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RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/1/2012 11:03:37 PM   
Canoerebel


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Interest in the American Civil War has lasted 150 years. Interest in the Spanish American War and World War I is nearly non existent in the USA. Interest in World War II is vast and will, IMO, rival the American Civil War. In other words, in 2090 you'll see WWII afficianaods on a scale comparable to what we see with the Civil War today.

There is no doubt somebody will one day do another massive Pacific Theater game. It will be somebody or some group with unique skill sets that allows them to take on the project and do it well. Obviously, Matrix Games and it's allies has a corner on this right now, but whether they have the will to do it in the near future seems doubtful. If they don't, somebody's going to come along and meet the need. Nature abhors a vacuum.

(in reply to Bullwinkle58)
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RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/1/2012 11:16:36 PM   
treespider


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quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Nikademus


quote:

ORIGINAL: Bullwinkle58

[The question is can Matrix still do this kind of thing? Does it want to? Has the Slitherine merger and announced forays into tablet-based games inalterably changed the company to an extent they can't do a major mission anymore unless GG's name is attached? Time will tell. I hope they can and will.


Matrix is a publishing company. What it would take is a team of programmers, developers, testers and researchers. Will it happen? Not any time soon if it ever does. It'll also not be done by Henderson Field Designs. One go-around was enough for Gary Grigsby (who has stated he'll never attempt such a mega game again), and one go-around was enough for HFD.


I'm looking for reasons to do this, not reasons it can't be done. Realizing you were on the team are you perhaps being a bit defensive about HFD? I tried very hard to give appropriate praise for what HFD did. It was a remarkable achievement and is still delivering and still being supported. But I sometimes get the feeling that some current devs think that any call for movement forward denegrates the AE achievement. If that is the case I will once again say "not from my corner." However, that said, nothing is perfect and most creative products don't ever have to settle out and die.

I realize Matrix is a publishing company, but that doesn't have to mean just one thing. Many firms in many types of creative industries operate both as fishermen, sweeping up proposals which swim by, and hunters, going out and assembling teams to execute IP they control the rights to. Book publishers do it every day, especially in non-fiction. Few non-fiction authors begin work without a contract in hand. Movie studios do it too, hiring a director to do a screenplay they already own, said director to put together the rest of the team in concert with an executive producer. This is especially true in sequels where the risk is more known and there are financials from the last production in the series to use to set budgets and marketing expenses. TV networks do it to some extent, less than in films, but they do exercise hiring and firing control over show-runners and do sometimes go shopping for a "name" to do a show where the pilot is good but the producers need help.

In the game industry there have been multiple models. Some in-house developers who were also publishers (Microprose for example), some pure publishers (EA I thnk is this), and lots and lots of usually small pure development houses, most of which flamed up and died off quickly in the now 30+ year history of the industry. Matrix could put together a team if they wanted to. If they don't I don't expect to see a clean-sheet PTO game from someone else in my lifetime. They are in a unique strategic position for as long as interest in WWII lasts. That won't be forever, but it'll be for the rest of my life at least.

Last night I found and read an interesting interview with GG, done while WITP was nearing completion. It was interesting in that it reviewed his career in games as well as explored his feelings about Now vs. Then. He confessed to really missing the 80s when he could crank out an alpha--alone--in a month and make a six-figure income from a few such titles per year. WITP at that point was driving him bats, and he swore never again. The team was 2x3 and it was, and is, three guys. Old school, but not capable of spanning all the skill sets needed for a modern, A-class game. But yeah, WITP got finished, it was great, it set a new bar. GG rested, then did the ACW game (no slouch in terms of complexity) and is now involved in a decade's-worth of effort in the current WitE, WitW, etc. product stream. Those are mega games as well. He wasn't done.

However, my point is that GG took WITP as far as he could. He was mentally flat when it shipped by his own admission. And yet a different team, larger, with different experiences and skill sets came together as HFD and took it at least twice as far. HFD did yeoman's work, and I'm not suggesting they have anything left in the tank either. But that doesn't mean WITP needs to be over. It might mean that the next relay needs different skills once again and to work on areas HFD was not tasked to undertake.

If interested, the interview with GG is at

http://www.wargamer.com/article/1383/interview-joel-billings-and-gary-grigsby



I think Nik was simply try to answer your question - The question is can Matrix still do this kind of thing? Does it want to?

Some of what is proposed is great to dream about...but the current engine simply cannot handle it, a rewrite from the ground up is required and I don't think you're going to find anyone in the near future willing to take on the task.

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RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/1/2012 11:43:40 PM   
Bullwinkle58


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quote:

ORIGINAL: Canoerebel

Interest in the American Civil War has lasted 150 years. Interest in the Spanish American War and World War I is nearly non existent in the USA. Interest in World War II is vast and will, IMO, rival the American Civil War. In other words, in 2090 you'll see WWII afficianaods on a scale comparable to what we see with the Civil War today.

There is no doubt somebody will one day do another massive Pacific Theater game. It will be somebody or some group with unique skill sets that allows them to take on the project and do it well. Obviously, Matrix Games and it's allies has a corner on this right now, but whether they have the will to do it in the near future seems doubtful. If they don't, somebody's going to come along and meet the need. Nature abhors a vacuum.


All true. My point about WWII was predicated on the last vets dying pretty soon. The current decade-plus of attention has been motivated in large part by their children and grandchildren wanting to delve while the participants were around to answer questions. I believe the largest war in human history will remain of interest, but I don't know at what level. And while the ACW is popular, it isn't as popular everywhere as in the US South. Why, whole weeks go by up here without it even being thought of.

The business model for a mega-game is interesting to me to a greater degree I think than almost anyone else in the forum (or at least those who say anything on the topic.) I've been watching the game industry from the sidelines since 1982 from the perspectives of customer, analyst, and historian. I almost got into it live just one time in a job interview with "Wild Bill" Stealey, one of the co-founders of Microprose. I often wonder what my life would look like now if that had come to anything. As an industry it's fascinating and also frustrating as it's been populated in large part by senior managers who have little or no business skill or training. It's been motivated by fandom and grass-roots energy, but now it's reached a point of maturity where the dollars are too big and the risks comensurate for it to be a dining room table proposition anymore.

Sometimes I think Matrix is hiding in a far off corner of this reality hoping it will not notice them. If you're interested, there is a neat thread in the general forum concerning Steam, with some numbers achieved by indie devs who go out on their platform at discounted prices. Sales volume increases after a temporary price reduction of 60x are quoted, which if true (I personally believe them) point to really interesting underlying economics. The demand function is not even close to linear. Yet Matrix persists in selling through a proprietary sales floor far off the track.

(FWIW I sell a digital product on Amazon. I recently took a very large retail price reduction and have seen an increase of about 700% in sales. Not linear.)

As to whether another PTO game will come to market in either of our lifetimes, who knows? Given the trends in the game industry I doubt it would be as detailed as what we've come to expect and be feature-packed to appeal to a more casual mass consumer. But who knows?

< Message edited by Bullwinkle58 -- 8/1/2012 11:46:57 PM >


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RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 12:39:30 AM   
Bullwinkle58


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I've been hesitant to tackle any sort of comments or response to this monster. It's hard to get one's arms around. But I'll make a few comments for what it's worth. I think you have some great ideas.

quote:

ORIGINAL: fcharton

Hi Bullwinkle,

A few more points I thought about today at work.

The economic part of the problem is relatively simple. There are two sides to it, revenues, and costs.

A limited rework, and user contributed specs and tests would reduce the costs, but one must keep in mind that improving on an already good game (and working on old code) cannot be a small endeavor. If I understand correctly, AE was made possible because a dedicated group of users absorbed most of the cost, by working for free, or very low cost. I don’t know whether this route is still possible, but it needs to be considered at some point.

I have to differ here on ethical grounds. I don't know Henderson's deal, and if they were fine with it I'm fine it. But I have a problem with a for-profit company assuming they'll use unpaid volunteer labor ongoing and pocket all the profit. On the one hand everyone is free to enter any legal contract they wish, but on the other it makes me feel a little dirty to send payment off to Matrix knowing they got the goods for nothing or close to it. I did it, but I'd rather not do it again. And I don't think Matrix should try to do it again. They have at least twice as much data now on the legs WITP as a franchise has and could have. If it makes financial sense to do another cut find a way to do it clean. I personally think the only give there is falls on the revenue side; development costs what it costs. The feature set should be controlled to make that side of the equation reasonable, but this game of all their games has a unique demand elasticity. If they want to explore the upper reaches of retail pricing as a condition to green-light this I'm up for that.

On the revenue side, we all agree that the regulars would probably fund a new version, and anyway, a new WITP will prolong the product shelf life, ie more revenues. Another possibility would be if some of the new concepts (AI/UI) could be adapted to other games, or serve as the base for a new series.

I'm not so sure as I said elsewhere, but it's possible. Depends a lot on their contracts with the various devs in the stable and the state of the IP.

Now for the technical aspects… I imagine WITP as a set of four parts.

At the core is the “model”, those are the game file, the OOB and various datafiles, plus the map, and whichever parameter the game uses.

Then you have the “turn engine”, a machine that runs, and “plays” a turn, ie changes the model for today into the model for tomorrow, producing reports and a combat replay on the way.

In between, you have the user interface, which serves as an editor for the model. It allows the player to visualize part of the model (limited by FOW) and to update it (before sending it to the opponent and feeding it into the engine to get the model for tomorrow). Note that Tracker acts like a “semi-editor”, in that it allows one to visualize a turn, but you have to turn to the original UI to input your orders;

What about the AI? Well, the AI is just an automated version of the editor. It takes a turn, visualizes it and inputs changes, just like a player does (but without the wide screen, the cursing, the beer drinking, and the unhappy spouse).

In my opinion, WITP2 is about redoing the two last parts, while keeping the two first unchanged. Note that this could be done on top of the current game, but having some sort of Tracker-like tool which could not only visualize, but also edit turns. You would just use the old AE for turn processing and combat replay. (I am not advocating that. I am giving this example as a proof of concept that this four part model works)

First, a great way to visualize the thing. Excellent breakdown. To the extent I have only a user's view I think you are correct in how you group the pieces and functions.

As an aside, after reading the interview with GG I linked to in another post, and having played a number of his 1980s games on my AppleIIe, I see the remnants of that era in WITP. He came out of a strong procedural programming language background. Game flow was on a master loop architecture. I'm pretty sure some of his 8-bit games were written in BASIC, and although I looked mightily and was unable to find confirmation, I could swear I read somewhere in the distant past that "Pacific War" was written in a late version of PASCAL. That might be untrue. But my memories of how it phased seem to me not to indicate a strong object oriented programming mindset. I believe UV and WITP/AE are in some form of C (+, ++, # etc. I have no idea.) But GG loved his grand game loops in olden times, and WITP shows it. (WitE still goes there but less visibly.)

In that architectural mindset, and given that WITP was his baby and not a committee's, I think you're correct with your breakdown and the reasons for the dividing lines. It's why I think (or hope) that the opponent AI is largely to one side of the core EXE loop, with defined entry and exit points to the UI and algorithm and DB-accessing core of the engine. If, as you say, the AI and the UI are mostly divorced, or at least not deeply embedded, in the core of the exec. then modifications might be possible on the periphery where the player experiences the game at less than break-the-bank cost.

Two points from my POV, however:

1) GG made an early, core decision to make the map the focus of the UI. For everything which flies, drives, dives, or marches this is great. It allows the normal human visualization routines developed by our hunter-gatherer ancestors to kick in. "It's about THAT far from Haiphong to Saigon, so it shoud take about THIS long to get there." Much easier to play by eye than have to decide from a distance spreadshet. However, GG in making the map the interface made production, economic, and logistic tasks like undergoing root canal. Particularly for the Japanese the stock, as-shipped routines were really hard to use. Everything was drill-down from a hex. The addition of the industry tab and some sorting capability helped a lot, but Tracker is needed by many players to get a handle on things. Making a drill-down map the core management interface was not the work of a pro UI designer. As you say, it could be made even more seamless by incorporating some Tracker-type functionality into the core game. But, as in this whole discusison, that it might get too deeply into core game code.

2) When I say "AI" I mean the computer-opponent capabilities only. In the forum the term "AI" is sometimes used for this and sometimes used to mean all processes perfomed by the game which are not under player control, such as naval targetting. Some routine functions like pilot management we have discussed as being automatable, but that to me is not "AI". As well, those functions also are embedded in what you call "the model" rather than the semi-external "AI". Seeking to make them run without interface input might again require digging too deeply into core code. I'd rather advocate for improvements in opponent AI and scripting, what I have called "bolt on" aspects of the game. (Possibly naively.)


It is probably good (although not quite correct) to picture the UI as two different subsystems. You have a visualization tool, and an “input tool” to give your orders.

Right. And to some extent GG made them the same thing in ways a pure-Windows developer might not have.

At the heart of the visualization tool would be a better, zoomable, easier to search, map, and a series of user customizable reports, with data intensive reports like tracker, and more graphic visualization. I believe modern UI frameworks can handle this. One point I would really like to have is a report generator, something where you build your own dedicated screens. Something I don’t like with the current UI and Tracker is that you can’t choose what gets displayed and what doesn’t. Also, I’d love the UI to allow for “historical reports”. This would be practical for AAR, but also to keep tracks of past information.

I agree. This is in the "bolt-on" camp. If the Tracker guys, Damien and Floyd, can take a save turn file and peel it like an onion I'd think a Matrix team with full EXE access and specs could go one farther. Data management is the first step to making decisions, and GG's tables, while useful and familiar now, are not great for figuring out a strategy. I think incorporating a report generator could be done fairly cheaply and provide a lot of oomph marketing-wise. It's hard to screenshot the world's greatest AI, but you can show report screens and grogs begin to drool.

The input tool would be much linked with the “auto input tool”, aka the AI. Players would be allowed (under certain restrictions) to script and delegate to the AI some repetitive chores. Note that the AI already handles such tasks, like moving units, loading and unloading, scheduling bombardments and landings. I like to think of that scripted input as a batman. The actual AI would be made of two parts, a full fledged batman, and a scripted master plan.

This is where I get leeery. Not only on an ergonomic basis if you have some tactical decisions made here and others there, but on, again, an EXE digging basis where you might have to really latch onto things which barely work now. The kind of things you refer to would be great features if designed into the engine from the deck plates, but I'm afraid trying to graft into the current code blows up a budget pretty quickly.

One new thing the batman would make possible is multi-turn orders. This already exists, in the form of patrol orders for subs, auto-convoys, ship movement with waypoints, refuel and follow orders. You mentioned something similar for pilot training, but you could also delegate some tasks (besiege Yenan, sweep Manila, bomb Tokyo), and perhaps even have the quality depend on the ratings of your local commander.

I believe this could improve the game in several ways. First, multi turn orders would allow for better handling of three day, or even longer turns, therefore shortening the campaign. We all love our one day turn, I’m sure, but some of us would love to see what 1944 is like before Alzheimer sets in and we all forget how to spell Babeldoab (or is it daob?). Also, this might help reduce the control players have on their troops. You could very well decide that some orders can only be input every other day, or take a while to implement (à la Gamers/MMP). And then, initiative (the ability to countermand previous orders) could be decided by game parameters, leader ability and so on.

Again, here, I'm leery. I've played all three cycles, and find the 3-days are past the point I'm comfortable. A week-turn cycle in WitE works due to the scale POV of control (larger formations mostly) as well as speed of advance of the units against a contested, old-school front-line of battle. Going past 3-days in WITP and ships and planes can be in and out before the opponent ever sees them. The PTO is not a battle line enviro. At certain times in the war it's a 360 degree problem for each side. I do agree that longer cycles addresses issues like attracting different types of players, and it does somewhat disguise AI weaknesses by letting the AI always play 1-day turns even when the human is tied gagged to a stake for five days or a week, but I think you'd have to be very careful not to break a system designed around very low-levels of unit abstraction.

Finally, such multi turn orders could be a game balancing factor, and boon for the AI. Just imagine an AI like the current one (ie slightly dumb) but reacting on a much faster cycle than the player. For instance, the player would be on three day turns, but the AI would react on a daily, or lower, basis. To some extent, such a use of multi turn orders would serve as a “poor man improved AI” (and would be a perfect illustration of OODA and other cycle based warfare models).

And this is how, dear reader, I spoilt what looked this morning like a perfect day of work…

Well, it still was perfect, right? Maybe not profitable . . .
Hope you didn't get fired.





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RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 2:25:14 AM   
jwilkerson


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I've spent some of my "spare time" in the past two years working on a new AI model. I want something that plays like I do .. that thinks like I do ... that can react to circumstances ... that looks at data across time (trends) and not just "what are we doing this turn". Each level of the AI essentially solves the same problem ... how to I accomplish my mission with the forces I have available, given what I know about the enemy and given what I know about terrain, weather, supply, etc.
I've learned a lot ... I've learned that experienced game players have a lot going on "under their hoods" ... in terms of matching up resources across a multiple dimensional data set. I think we do this mostly without realizing we do it! As I've tried to break down what I do and why I do it - I've realized how much I am doing that I do not even know I am doing!
So what would it take to finish this and make a working AI engine? I'd say at least four people - game players who are willing to analyze and write down how they play - and do this a lot for the first year - from all this we synthesize the AI "algorithms" ... the second year is spent testing. This is for the land AI ... for the Naval, Air and strategic aspects you need other teams.
I haven't seen the resource availability within our team to make this happen - so thus far - it has not.

I wouldn't rule out a WITP2 one day. But it might not have the Joe vision of a new AI

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RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 3:00:17 AM   
Grotius


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I like the Joe vision of a new AI. I hope you keep at it. :)

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RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 3:22:25 AM   
Bullwinkle58


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quote:

ORIGINAL: jwilkerson

I've spent some of my "spare time" in the past two years working on a new AI model. I want something that plays like I do .. that thinks like I do ... that can react to circumstances ... that looks at data across time (trends) and not just "what are we doing this turn". Each level of the AI essentially solves the same problem ... how to I accomplish my mission with the forces I have available, given what I know about the enemy and given what I know about terrain, weather, supply, etc.
I've learned a lot ... I've learned that experienced game players have a lot going on "under their hoods" ... in terms of matching up resources across a multiple dimensional data set. I think we do this mostly without realizing we do it! As I've tried to break down what I do and why I do it - I've realized how much I am doing that I do not even know I am doing!
So what would it take to finish this and make a working AI engine? I'd say at least four people - game players who are willing to analyze and write down how they play - and do this a lot for the first year - from all this we synthesize the AI "algorithms" ... the second year is spent testing. This is for the land AI ... for the Naval, Air and strategic aspects you need other teams.
I haven't seen the resource availability within our team to make this happen - so thus far - it has not.

I wouldn't rule out a WITP2 one day. But it might not have the Joe vision of a new AI


I tried in my ham-fisted way to suggest that something like this could be derived from AARed campaigns and turned into a strategic overlay or framework on a quarter-by-quarter or month-by-month basis. Easier by far for the Japanese, but still . . .

Perhaps you could only distill the top few players' AARs and arrive at something like you're suggesting. The moves of a typical 1942 are pretty well understood by now with a +/- 30% variation or so. There are players who go off the reservation, but no AI a game company can fund is going to be able to analyze true hail marys. For most AI players a system which could fire scripts or speed up or slow down firing scripts based on an optimal timeline would be an improvement over now. If the scripts themselves had more component flex to them that would compound the impression the AI was "thinking." If you could add an objective evaluation of geographic progress or threats on top of both that would be better, and if you could give the AI more or less ability to teleport, see through FOW, accelerate ships, etc. that would add even more difficulty.

AIs are dumb, but they're also tireless workers and they don't have memories or emotions. Finally, perhaps some of the techniques used in the land model of WitE could be adapted to a WITP2 land model. WitE's is pretty good. I have no idea what it does differently than AE's, but it seems directionally better to a non-pro WitE player like me.

And if Erik or whomever at Matrix takes your calls, maybe you could ask them to read this thread?

< Message edited by Bullwinkle58 -- 8/2/2012 3:23:37 AM >


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RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 3:36:14 AM   
witpqs


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AARs would not do it. Even for people who put a lot in their AARs, the stuff Joe is talking about is WAY more that doesn't get into AARs much. Even the notes players would make for a year would then need to be analyzed to suss out the details.

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RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 8:09:11 AM   
fcharton

 

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quote:

ORIGINAL: treespider
Some of what is proposed is great to dream about...but the current engine simply cannot handle it, a rewrite from the ground up is required and I don't think you're going to find anyone in the near future willing to take on the task.


But is it really required?

Picture a tool like an expanded Tracker, with a "drillable" map, customisable reports, and which can not only edit, but also modify, the save file it takes as input. Such an aide could be used to play AE: after the combat replay, you save the turn, load it into the tool, modifiy it, then fire AE and just push on the "turn complete" button, send it to your opponent (assuming PBEM, against AI, the process ands there), who does the same, feed the finished turn into AE for the turn resolution, and here you go again.

You now have a new User Interface, without ANY code rewrite.

Is this that simple? Almost...

There are very few things in the game that Tracker cannot reach. Some might just be overlooked by Damian and Floyd (because they don't need them, eg weather forecasts). Others, like enemy DL, are clearly in the game file (since it contains "both sides"), but would need to be interpreted in the same way the engine does to put the enemy on the map. No code rewrite here, but some code reading.

On the input side, everything that can be undone in the current UI could be handled by a Tracker like tool. And everything you do can be restored, just by saving and reloading a file... We'd most certainly want a better solution, but I think it proves you dont need rewrites.

What about the AI? Right now it is handled by the engine, and might imply a lot of rewrite to change. But this doesn't need to be so: you could move all the "auto input" commands that constitute the AI into the "Tracker-like UI": it has all the data it needs (and histories, and all that, ie more than what the current AI uses) and could provide a saved post-AI turn that could be sent to the engine for turn resolution. Again, there is no need to rewrite WITP or AE.

That's the gist of the AI/UI approach, and I believe what makes it a little more that "just daydreaming". It is a much more limited effort than AE. The OOB, the map, the combat, supply, air, land, sea, models are left untouched, and could go on progressing independently. Somehow, WITP2 is "just" an interface add-on, an integrated and expanded WITP staff or tracker.

Another merit of this approach is that new mods, like DaBabes, or yours, and improvements on AE, would still work. No need to redo everytthing.


Now, what kind of work load does this imply? I believe building an UI from scratch is not a difficult thing, once you use frameworks. With one or two developpers that come from this professional field, and one or two persons that just "draw" what they want (this always works better when the work is split), I'm pretty sure we're talking man-months, but not man-years for a first workable version.

The AI is a different beast. The "small script" part of it is not as involved as it seems. You should anyway have scripting facilities in the new UI, and could use them at first as AI preprocessing. Basically, once you finish your turn, the UI runs a number of scripts and "improves" the enemy position (say, by handling training, supplying). This can be sent to the original AI, and let it work on an "improved" turn. This could provide an early solution to some AI problems, without the need for a rewrite.

Redoing the AI inside the UI is less a programming problem than theoretical one, and is made complicated by the difficulty of testing. I believe this is where some prior preparation is needed: before embarking on AI rewrites, you need to build the scaffolding that helps you test it. I have a few ideas about that, that I can explain is someone is interested.

I think a minimal AI improvement, in the form of scripts that complement what the AI does already, is not a significant project (so long the UI framework has scripting capability). Real work on AI is a bigger project, and I'd go with Joe's estimate of a couple man-years.

Francois


< Message edited by fcharton -- 8/2/2012 8:39:51 AM >

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RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 8:36:50 AM   
fcharton

 

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Hi Bulllwinkle,

quote:

This is where I get leeery. Not only on an ergonomic basis if you have some tactical decisions made here and others there, but on, again, an EXE digging basis where you might have to really latch onto things which barely work now. The kind of things you refer to would be great features if designed into the engine from the deck plates, but I'm afraid trying to graft into the current code blows up a budget pretty quickly.


I don't think so. We play the game without understanding how the code works, the same could be true of the AI (and would be even better is we could read the code, but not change it). The AI does not belong to the engine code. I a tracker environment, I could have the AI work like Joe suggests, as a repertoire of past best practices, or have it cheat by stealing suppies and fuel, and moving them on flying carpets, or make decisions based on better information (less FOW, looking at past turns etc).

quote:

Again, here, I'm leery. I've played all three cycles, and find the 3-days are past the point I'm comfortable. A week-turn cycle in WitE works due to the scale POV of control (larger formations mostly) as well as speed of advance of the units against a contested, old-school front-line of battle. Going past 3-days in WITP and ships and planes can be in and out before the opponent ever sees them. The PTO is not a battle line enviro. At certain times in the war it's a 360 degree problem for each side. I do agree that longer cycles addresses issues like attracting different types of players, and it does somewhat disguise AI weaknesses by letting the AI always play 1-day turns even when the human is tied gagged to a stake for five days or a week, but I think you'd have to be very careful not to break a system designed around very low-levels of unit abstraction.


You are certainly right here. Maybe the good idea would be to have different cycles for different tasks, and, perhaps, to put a bit more inertia into the system. I always have a slightly unreal feeling when I can modify my plans just after I got the combat report. Human organization (no matter how they like to picture themselves in books and films) never are that efficient and smooth.

Again, all this could be put into the UI, without touching the original code. You could have some new orders be delayed, or have a risk of not being implemented, or limit the number of orders you can give a unit over a period of time, since the UI could keep track of it.

This might not be a goal for WITP2, note, but it is still interesting because it shows that even the basic "UI model" we are discussion could be used to change and improve some aspects of the game play.

Francois


(in reply to Bullwinkle58)
Post #: 40
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 11:27:44 AM   
n01487477


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quote:

ORIGINAL: fcharton
There are very few things in the game that Tracker cannot reach. Some might just be overlooked by Damian and Floyd (because they don't need them, eg weather forecasts). Others, like enemy DL, are clearly in the game file (since it contains "both sides"), but would need to be interpreted in the same way the engine does to put the enemy on the map. No code rewrite here, but some code reading.

On the input side, everything that can be undone in the current UI could be handled by a Tracker like tool. And everything you do can be restored, just by saving and reloading a file... We'd most certainly want a better solution, but I think it proves you dont need rewrites.


Not to break my NDA with Matrix but you are correct in that the save has a lot of information. Floyd has to hold me back at times from allowing Tracker to become bloatware with my craving to explore, data mine and add. The Java overhead and the DB requirements alone make maintaining all the data a difficult balancing act.

quote:

At the heart of the visualization tool would be a better, zoomable, easier to search, map, and a series of user customizable reports, with data intensive reports like tracker, and more graphic visualization. I believe modern UI frameworks can handle this. One point I would really like to have is a report generator, something where you build your own dedicated screens. Something I don’t like with the current UI and Tracker is that you can’t choose what gets displayed and what doesn’t. Also, I’d love the UI to allow for “historical reports”. This would be practical for AAR, but also to keep tracks of past information.


I agree, we've made some design decision errors. Not that we won't add this functionality eventually but I'd rather be part of a team improving the witp-ae interface much like what Francois is suggesting. MichaelM has done a wonderful job within the parameters of the current code - a more extensive code rewrite might be my retirement dream, I'd settle for something like an interface upgrade, more hard coded data points for the editor and maybe a better AI script editor utilising a more powerful language.

Importantly, any witp-ae 1.5 requires access to the existing code - otherwise this conversation is mute.

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Post #: 41
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 11:48:24 AM   
fcharton

 

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Hi Damian,

quote:

ORIGINAL: n01487477
Floyd has to hold me back at times from allowing Tracker to become bloatware with my craving to explore, data mine and add. The Java overhead and the DB requirements alone make maintaining all the data a difficult balancing act.


A related problem would be the amount of "disclosure" you allow through Tracker. To a certain extent, the current UI acts as a form of FOW, by making some calculations so tedious dans you wouldn't do them on a daily basis. The opposite extreme would be a data-mining tracker that crunches everything into some ready to implement actions (ie "one convoy lacking here, please transfer ship XX YY and ZZ from that port, and assign them to...").

quote:

ORIGINAL: n01487477
I'd rather be part of a team improving the witp-ae interface much like what Francois is suggesting.


So would I...

quote:

ORIGINAL: n01487477
Importantly, any witp-ae 1.5 requires access to the existing code - otherwise this conversation is mute.


Actually, I believe a NDA like the one you have in Tracker might be enough, but access to code would be much better. In order to avoid losing benefits of AE (and possible maintenance by HFD), a clear delimitation of what 1.5 can touch, and what it won't change, would be needed upfront.

It is clear that some agreement from Matrix and HFD (what's copyright status of the current code) would be needed in any case. But then, our mute ramblings might help being taken seriously.

Francois

< Message edited by fcharton -- 8/2/2012 11:50:18 AM >

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Post #: 42
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 11:51:25 AM   
janh

 

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quote:

ORIGINAL: jwilkerson
... I want something that plays like I do .. that thinks like I do ... that can react to circumstances ... that looks at data across time (trends) and not just "what are we doing this turn". Each level of the AI essentially solves the same problem ... how to I accomplish my mission with the forces I have available, given what I know about the enemy and given what I know about terrain, weather, supply, etc.

... I've learned that experienced game players have a lot going on "under their hoods" ... I think we do this mostly without realizing we do it! As I've tried to break down what I do and why I do it - I've realized how much I am doing that I do not even know I am doing!

...I'd say at least four people - game players who are willing to analyze and write down how they play- and do this a lot for the first year - from all this we synthesize the AI "algorithms" ...


I can only totally agree with what you are saying. There are many aspects to writing a good AI for solving a given problem, and all starts with understanding the rule set, i.e. how as a human player your logic approach is structured. Sort of like a complex, branched tree taking into account the parameters from pilot fatigues to weather or available of reinforcements within an interval that you believe you ought to have back-up available within. The better you can describe your thinking (the more systematic it is, aka the better it fits into a logic diagram), the better you can teach the AI to do the same. Which means that input from the more experienced players is essential. The knowledge that the really best players here are very systematic in their procedures and planning (even when improvising), and essentially have their routines set in mind, is clear evidence that you can also create an AI that could essentially do the same -- if you can put your routines down to paper and reflect even on all the parameters that you perhaps only subconsciously take into account.

Now once you'd start to explore your own logic from the very first turn where you define your global strategy, goals, industry etc. to any given turn in the long run and tried to write "a very detailed rookie guide", you'd probably lose yourself in details soon. It is doable, but it will require to make some approximations -- for example ignore those things that even amongst human players is considered more chrome than of important effect.

Start out with the key things it needs to do, keep it object-oriented and well-structured code so it can be expanded on systematically. Which is were the 2nd art comes in -- writing something that is systematically expandable and allows add more and more cases previously ignored, or refined existing ones by adding more subcases. That's where I most often struggle since I never really studied informatics. And I also often trip over my own codes because when sometimes one realizes that AI does poorly one learns that there were more parameters that one subconsciously checked, and need to be implemented as well. The code will grow, and as many things in AIs interact with or depend on others (say the loading/unloading of LCU, HQs, supply on the availability of transports, and in turn on the availability of enough escort ships, air cover, the target's properties, the preceding bombardment TF..., so if the BB gets into some issues, this may for example need to get feedback all the way back to the set-up of the amphib TF), it sometimes grows into a chaotic underbrush that one needs to clear out later if one again wants to systematically improve that. I think very good coders are a key to getting all those "thinking routines" but into a systematic code.

Lastly, you also want the code to run quick, which is perhaps less of an issue with a turn based game. Yet I wouldn't want to go back to old commodore times with the Chuck Krogel games, say Battle of Chickamauaga, where the computer spent sometimes plotting for almost 2 hours. So plenty of your routines, like sorting units by ranges, capacities, wherever you have large vectors or arrays, or where multiple loops are concerned need to be optimized using efficient codes/routines/functions or using some more approximations and "cheating/tricks".

quote:

ORIGINAL: jwilkerson
that can react to circumstances ... that looks at data across time (trends) and not just "what are we doing this turn".


Ultimately you'd perhaps end with an engine consistent of two (interacting) parts, just as one (or at least I) approach the game: A "parent" routine that determines all the strategic level issues, checks whether the previously chosen targets remain viable/were achieved/were failed so new offensive of defensive goals can be chosen, looks in which local theaters/bases supply is short or resources need to be gathered etc. And a more local "child" routine that checks TFs, bases, adjusts air transfers, CAP, sweeps, supply runs etc. for each local theater.

Now the most difficult part might be what you mention with trends, for e.g. following the enemy dispositions over time. And over what time interval for deriving what information? I think that would be a hard task. They'd be very different for the strategic AI, and the local AIs.Yet even if the local AI's would only take the present setup and the last turn into account (plus some "see thru fow" checks to prevent worst screw-ups), and not include any long-term trend, it may already react much better to a situation than any static scripting that has its assets given prior to game start.

One could define a "AI knowsabout" level based on detection that decayed (exponentially) slowly, say forgetting any unit only after it hasn't been spotted again for say 4 weeks.I would probably allow it some tiny cheating capabilities, maybe be a benefit in the detection levels, to the quality of recon assets, or add a small chance (or not so small, to be tuned...) let it see any unit randomly from time to time. The you need AI to calculate a threat level based on the "known" assets, for each mission type, and have that evaluated for example to predict where the player has weak LCU/air/naval defenses, or where AI spots the player build up units that combine amphib offensive with naval bombardment, CV and/or LBA sweep, cap or bombing and supply/engineering capabilities above a threshold. AI may have to weight that by distance, as obviously a huge ampbib/BB/CV fleet sitting at San Diego won't be much of short-term threat to say Adamans. And the naval parts of it none at all to inland bases in Burma. Maybe you have to use hindsight and experience here to smartly define theaters, which AI could use to evaluate its local situations -- like we for instance know that any invasion in the DEI will likely come via OZ. The theater determination might be really tricky, but maybe one can come up with something based on geography and years of AARs here.

I think a good AI is doable, but it may take a long time even if one finds a team that was willing to remove the present AI engine from AE and implement one that would purely run on external scripts to resolve moves, allocations and orders. For implementing the core scripting commands it would need "only" skilled coders, but for creating the AI it would need a dedicated team like the one that brought us AE: with experience with the topic, time, doctrines, but also with the real playing experience and experience with the habits that other people have shown over the years here. At best, a commercial venture could perhaps provide the core scripting engine and a very basic set of scripts that maybe on par with the present scripts we have, being able to handle anything "standard" in a crude fashion, and perhaps with more cheating trick than would be needed with a more refined AI. If we had that, I am pretty sure I'd abandon a lot of other projects for that.

< Message edited by janh -- 8/2/2012 11:56:07 AM >

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Post #: 43
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 12:36:47 PM   
DD696

 

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As an AI player, the thought of a greatly improved AI is something that I have a great deal of interest in. I have played PacWar, UV, WiTP and AE as they appeared, and the improvements have kept coming. Why stop now? An improved UI would be a boon to all players, but I am just as sure that those who suggest making a grand effort to enhance the AI will find considerable resistance from the hard core PBEM group who believe that anyone who plays against the AI has only the brainpower of the lesser intelligent zombies.

It's been 20 years since I did any serious coding so I am not qualified for that. I just play the game.

If this is ever to happen, don't wait for Matrix to do anything. They do not develop games. Their role is to take the games that are "somewhat ready for prime time" and market them and take a big slice of the pie to do so. The development group makes and maintains the game - Matrix is the retailer. A group has to present the idea to them, and if they see some profit in it, they may agree to market it. At least, that is my understanding.

I have 24 hours a day of free time to devote to whatever I want, and I would be willing to help out in a project of this type in any way that I could. In the WiTP days when AE was announced I was a PITA on the forum there because I spoke up for the AI player and did try to get across the idea that if the AI players were ignored and nothing was done to enhance the game for them, then the chances of making the game a financial success were doomed. I was soundly opposed by those who felt that any improvements to the AI were a waste of time and they were the vocal majority there. Luckily someone took up the banner and the game was delayed while the AI was enhanced to what we have today.

I think it can still be better still. A group has to form and come up with a plan. Obviously, the game is still supported by a part of the Henderson team, so discussions have to be done with them, namely Joe Wilkerson. Then you have to get involved with Gary Grigsby & Co as their name is on the game. Matrix would also be involved. I would look at the effort as something in line with current development, as an extension of that with the focus on UI and AI improvement. Throw some bones at the PBEM crowd to get them on board.

I'd buy it again then for a bigger price. Shucks, I may even provide some financial backing to get it done. Maybe called War the the Pacific: Admiral's Edition: AI/UI Enhanced or some such thing.

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Post #: 44
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 4:39:24 PM   
Nikademus


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quote:

ORIGINAL: Bullwinkle58



I'm looking for reasons to do this, not reasons it can't be done. Realizing you were on the team are you perhaps being a bit defensive about HFD? I tried very hard to give appropriate praise for what HFD did. It was a remarkable achievement and is still delivering and still being supported. But I sometimes get the feeling that some current devs think that any call for movement forward denegrates the AE achievement. If that is the case I will once again say "not from my corner." However, that said, nothing is perfect and most creative products don't ever have to settle out and die.



Read into it whatever you want. My post was meant for the general public before any who havn't seen the bulk of past "WitP2" threads before they get their hopes up. HFD's has no plans for a WitP2.




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Post #: 45
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 4:55:41 PM   
Bullwinkle58


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quote:

ORIGINAL: Nikademus

quote:

ORIGINAL: Bullwinkle58



I'm looking for reasons to do this, not reasons it can't be done. Realizing you were on the team are you perhaps being a bit defensive about HFD? I tried very hard to give appropriate praise for what HFD did. It was a remarkable achievement and is still delivering and still being supported. But I sometimes get the feeling that some current devs think that any call for movement forward denegrates the AE achievement. If that is the case I will once again say "not from my corner." However, that said, nothing is perfect and most creative products don't ever have to settle out and die.



Read into it whatever you want. My post was meant for the general public before any who havn't seen the bulk of past "WitP2" threads before they get their hopes up. HFD's has no plans for a WitP2.



Noted.

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Post #: 46
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 4:58:01 PM   
Bullwinkle58


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quote:

ORIGINAL: witpqs

AARs would not do it. Even for people who put a lot in their AARs, the stuff Joe is talking about is WAY more that doesn't get into AARs much. Even the notes players would make for a year would then need to be analyzed to suss out the details.


OK, I'm understanding better what level of detail is meant. Would it be possible do you think to perhaps have some of the better players write in essay, outline, bullet, etc. format what they do in a typical GC, from memory, and then follow up with a turn-by-turn log in the succeeding year? To get some early work done? Just a thought. Many of these players have done multiple games now, at least through mid-war.

Edit: Maybe Matrix would toss some free goods their way in lieu of cash?

< Message edited by Bullwinkle58 -- 8/2/2012 5:29:40 PM >


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RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 5:07:20 PM   
Bullwinkle58


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quote:

ORIGINAL: fcharton

Picture a tool like an expanded Tracker, with a "drillable" map, customisable reports, and which can not only edit, but also modify, the save file it takes as input. Such an aide could be used to play AE: after the combat replay, you save the turn, load it into the tool, modifiy it, then fire AE and just push on the "turn complete" button, send it to your opponent (assuming PBEM, against AI, the process ands there), who does the same, feed the finished turn into AE for the turn resolution, and here you go again.

You now have a new User Interface, without ANY code rewrite.

On the good side this might be easier. On the "uh oh" side two thoughts/questions posed to me in different form in an off-line discussion of this topic:

1) Matrix has historically had a line in the sand against any utility or program which will modify a save game file. Is there a way around this in what you're suggesting?

2) Could a method be inserted to disallow a PBEM opponent from re-running multiple passes to optimize resuts before commiting them to a re-save?

I think the idea of a to-the-side management interface is very good if it allows normal Windows functionality but also links back to EXE hooks and variables in existing algorithms. It would allow a lot more creative freedom in layout, graphics, and customization than working inside the pixel-counting layouts of the current management screens and tables. I just think there would need to be security lock-downs in place before saved games could float out of the current structure.





< Message edited by Bullwinkle58 -- 8/2/2012 5:30:41 PM >


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RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 5:29:03 PM   
Bullwinkle58


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quote:



quote:

Bullwinkle said: Again, here, I'm leery. I've played all three cycles, and find the 3-days are past the point I'm comfortable. A week-turn cycle in WitE works due to the scale POV of control (larger formations mostly) as well as speed of advance of the units against a contested, old-school front-line of battle. Going past 3-days in WITP and ships and planes can be in and out before the opponent ever sees them. The PTO is not a battle line enviro. At certain times in the war it's a 360 degree problem for each side. I do agree that longer cycles addresses issues like attracting different types of players, and it does somewhat disguise AI weaknesses by letting the AI always play 1-day turns even when the human is tied gagged to a stake for five days or a week, but I think you'd have to be very careful not to break a system designed around very low-levels of unit abstraction.


You are certainly right here. Maybe the good idea would be to have different cycles for different tasks, and, perhaps, to put a bit more inertia into the system. I always have a slightly unreal feeling when I can modify my plans just after I got the combat report. Human organization (no matter how they like to picture themselves in books and films) never are that efficient and smooth.

As this thread goes on I see better what each person is saying. This gave me a far better idea of what you mean by a "Tracker type" UI.

Your comment on different cycles made me think more about how the turn-by-turn routine goes. Certianly you are correct that the game allows human players to react and change virtually any factor in war management each and every 24 hours. Completely insane even today with instant comms. In the 1940s, a manual typewriter and carbon paper environment, things took time.

How about this: in the Tracker-like environment allow a player setting, either up front in game set-up or interactive, to move certain game functions to a "Staff Meeting" planning envioronment. Players who want to stay as is could. Players who wanted a more period flavor would choose a staff meeting every seven game days. Players who were masochists, or who wanted to give the AI the ultimate help, or who wanted to play a GC pretty fast in RL terms, could choose a monthly staff meeting.

The tactical/local elements of the game would largely stay as is now. Air unit orders, TF loading and routing, LCU moves and attacks, etc. But the management functions would move to the staff meeting screens. (Full-screen, Windows functions like right-click menus, drag&drop, no tiny buttons, etc.)

These would include:

-Ship repair queues and priority assignments
-Assignment of objectives for LCU prep
-LCU replacements on/off; ditto aircraft and pilots; pilot replacements would need to come from Group Reserve between staff meetings
-all pilot pool lateral moves
-all withdrawl orders
-R&D changes; aircraft model production changes
-Industry on/off, repairs on/off, all industry expansions
-all shipbuilding decisions
-TOE upgrade orders
-all at-will leader replacements
-assignment of surface ASW patrol zones
-assignment of sub patrol zones; make the subs rest for a week between patrols (or a month)
-orders to fortify above level 6


Again, all this could be put into the UI, without touching the original code. You could have some new orders be delayed, or have a risk of not being implemented, or limit the number of orders you can give a unit over a period of time, since the UI could keep track of it.

The planning points idea was put into WitE and is both loved and hated from what I see in the forum. It recognizes that senior leaders have finite time, energy, and mental bandwidth. They force the human player to prioritize what needs to be done now, and what can wait. Some WITP palyers would like this; others would feel handcuffed. I think the per-turn points alloted would be the most critical decision.




< Message edited by Bullwinkle58 -- 8/2/2012 5:36:26 PM >


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RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 5:39:36 PM   
witpqs


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quote:

ORIGINAL: Bullwinkle58

quote:

ORIGINAL: witpqs

AARs would not do it. Even for people who put a lot in their AARs, the stuff Joe is talking about is WAY more that doesn't get into AARs much. Even the notes players would make for a year would then need to be analyzed to suss out the details.


OK, I'm understanding better what level of detail is meant. Would it be possible do you think to perhaps have some of the better players write in essay, outline, bullet, etc. format what they do in a typical GC, from memory, and then follow up with a turn-by-turn log in the succeeding year? To get some early work done? Just a thought. Many of these players have done multiple games now, at least through mid-war.

Edit: Maybe Matrix would toss some free goods their way in lieu of cash?

I'm not sure what people would be willing (or able?) to do. The things that we take into consideration often get done very quickly, often automatically. You are (IMO) talking about something along the lines of a significant research study. Can you get federal funding?

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Post #: 50
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 5:48:21 PM   
Bullwinkle58


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quote:

ORIGINAL: witpqs

quote:

ORIGINAL: Bullwinkle58

quote:

ORIGINAL: witpqs

AARs would not do it. Even for people who put a lot in their AARs, the stuff Joe is talking about is WAY more that doesn't get into AARs much. Even the notes players would make for a year would then need to be analyzed to suss out the details.


OK, I'm understanding better what level of detail is meant. Would it be possible do you think to perhaps have some of the better players write in essay, outline, bullet, etc. format what they do in a typical GC, from memory, and then follow up with a turn-by-turn log in the succeeding year? To get some early work done? Just a thought. Many of these players have done multiple games now, at least through mid-war.

Edit: Maybe Matrix would toss some free goods their way in lieu of cash?

I'm not sure what people would be willing (or able?) to do. The things that we take into consideration often get done very quickly, often automatically. You are (IMO) talking about something along the lines of a significant research study. Can you get federal funding?


I know some very good grant writers, but Matrix FOR SURE can't afford them!

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RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 7:27:34 PM   
US87891

 

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Everybody whining about their own little problems is what's going to put this in the dumper, where it belongs.

But, if you are precipient, do it in a two step process. Make the AI editor separate from the scenario editor and then have HFD people code in the hooks to the game engine.

The present day AI editor is just like the scenario editor. It consults and displays lists of units and lets a modder say when and how a unit gets used, from a start date to an end date, and maybe not. It all depends. The manual is ok as far as it goes, but it is not extensive. There is a lot of things going on the Manual doesn’t cover but are bread and butter for AI modders.

There’s a lot that a specific AI editor can do. It can be context searchable and be able to show what scripts are running and what units (Bases, LCUs, AGs) are allocated to an active script. This alone improves the efficiency. And then allow for selectable units for selected ops according to the scenario OOB, and allow for a double flag for defense and assault units. Too much to talk about even briefly.

This is something that can be done under the same NDA that covers Floyd and Damian.

Part two involves hooking into the code, so it is more involved (a lot more involved). Things like Francois’ designated hitter, 3-day AI helpmates, but things that depend on what’s defined by the editor, so the editor has to be right.

Have been doing this on Excel for many scenarios for Babes team players. It’s a PITA. But understand how it works. Would be very interested in talking to Francois about how to make some of these things happen. Please PM and will respond with real emails.


< Message edited by US87891 -- 8/2/2012 7:30:53 PM >

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Post #: 52
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 8:53:38 PM   
fcharton

 

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quote:

ORIGINAL: Bullwinkle58
2) Could a method be inserted to disallow a PBEM opponent from re-running multiple passes to optimize resuts before commiting them to a re-save?


I am not sure I understand the problem. Right now, you can't "test" a turn you've played because you need to send it to the other player before it is replayed. The new system would work exactly the same.

quote:

ORIGINAL: Bullwinkle58
1) Matrix has historically had a line in the sand against any utility or program which will modify a save game file. Is there a way around this in what you're suggesting?


It depends on how the guideline is to be interpreted.

It could mean Matrix wants to protect their format, and security algorithms. I believe this is currently done through a specific dll. Basically, Matrix provides Damian, Floyd and other third party coders with a "black box" that reads the secret format for them. If a similar black box can be provided for encryption, we are fin. When a player finishes his turn, a black box function is called, which provides (lo and behold!) a valid AE savefile. The "external UI", would use a different saving format, but exchanges with AE would be done under the pws format we all love.

If the rule is stricter : no encoding dll will ever be provided (no sure I understand why, but let's not discuss security), then we could provide Matrix with our internal secure format and let them write the bridge. More work on their side, but their code remains at home.

The rule could be even stricter. If no external program should be able to edit turns, we could develop a tool, and then provide it to Matrix as a dll for them to integrate. This would make the testing more difficult (ie rely more upon them), and imply more work on Matrix side, but it would work too.

Of course, if the point is "no one but Matrix can develop a UI" it won't work...

Francois

(in reply to Bullwinkle58)
Post #: 53
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/2/2012 9:24:15 PM   
Bullwinkle58


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quote:

ORIGINAL: fcharton


quote:

ORIGINAL: Bullwinkle58
2) Could a method be inserted to disallow a PBEM opponent from re-running multiple passes to optimize resuts before commiting them to a re-save?


I am not sure I understand the problem. Right now, you can't "test" a turn you've played because you need to send it to the other player before it is replayed. The new system would work exactly the same.



I re-read the original post and put it with this one and I see what you meant now. I'm sure a work-around could be done with Matrix's help and/or blessing.

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(in reply to fcharton)
Post #: 54
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/3/2012 12:22:36 AM   
Andy Mac

 

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quote:

ORIGINAL: US87891


There’s a lot that a specific AI editor can do. It can be context searchable and be able to show what scripts are running and what units (Bases, LCUs, AGs) are allocated to an active script. This alone improves the efficiency. And then allow for selectable units for selected ops according to the scenario OOB, and allow for a double flag for defense and assault units. Too much to talk about even briefly.




There is an AI debug file that is generated by adding an extension - I have posted it several time before - it allows you to identify which script uses an LCU or air group

(in reply to US87891)
Post #: 55
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/3/2012 10:01:25 PM   
CaptDave

 

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I'm following this whole discussion with interest, but have kept silent. I think I can finally contribute something partly-constructive, anyway.

1. As Bullwinkle alluded to a few posts back (whether he meant to or not), part of both the allure and the frustration of AE is that we have to simultaneously work at the levels of highest HQ, platoon leader, and everything in between. I like the idea of the weekly "staff meeting," although I worry about the complexity of the code to carry out decisions reach. Of course, there are other considerations, such as which staff level (and how many staffs), what if a more frequent schedule is required, and so on.

2. I play mostly against the AI, mostly because few opponents would put up with my availability for PBEM. Many laugh at it, but I'm just glad it's as good as it is! Consider how long it took the IBM programmers to get a computer to play a decent game of chess. Each turn a chess player has a finite number of available moves, each has a finite number of possible responses, and so on -- and all combat results, as it were, are 100% certain (a piece is taken or it isn't). Granted, the number of possible situations explodes exponentially, but their numbers are infinitesimal compared to the possibilities in AE. Not only do we have many more possibilities at the start of the sequence, they're all complicated by the randomness involved in determining the results. Even if the computer has the advantage of knowing the exact algorithms (which would be ludicrous for the human players to know, at least if the point is to somewhat simulate reality), this is still a massive undertaking.

Like DD696, I haven't done any actual programming in many years (not quite 20, but close) -- unless you count testing scripts. It's been about 25 years ago since I even looked at anything remotely involving artificial intelligence. Still, I can picture how big an effort any of this is (i.e., anything that's been discussed in this thread). As far as development as a whole goes, I think the way it's going to happen is as Joe suggests for just the AI: a team of volunteers, working diligently with defined roles. I'd go so far as to say that a redesign effort would have to start in a fashion similar to the old waterfall development model, carefully defining requirements in great detail. The trick, of course, is to keep the requirements logical, rather than physical. THAT is something I can help with (besides QA, my work while in the IT field was in the area of data base and process requirements).

Of course, I have my ideas about where improvements are most needed, and I haven't seen any of them mentioned in a while, but that's not the point of this particular thread. More on that when it's appropriate.

(in reply to Andy Mac)
Post #: 56
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/3/2012 10:54:32 PM   
fcharton

 

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quote:

ORIGINAL: Bullwinkle58
How about this: in the Tracker-like environment allow a player setting, either up front in game set-up or interactive, to move certain game functions to a "Staff Meeting" planning envioronment. Players who want to stay as is could. Players who wanted a more period flavor would choose a staff meeting every seven game days. Players who were masochists, or who wanted to give the AI the ultimate help, or who wanted to play a GC pretty fast in RL terms, could choose a monthly staff meeting.


This is pretty much what I had in mind. Basically, you could split the input part of the system (ie the orders you give, settings you change) into subsystems, which would follow different cycles. Pilot training or ship production could be monthly, base building fortnightly, sub patrols weekly and so on. To avoid having mammoth turns at the beginning of the month/week (and worse still when both coincide), you could turn that into a "minimal distance between system change".

Suppose pilot training is monthly, you are not required to handle it every first of the month for every squadron, but once you've done it, you need to wait a month before you can countermand the orders.

This would help game play, by reducing the amount of work compulsive micromanagers have to do on a specific turn. Yes, you could review all your bases every day, but since you can't change them...


Thinking along there lines, and after reading your reply, I was wondering whether we could implement something that looks like "information lag". Apart from the administrative issues, another reason why real generals lack the perfect control we exert on our make believe armies is that all information travels instantaneously over the map. An invasion of a faraway base is known at once, and you can move ships, transfert planes, send reinforcements the next day, because they're always on the phone and ready.

I might be wrong, but I think real information takes more time to travel (and be taken into account), and orders given to troops at the periphery (say, a japanese tank column marching on Urumchi, or squadrons based in the jungle).

In game terms, this means the map you see should not be perfectly up to date (it could be a few days old for remote areas), and orders you send might take a while before being implemented.

Turn delays are relatively easy to implement in our Tracker like model. The UI just keeps in mind your orders, and "delays" them.
Delayed information is a different beast. If it were limited to the map display, it would be possible to show, say, Urumchi with the situation for yesterday. But turn replays and report provide the player with additional information. So you'd need to edit those (basically, tear the replay and report into pieces, and broadcast them at different times.

This is still a half baked idea, and probably sounds a bit silly at this point. But I think this would provide the player with a series of "reports from the front", and a map (and reports) which incorporates them (that's the virtual staff), but would suffer from realistic delays and lags (errors, even?)

And again, this would provide the AI with yet another possibility to "cheat in a realistic way", just by being more information efficient...


I've been reading Andy Mac posts on the AI scripts. More about that later.

Francois

< Message edited by fcharton -- 8/3/2012 11:00:35 PM >

(in reply to Bullwinkle58)
Post #: 57
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/3/2012 11:18:46 PM   
jwilkerson


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quote:

ORIGINAL: witpqs

AARs would not do it. Even for people who put a lot in their AARs, the stuff Joe is talking about is WAY more that doesn't get into AARs much.


As usual, witpqs is an accurate translator of Joe speak

quote:


Even the notes players would make for a year would then need to be analyzed to suss out the details.

I do think we can analyze as we go - that's how I've been doing it. So a more complete discription of year one is write down how we play, analyze these writings and create the rudimentary rules to run the AI.

A few boardgames like Jon Southard's Solomons have AI engines and these do not have any computer programming, they just have some extra charts and tables and die rolls that allow the human player to determine what the enemy will do. Similar to the old book version of D&D, the "game master" had charts and tables to generate game actions. An AI can and should be designed by game players, not programmers. If the game players do a good job, the programming part will be easy.

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(in reply to witpqs)
Post #: 58
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/4/2012 12:14:49 AM   
Bullwinkle58


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I think your ideas of informaiton lag and increased FOW, including more on the map (there's some now), are interesting. However, I think in a game environment, if you went this way, you'd need extra mechanisms to inform the player of expected lags, or to provide the player-CINC information a staff would have that Order X has not been receipted by the end-user. Else the whole thing could break down in player frustration at not knowing what his pixel men knew or when they might know. In RL although orders took time to transit the senior officer had a rough idea of how long things would take in that one case depending on the circumstances of distance, transmiisson tech, era, weather, and a host of other factors.

In general I think order lag has merit as a concept for making the human job harder and sheltering the AI. But I'd be more in favor of a universal lag for game playability, even if it was a kludge versus RL.


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The Moose

(in reply to fcharton)
Post #: 59
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/4/2012 1:19:25 AM   
Dili

 

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News about a new language: Halide

http://web.mit.edu/newsoffice/2012/better-programming-language-for-image-processing-0802.html

(in reply to Bullwinkle58)
Post #: 60
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