote:

ORIGINAL: The Gnome

quote:

ORIGINAL: Ron Saueracker

I wonder if possible?

1) The IJ AI sending AP/AKs through Malacca Strait or other deadly zones. As soon as Tavoy or some other Indian Ocean base with a port is captured, the auto convoy routine starts sending lemmings. Perhaps if there could be some set of conditions which must be met before a base is included in auto convoy network, such as secure route (out of range of enemy bases-airzones of control- of a minimum size, within range of friendly air bases of a minimum size)

Or, more simply, have the AI transport TFs react away from enemy bases (much like they did vs CVs in UV).

2) Non-crippled ships disbanding in ports close to enemy LBA. Hmmm...tough one. Perhaps removing the free occupancy intel we get when aircraft are based at airbases or when ships are disbanded in port would help in the short term. This intel should not be automatic. Perhaps also adding conditions for disbandment...minimum size of port, minimum CAP requirement, out of range of enemy LBA, and a combination of above conditions.

That or just make ships in port invulnerable when playing vs AI to compensate for AI shortcomings.

Any suggestions?


Good questions Ron.... I gave a lot of thought to the ship problem during my time in UV. If I were coding the AI I would put a code value on every base (a number) the higher the number the less secure the base is.

I would increment the security value based on the following:
- Within range of enemy LBA adds 2
- Within range of enemy Bombers not including FB’s (for every 20 AC)
- Within range of enemy torpedo bombers (for every 10 AC)
- Within 2 turns sailing (at 20kts) of a major enemy port (Size 4+) adds 2.

I would decrement the number for:
- every 10 fighters present

Let's take Shortland as an example.
It has a Squadron of 30 A6M3's.
It is in range of Lunga which has 24 F4F's, 24, P-38's, 27 B-25's and 30 B-26's.
It is in range of Buna which has 20 F4U's, 16 TBM's and 30 SBD's

Shortland is in range of enemy air. Adds 2
There are a total of 103 Bombers. Adds 103/20 = 5.150
There are a total of 16 torpedo bombers = 16/10 = 1.600
It is within 2 turns sailing of Lunga a size 4 port. Adds 2.
It has 30 fighters stationed here. 30/10 = 3

So that gives Shortland the nice number of ( 2 + 5.150 + 1.600 + 2 ) – 3 = 7.75. Whenever the AI needs to make a decision based around Shortland it can use that number to aid the evaluation. With a very low number it could know to move out fighters for better use elsewhere. It could use the base as a supply hub or whatever. If the number becomes high, it could move shipping, reinforce with more air cover – or maybe even start an operation to remove the threat. ;)

It could also be used to evaluate the safety of a given hex for determining TF paths. You can make a decision on what’s too high a number to feel safe, say 5 (or any number that works after evaluating results). Then you can make decision, like that port is too hot to dock at or it can reroute at transport TF.

Theses are just some off the cuff ideas, and you can always adjust the numbers. For shipping you could add things like the presence of mines, or spotted enemy TF’s.

Something like this would have a major impact on the speed of turn resolution but would be worth the tradeoff I think.



I agree, but only with the caveat that the number arrived at is based on the AI's own recon and intel and NOT on a "cheat".

(in reply to The Gnome)
Post #: 26
RE: AI craziness - 7/13/2004 7:42:07 PM   
The Gnome


Posts: 1233
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quote:

I agree, but only with the caveat that the number arrived at is based on the AI's own recon and intel and NOT on a "cheat".


I'd give the AI access to the same info as the player... When you hover the cursor over the base and it says the number of fighters/bombers/Auxiliary. But yes other things should be dependent on intel.

(in reply to ZOOMIE1980)
Post #: 27
RE: AI craziness - 7/13/2004 8:12:08 PM   
Nikademus


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From: Alien spacecraft
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an "airbal" factor was added to the game a long time ago to help prevent some of the symptoms being seen here. IIRC, it "works" but given the complexity of the AI routines...its been theorized that other factors sometimes act to cancel the feature out.

Its a thorny problem.

_____________________________


(in reply to The Gnome)
Post #: 28
RE: AI craziness - 7/13/2004 8:24:14 PM   
The Gnome


Posts: 1233
Joined: 5/17/2002
From: Philadelphia, PA
Status: offline
quote:

an "airbal" factor was added to the game a long time ago to help prevent some of the symptoms being seen here. IIRC, it "works" but given the complexity of the AI routines...its been theorized that other factors sometimes act to cancel the feature out.

Its a thorny problem.


If it's there it definately seems not to be working... or doesn't have a strong enough say in the AI decision tree. I think if this got tuned the ship->port->sunk death spiral could be avoided.

(in reply to Nikademus)
Post #: 29
RE: AI craziness - 7/13/2004 8:33:19 PM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
quote:

If it's there it definately seems not to be working... or doesn't have a strong enough say in the AI decision tree. I think if this got tuned the ship->port->sunk death spiral could be avoided.


It was toned down because it was making the AI completely passive. Can't have it both ways. The AI either needs a kick to get going or a kick to play safe. You can't have it both ways at the same time. My little adventure against the AI in Burma caused the AI to get kicked to be more aggressive. Now you see it is a little too agressive at times.

It is a very tough balancing act. Only large amounts of play paint an accurate picture of where it sits and with all the learning curve issues at the moment, now it probably not a good time to adjust this. Perhaps in a month from now once people are up to speed.

(in reply to The Gnome)
Post #: 30
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