RE: Catch 22 - the AI (Full Version)

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Joel Billings -> RE: Catch 22 - the AI (1/11/2012 6:19:38 PM)

Gary has found that when he runs AI vs AI tests, he'll set the attacking side AI at 110 morale, and all other items for both sides at 100. That one change is usually enough to get the AI attack routines to equal the AI defense routines (i.e. tougher for the AI to attack then to defend). He uses these settings to test any new changes he's making to the AI to see what impact they have on the game. Adjusting the help levels to suit your play style is encouraged.




kfmiller41 -> RE: Catch 22 - the AI (1/14/2012 9:24:47 PM)

Can hardly blame the AI for ignoring cities as after 41 as Gemrany I normally do as well because they mean nothing if i am defending. In a current game i am playing I decided to stand my ground where I was and fight it out in 43 against a human player (although he has only 6.5 million vrs 3.7 million men and I have more armor than he does at this point, yes I have been lucky) and normally what I see as russain player is german players 1 hex stepping back ever turn to blunt any break thru, and it works very well. So well that if your behind in your timeline your not going to make it to Berlin. Still agreat game though[:D]




mmarquo -> RE: Catch 22 - the AI (1/14/2012 9:33:20 PM)

The AI seems to forget to tidy up encirclements, and just marchs it's merry, mindless way east. I thought I would try it, yet stopped when all it did was bypass all the Western Frontier Soviet units it so brilliantly cutoff on turn one.

Marquo [>:]




carlkay58 -> RE: Catch 22 - the AI (1/15/2012 1:29:22 AM)

It definitely has problems cleaning up its rear areas. I find that if you "hunker down" and sit still with a unit, keeping it going with air supply, for a few turns, you will then be able to do just about anything with the unit without the AI reacting to it. Thus fell Warsaw and Koningsburg in one game.




jazman -> RE: Catch 22 - the AI (1/15/2012 6:14:25 AM)

Almost every game against an AI you simply need to keep from doing some things that are just not going to work against a human. You know what those are. If you want a decent game.




Wuffer -> RE: Catch 22 - the AI (1/15/2012 8:52:57 AM)

It's still brute force calculation for a chess programm.
And yes, chess is comparingly easy - you had only 1 (one) move per time, 8 x 8 hexes, max. 32 pieces.
How many potential possible moves had a Panzerdivision? Nearly 50 in each direction... So, in chess a Queen has a maximum of what? 7+7+7+7= 28

Each Panzer had more moves to calculate than a Queen in chess. And how many Panzers did we have, let alone the other units? And the machine had move them ALL at once...







Redmarkus5 -> RE: Catch 22 - the AI (1/15/2012 11:02:06 AM)

I agree that making an 'intelligent' AI that plays like a human is probably impossible. However, if the AI has 6 divisions (total CV of 24) in adjacent hexes facing 1 enemy division (CV of 2) it should just attack and push through. Not much high science needed there:

IF AI CV > than Human CV by ration of 3/1 or higher THEN attack with 75% of adjacent units.

Not attacking in such a situation is simply going to ruin any hope of a reasonably fun game vs the AI, which kills half the potential market for future games in this series.

I want the AI to work so that the series succeeds commercially and I get the final result I need - a game that delivers a convincing simulation of WW2 at the operational level.




Redmarkus5 -> RE: Catch 22 - the AI (1/15/2012 11:04:48 AM)


quote:

ORIGINAL: jazman

Almost every game against an AI you simply need to keep from doing some things that are just not going to work against a human. You know what those are. If you want a decent game.




+1

Players who want to look for every conceivable way to beat the AI by exploiting holes in the game system can safely be ignored in this forum - they represent a small minority of the consumer base. Most want a game that rewards realistic play with a plausible outcome.

The Devs should focus on making sure that plausibility is central to the game design.




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