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Improving the AI - 2/8/2011 11:38:07 AM   
horza66

 

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This is intended as a general thread on the AI and how it may be improved. It's worth pointing out that good AI is very very hard and computationally intensive, and that GAIA is already capable of some impressive feats - I've seen it use HQ buildup to replicate creating the massive pocket behind Kiev. The intention of the thread is to identify and collect common issues that might be fixed.

AI: Axis
Level: Challenging
Date: June 22 - October 16 1941

The AI is missing the opportunity to form pockets in the early turns, tending to use the panzers to hit weak Soviet units head on rather than pocket them for the landsers to deal with. This leads to significantly lower Soviet casualties overall. GAIA seems to understand how to form large pockets, and seeks them when presented with a coherent front line, but fails to do so when presented with scattered handfuls of divisions. It deals particularly poorly with any kind of checkerboard defence.

AI: Axis
Level: Challenging
Date: October 1941

Issue: When presented with a long, well populated Soviet front line GAIA does not recognise the threat posed by the mud turns. It tends to over commit forces in early October and is unable to free them from pockets when Sov Inf/Cav infiltrate forward, counter-attacks being largely ineffective. A simple solution to this would be to have GAIA recognise the significance of gaps in the frontline and breakdown a fraction of divisions into regiments to backstop those gaps and prevent forward units being pocketed by infiltration. However those regiments will be vulnerable in the blizzard turns, and this would have depend on how capable GAIA is at a fighting retreat to a fort line.

All discussion welcome. Saves available if required.
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RE: Improving the AI - 2/8/2011 1:31:19 PM   
Klydon


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AI is very careless with HQ placement. To a lesser extent, this also applies to airfields around pocketed units and also rail repair units. Also, Security division break down units become a easy speed bag for just about any Russian unit to score a cheap victory. My suggestion on the security units is to not allow the AI to break down the unit since they don't have to garrison cities. 

(in reply to horza66)
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RE: Improving the AI - 2/9/2011 4:51:32 AM   
56ajax


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RtL - AXIS AI T1 first? bombs airfields out of fighter range and loses 42 JU88s in one raid....thats the type of error i make when playing 12 hours without a break...

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RE: Improving the AI - 2/9/2011 2:23:02 PM   
horza66

 

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quote:

ORIGINAL: johntoml56

RtL - AXIS AI T1 first? bombs airfields out of fighter range and loses 42 JU88s in one raid....thats the type of error i make when playing 12 hours without a break...


I don't tend to watch T1 in detail so didn't spot that one. However this is a long-term issue - every 5-6 turns the AI seems to do a burst of airfield bombings that provide my fighters with some welcome kills and morale boosts, and leads to some impressively high exp ratings for my top fighter regts. Overall it seems like the VVS recovers ahistorically quickly, and has some exceptional units by October - I'll open a separate non-AI thread for this once it's clearer what the long-term impact is.

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RE: Improving the AI - 2/9/2011 2:35:43 PM   
cookie monster


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From: Birmingham,England
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Here's one

Totenkopf appears and blast a hole on a quiet sector of my line.

They exploit thru the one hex hole with panzers and no protected flanks

My turn they are isolated, next turn destroyed

This AI error was made a couple of times

Same again

Panzers/Motorised blow a hole on my river bank defence

Then they cross the river

My turn I smash the bridgehead with everything I've got

Then they cross the river again

I smash them again

In the end I made alot of Guards out of this


(in reply to horza66)
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RE: Improving the AI - 2/9/2011 3:28:01 PM   
Redmarkus5


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If you are playing vs. the AI and you want a satisfying experience, I feel that you need to have some private 'house rules'. I let myself believe that the AI punch through my lines has put my commanders off balance and that rapid attacks against the flanks (at least if I am the Soviets in 41-43) are not feasible. But that's just me...

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WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2

(in reply to cookie monster)
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RE: Improving the AI - 2/13/2011 9:17:43 PM   
Tarhunnas


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The German AI tends to leave cities close to the frontline ungarrisoned. That makes them ridiculously easy to capture!

I suggest the AI should make sure it has a garrison in every city, I cant see why the AI should be exempt from this (except to help it, which it needs, only this is not helping it). The AI could use security divisions for this, which would have the added benefit that they don'rt end up in the frontline, wherre they will be clobbered.

(in reply to Redmarkus5)
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RE: Improving the AI - 2/13/2011 9:21:23 PM   
Redmarkus5


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The AI has a thing about cities in general. The Soviet AI often fails to defend them and leaves them vacant, even when his front line runs right by the city...

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WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2

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