Amusing happenings in an AI game (Full Version)

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bradfordkay -> Amusing happenings in an AI game (11/23/2018 7:24:01 PM)

My last PBEM ended a few years ago with my opponent's surrender in April of '45. I was disappointed only because I had hoped to get a chance to play with the late war (1946) aircraft, but I cannot fault him as he really had no navy left...

Anyway, this thread is to document some of the more amusing AI moves in my on-again, off-again DBB-A game against the AI. I tend to play like crazy for a month or two and then set the game aside for a similar time. This helps prevent burnout... The present game is in mid-November of 1942.

I had sent the 18th British Division to Sumatra to defend Palembang, as well as withdrawing the remnants of the Gurkha Brigade that started in Malaya. It wasn't enough and all my troops were pushed into the jungle. I had tried to evacuate them from Benkoelen, but lost that base far too early to get out many troops. Since then my forces on Sumatra have been wandering the jungles on the run from the IJA. To my surprise, I fond that Djambi was left un-garrisoned and so moved troops into there (only to find no supplies, so they will continue to starve).

Here is the amusing AI move: on the second day of my occupation of Djambi, a large force of Lilies attacked the oilfields! I'm thinking "go for it! It'll only hurt you" but they did not continue that silliness in any subsequent turns.


The AI has been sending Betties from Lautern to bomb my developing airfield at Fenton, which has only the engineer units at this time. At first, my P40 and Kittyhawk CAP at Darwin would send over a goodly amount of fighters to defend Fenton, but recently that has changed. Since the Betties have been coming un-escorted there were getting badly chewed up. After a few weeks of this, they would turn around after losing only one or two aircraft. For the last week my CAP has been sending over only 2 Kittyhawks, which shoot down the necessary one or two aircrat, sending the rest packing.


If anyone else has other amusing anecdotes about the AI's action, please feel free to add them. I am not discussing its horrible tendency to send TF after TF to its doom at a heavily defended base, just the cute little quirks you see that amuse you.




bradfordkay -> RE: Amusing happenings in an AI game (11/23/2018 7:38:36 PM)

Time to call in the FBI!!

"Radio transmissions detected at 224,76."




adarbrauner -> RE: Amusing happenings in an AI game (11/24/2018 11:51:25 PM)

amusing....?

you recalling the horror in AI's behavior




PaxMondo -> RE: Amusing happenings in an AI game (11/25/2018 1:55:51 AM)

Well, you can't play against the AI in a stock-type scenario, at least if you are expecting a game. You can learn mechanics but that is all. If you want to know why, you'll have to go back and read the AI threads just after release.

Your example stems from the scripts lacking units. The Betties likely have a fighter group assigned in the script, but the group has been lost and the script is incomplete.

If you want to have a game against the AI, you have to play an Ironman scenario. Those scenarios have sufficient reinforcements, particularly for the IJ, to allow the scripts to work. Even then, the AI has weaknesses that are easy for a human player to exploit, so do NOT expect tough game. The possible exception to this are the Nasty and Nasty, Nasty versions of Ironman. Played on Hard/Very Hard they are quite challenging and the AI provides a good competitor. Not historically accurate by any means, but it is a good game.






bradfordkay -> RE: Amusing happenings in an AI game (11/25/2018 5:22:46 AM)

At this time I am playing for relaxation, not a challenge. I fully understand that the AI gives no challenge and that PBEM is the best way to go. Right now I do not have the time in my life for another PBEM, so I am sporadically playing a DBB game for pure enjoyment and relaxation.

My comment about the Betties was not about their coming in day after day to their doom - that's an AI game. My amusement was that my loyal assistant AI realized that we only needed to vector a couple of fighters to take care of the incoming bombers. Efficiency in use of force - I like it!




BBfanboy -> RE: Amusing happenings in an AI game (11/25/2018 6:16:06 AM)

Amusement? How about when the enemy has a very large amphib TF engaged in landings and your pitifully small raiding TF runs into the port, causing the enemy chickens to scatter like ... chickens.
First you get a few hits while they are trying to get underway.
Then they get underway and the collisions start
Eventually you notice that one enemy ship is having as many collisions as all the others combined. This panicked captain takes out four or five of the enemy ships for you!
Your tiny TF is already running low on ammo, but the range in down to 1000 yards and your light AA and MGs are chattering away, sometimes causing real damage to the enemy when ...
You get the message - "Enemy TF escapes combat" ! Must be the smoke and escaping steam [:D]




GetAssista -> RE: Amusing happenings in an AI game (11/25/2018 3:49:38 PM)

I have some amusing happenings with me forgetting to capture some bases on my way to painting the world red, and the reviving algorithm of the AI. In the latest betas for some nations when national bases are captured AI chooses some mildly developed base to spawn troops there.
Entire Phillippino army revived in Zamboanga through the course of 42-43. I was chronically short of troops in the region, so they are still there in the last save in Sep-43. They don't die from hunger on Hard difficulty but could be assaulted and killed if I feel like it.
But then, entire Anzac army revived on Penrhyn atoll in SoPac. I will never ever try assaulting that place [:D]




Treetop64 -> RE: Amusing happenings in an AI game (11/29/2018 2:17:48 PM)

In mid 1942 the Japanese AI twice sent a flotilla of the little Daihatsu troop barges - and only the troop barges - apparently to try assaulting Noumea. They were spotted early by PBYs and I had already had a large task force set up in the southwest Pacific, so it didn't go well for them.




bradfordkay -> RE: Amusing happenings in an AI game (2/8/2019 6:31:07 AM)


quote:

ORIGINAL: bradfordkay

Time to call in the FBI!!

"Radio transmissions detected at 224,76."




Our spy in Oxnard is getting tricky:

"Radio call sign of DD Ariake detected at 224,76."




wegman58 -> RE: Amusing happenings in an AI game (2/8/2019 12:08:29 PM)

1943 into January 1944, almost a daily assault on Katherine (just south of Darwin). Fifteen Bettys (give or take) from I not know where (Australia is safe, everything to the north is under the control of Imperial Japan), no fighters. I was able to get enough fighters into Darwin to fend off the attacks, I now have more fighters at Katherine (Japan is being exceedingly passive everywhere but Rangoon) than Darwin.




MakeeLearn -> RE: Amusing happenings in an AI game (2/8/2019 12:16:53 PM)


quote:

ORIGINAL: bradfordkay


quote:

ORIGINAL: bradfordkay

Time to call in the FBI!!

"Radio transmissions detected at 224,76."




Our spy in Oxnard is getting tricky:

"Radio call sign of DD Ariake detected at 224,76."




Takeo Yoshikawa?




jc4751 -> RE: Amusing happenings in an AI game (2/8/2019 1:12:24 PM)

Last night, I noticed that a marauding Japanese LCU stack decided to leave the base it had just occupied - even though there was a Chinese LCU right next to it, and go after another Chinese base. Needless to say, I just moved in the Chinese LCU and problem solved (for the moment). The AI seems to do a terrible job of noticing when something is threatening it's lines of communication. (I do wonder if part of that is because these units are simply not spotted by recon, but the possibility of them being there still seems to go unaccounted for)

Also, last night, I noticed it blissfully sent an invasion force from Rabaul up between New Guinea and Australia, taking the base which was above Port Moresby (I forget the name). Nice idea, but the troops landed there are not supportable and will be forced to eating roots and shoots in short order.

There is always room for improvement of AI in computer wargames...




bradfordkay -> RE: Amusing happenings in an AI game (2/8/2019 3:41:37 PM)


quote:

ORIGINAL: MakeeLearn


quote:

ORIGINAL: bradfordkay


quote:

ORIGINAL: bradfordkay

Time to call in the FBI!!

"Radio transmissions detected at 224,76."




Our spy in Oxnard is getting tricky:

"Radio call sign of DD Ariake detected at 224,76."




Takeo Yoshikawa?




Nawww... he was taken into custody on Oahu. This guy is trickier... (game date Feb 27, '43).




Lowpe -> RE: Amusing happenings in an AI game (2/8/2019 4:13:27 PM)

Dec 1942,

Allies spring a nasty surprise getting Boise and several destroyers into a PB escorted, five or six AK task force.

Result: The AKs sink a destroyer and escaped relatively unharmed.

Nasty VH.




rustysi -> RE: Amusing happenings in an AI game (2/8/2019 6:00:29 PM)

quote:

Also, last night, I noticed it blissfully sent an invasion force from Rabaul up between New Guinea and Australia, taking the base which was above Port Moresby (I forget the name). Nice idea, but the troops landed there are not supportable and will be forced to eating roots and shoots in short order.


The AI doesn't worry about supply.

However that base may get some supply overland. Enough to support several units that are not too active. I know because I've done it. As an FYI I took the base using an overland approach. Against strong opposition it would be near impossible, but early in a PBEM it could be done. Same goes for PM. Then again Japan came close IRL using an overland approach.




wegman58 -> RE: Amusing happenings in an AI game (2/22/2019 1:18:54 PM)

Put 100 bombers, no fighters, no CAP in an air base that has been contested for months. Daily sweeps, periodic bombings, not some rear area with a surprise attack. Action overhead daily.




Macclan5 -> RE: Amusing happenings in an AI game (2/22/2019 2:34:24 PM)


quote:

ORIGINAL: PaxMondo
Played on Hard/Very Hard they are quite challenging and the AI provides a good competitor.

Not historically accurate by any means, but it is a good game.





All the critics of the AI are fair game given it is script based.

But - bold - my emphasis - it depends what you want. To dabble in history or more.

The only thing "I would change" if I could - is the script whereby the IJN conducts random 'shipping raids / SLOC interdiction ' using X <assets> available - Carriers included.

If that script were changed from "conduct SLOC raid" to "Bombardment Support - next target base until base taken" would be incredible.





RangerJoe -> RE: Amusing happenings in an AI game (2/26/2019 10:39:19 PM)

How about when the AI keeps sending surface task forces to Pearl Harbor? In my latest as Allied, the Warspite sank the Yamato near Oahu where it will eventually become a tourist attraction, a DD was also sunk that day. The day after that, another IJN BB was sunk but I also lost the Pennsylvania those two days. Still, a fair trade for the first beast and another battleship. I think that it is in May 1942 and the KB consists of the Akagi - all the rest of the fleet carriers are underwater including the Junyo. Three CVLs and two CVEs have been sunk as well. No Allied carriers have been sunk.

I still own Manila and points north while SE Luzon is occupied. I captured Canton and recaptured Hong Kong as well. You should see just what 200,000 units of supplies do to the Chinese even though about 60,000 was used to rebuild industry at Hong Kong. I also own Wuchang (?) but next to it is a city (Hankow?) I am besieging with 5140 AV. These are the two big cities upriver from Nanking, but I don't have the game open so I might be wrong about the names.

I gave up Singapore but still own Palembang (2 Indian divisions there with support troops) and all of Java. The part of Sumatra near Malaya is occupied but I have units coming - those Australian armored units.

I own Tarakan and Balikpappen and I am destroying the refinery at Miri. Not the oil, just the refinery. I want IJN tankers to have to travel there so I can sink them . . .

This is the RA 8.1 mod.




Kull -> RE: Amusing happenings in an AI game (2/26/2019 10:50:41 PM)


quote:

ORIGINAL: Macclan5


If that script were changed from "conduct SLOC raid" to "Bombardment Support - next target base until base taken" would be incredible.




That's exactly what's happening in my Scen 102 Ironman game. The Japanese AI is making a strong move for Port Moresby and that includes a repeated rotation of Bombardment Task Forces running to PM from Rabaul. All with carrier air cover.

Andy developed a whole new set of scripts for the scenarios posted in the "I need Help - AI Testing" thread (see item 10 in this post for links), and to me they are a noticeable improvement from the originals - even the modified originals. As Pax noted earlier, it's still a script and the human player can always take advantage, but so far everything the AI has done makes complete sense.




RangerJoe -> RE: Amusing happenings in an AI game (2/27/2019 12:50:52 PM)

Trying to figure out Japan's opening moves as I try to learn their side, I have the KB hanging around the Hawaiian Islands. The AI decides to evacuate some ships from Pearl Harbor. Some of the support units appear to be heading towards SoPac. Some of the damaged ships are also leaving. It really scatters the KB air raids and I am losing a lot of KB bombers. But the most damage appears to be from IJN subs which got seven hits against a battleship and did not sink it outright. Just 157 points for the Oklahoma does not seem right so it might have been scuttled . . .

Sub attack near Kona at 182,110

Japanese Ships
SS I-1

Allied Ships
BB Oklahoma, Torpedo hits 2, heavy damage
BB Arizona
BB Maryland, heavy damage
CL Helena
DD Aylwin, heavy damage
DD Hull

SS I-1 launches 4 torpedoes at BB Oklahoma
***********************************************************
Sub attack near Kona at 181,111

Japanese Ships
SS I-8

Allied Ships
BB Oklahoma, Torpedo hits 5, on fire, heavy damage
BB Maryland, heavy damage
CL Helena
DD Aylwin, heavy damage
xAP St. Mihel
DD Hull

SS I-8 launches 6 torpedoes at BB Oklahoma

*********************************************************************

So I will move the KB south as it is just 2 hexes north of Pearl Harbor and restrict the range of the aircraft and try to stomp on the cockroaches fleeing Pearl Harbor . . .

Yes, I know that this would be dangerous to do against a human but right now I am only playing against the computer. I also captured Miri and Brunei intact. Not bad for December 8.




Lovejoy -> RE: Amusing happenings in an AI game (2/27/2019 3:21:36 PM)


quote:

ORIGINAL: Treetop64

In mid 1942 the Japanese AI twice sent a flotilla of the little Daihatsu troop barges - and only the troop barges - apparently to try assaulting Noumea. They were spotted early by PBYs and I had already had a large task force set up in the southwest Pacific, so it didn't go well for them.



I've seen the AI do that in my game, though they were a bit more ambitious in their target: they tried to land on Oahu and got smashed by a small force made up of 2 old USN BBs, HMS Warspite, and a couple of destroyers. So many "LB obliterated by near miss" messages....




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