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AI CAP blind spots

 
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AI CAP blind spots - 7/8/2005 6:04:30 PM   
Top Cat

 

Posts: 157
Joined: 8/26/2002
From: Adelaide, Australia
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Has anyone else noticed that the AI suffers from CAP "blind spots".

For instance I've started 3 games as the Allies and the AI always seems to have Rabaul heavily protected by CAP, as expected.

But, I've never ever encountered CAP over Tavoy, not once in 3 games all played to at least mid 1942 or beyond.

Weather permitting I destroy 10 - 40 planes on the ground at Tavoy every day, until he runs low on planes or I capture the base. In my current game the tally is ~1,600 destroyed at Tavoy by June 1942 (about 95% of all ground losses). His decimated and demoralised squadrons then become easy prey for the AVG group and the Brits' Hurricanes, which means there are even more planes sacrificed.

A large portion of these planes are Zeroes, Oscars and Nates so the AI could put up CAP, it just won't.

The total Allied to Japanese air losses are 2,120 : 5,380 by June 1942.

If the AI protected Tavoy they would a lot closer together.

Anyone else find similar blind spots?

Cheers
Top Cat
Post #: 1
RE: AI CAP blind spots - 7/8/2005 6:29:59 PM   
rtrapasso


Posts: 22653
Joined: 9/3/2002
Status: offline

quote:

ORIGINAL: Top Cat

Has anyone else noticed that the AI suffers from CAP "blind spots".

For instance I've started 3 games as the Allies and the AI always seems to have Rabaul heavily protected by CAP, as expected.

But, I've never ever encountered CAP over Tavoy, not once in 3 games all played to at least mid 1942 or beyond.

Weather permitting I destroy 10 - 40 planes on the ground at Tavoy every day, until he runs low on planes or I capture the base. In my current game the tally is ~1,600 destroyed at Tavoy by June 1942 (about 95% of all ground losses). His decimated and demoralised squadrons then become easy prey for the AVG group and the Brits' Hurricanes, which means there are even more planes sacrificed.

A large portion of these planes are Zeroes, Oscars and Nates so the AI could put up CAP, it just won't.

The total Allied to Japanese air losses are 2,120 : 5,380 by June 1942.

If the AI protected Tavoy they would a lot closer together.

Anyone else find similar blind spots?


Looking for hints for spots to bomb?

In a prior AI game (up to ver 1.40) - i routinely could bomb Palembang and destroy lots of Japanese a/c on the ground without encountering CAP.

(in reply to Top Cat)
Post #: 2
RE: AI CAP blind spots - 7/8/2005 6:37:58 PM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
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There are always week spots in any AI ... you can exploit them or see them and play around it. Up to you.

Bases that are not programmed into the AI as a point of interest will not be aggressively handled.

All bases could be treated as required, but the turn processing speed for the AI would kill most of our machines due to the exponential increase in processing power.

There is no substitute for a human brain on the other side.

(in reply to rtrapasso)
Post #: 3
RE: AI CAP blind spots - 7/8/2005 9:23:49 PM   
Rocco

 

Posts: 282
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From: IL, USA
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In my AI game I have against the Japanese, the AI made a very stupid mistake. It was unloading troops at Mersing, NE of Singapore. I sent in a surface combat TF several times and finally the AI parked a bunch of CA and BB there (this is smart, hurray for the AI). However it failed to provide CAP over the hex (the AI owned the base and could have put fighters there). So, Vildebeasts, Beauforts, and Level Bombers pummeled them turn after turn from one hex away. This went on for over a week and a half. I know I sank 2 BB's and numerous CA's. Dumb AI.

I'd take long AI turns anyday

Rocco

_____________________________


(in reply to Mr.Frag)
Post #: 4
RE: AI CAP blind spots - 7/8/2005 11:13:20 PM   
grh1234

 

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Joined: 5/24/2005
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I just purchased WiP. I am still getting some of the reading under my belt before I start playing. I am mostly interested in playing the AI. As such I would like the AI to be a challenging opponent. So if anyone is taking votes I would also like to see game speed sacrificed for a stronger AI if it is going to make these type of mistakes.

(in reply to Rocco)
Post #: 5
RE: AI CAP blind spots - 7/9/2005 2:30:37 AM   
Gem35


Posts: 3420
Joined: 9/12/2004
From: Dallas, Texas
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quote:

There are always week spots in any AI ... you can exploit them or see them and play around it. Up to you.


anyone listening?


(in reply to grh1234)
Post #: 6
RE: AI CAP blind spots - 7/9/2005 9:04:58 AM   
Top Cat

 

Posts: 157
Joined: 8/26/2002
From: Adelaide, Australia
Status: offline
quote:

ORIGINAL: Mr.Frag

There are always week spots in any AI ... you can exploit them or see them and play around it. Up to you.

Bases that are not programmed into the AI as a point of interest will not be aggressively handled.

All bases could be treated as required, but the turn processing speed for the AI would kill most of our machines due to the exponential increase in processing power.

There is no substitute for a human brain on the other side.


Kinda hard to play around though. Tavoy is the only base in range of my bombers in India. If I don't use them might as well disband em' all.

Cheers
Top Cat

(in reply to Mr.Frag)
Post #: 7
RE: AI CAP blind spots - 7/9/2005 4:36:41 PM   
Rocco

 

Posts: 282
Joined: 10/20/2002
From: IL, USA
Status: offline

quote:

ORIGINAL: Gem35

quote:

There are always week spots in any AI ... you can exploit them or see them and play around it. Up to you.


anyone listening?





Of course. We hear it loud and clear.

Frag had just mentioned that the AI would burn up our processors if it was good . I think it would just slow down the AI turn. I play PBEM and wait 24 hours for a turn, it wouldn't be bad waiting one hour for the computer to make a semi intelligent turn . I know it won't happen, but if you don't say anything, then nothing can ever change.

I'm not trying to beat up on the ai programmer, I'm sure it's difficult work. But if it could be done for the price of a longer AI turn, I for one am all for it

Rocco

_____________________________


(in reply to Gem35)
Post #: 8
RE: AI CAP blind spots - 7/9/2005 8:22:20 PM   
Mr.Frag


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

I'm not trying to beat up on the ai programmer, I'm sure it's difficult work. But if it could be done for the price of a longer AI turn, I for one am all for it


The AI is programmed alone the lines of what happened historically. If you stick somewhat to those paths it will play well as it understands what it needs to do. Once you step into areas that historically didn't see action, it doesn't have any preprogrammed actions to deal with it.


(in reply to Rocco)
Post #: 9
RE: AI CAP blind spots - 7/10/2005 2:07:19 AM   
witpqs


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From: Argleton
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An hour for an AI turn sounds too long for my taste. Part fo the allure of the AI is that I can get the game to move along at my own pace.

(in reply to Mr.Frag)
Post #: 10
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