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RE: AI/Realism - 8/10/2020 3:02:57 PM   
kennonlightfoot

 

Posts: 1530
Joined: 8/15/2006
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Poland with Axis AI and my playing Allied.

The scripting allows you to set objectives which in the case of Poland are a few cities and Warsaw. It is as simple a situation as it gets so its a good demonstration of the limits to scripted AI. It "knows" what it has to do to win. But each individual unit has its own "AI" telling it how to react to things around it. This makes it easy to get distracted doing useless details while ignoring its main objective.

In this test it did well on the Axis Sept 1st turn but it lakes the ability to "look" toward the next turn. So it destroyed the Cav unit that blocks the route to Lodz but didn't put enough units against Lodz to take it. It took Krakov but that is actually an error since it pushed the Polish Armor there out instead of trapping it there. It also failed to take Poznan. It did spend a lot of manpower destroying all the small units it could to the north but that left it not threatening Warsaw from that direction.

I moved the armor into Warsaw and set up units in every hex around it. Since there was no threat from the north I could put the big units facing SW. I put a little cavalry unit in Lodz. I moved the Mountain unit to just north of Krakov. Also moved the surviving 3-5 below Danzig to cut the railroad. These moves are little laser lights for the AI cat.

AI Axis turn Sept 29 was spent killing the mice. A huge force was sent north to take out the 3-5. Poznan was finally taken but attracted one of the armored leaving nothing to threaten Warsaw from the north. And, I have no idea what it made so many moves around Breslov.

The results of Axis turn Sept 29 is shown below. My move puts a five hex wall around Warsaw. But with a Gr Panzer next to Warsaw it should be an easy kill if the Axis AI can keep its eye on the objective.






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RE: AI/Realism - 8/10/2020 3:08:50 PM   
kennonlightfoot

 

Posts: 1530
Joined: 8/15/2006
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Poland AI continued Oct 13th Turn:

But because the AI scattered its units all over the map losing its focus on Warsaw. I doesn't have much offensive power other than the armor next to Warsaw. And, then it rained. The AI probably would have still taken Warsaw on this 4th turn if not for rain but that is what tends to happen in October.

Add to that the ease of distracting the AI. It attacks the surround units with the armor to clear them out but with the loss of movement due to Rain there is nothing left to take Warsaw with. Leaving the situation shown below. Finally on the Nov 10th turn the Axis AI took Poland. Five turns and it still has to get ready to take France and the lower countries.






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RE: AI/Realism - 8/10/2020 3:28:15 PM   
AlvaroSousa


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Joined: 7/29/2013
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For the human mind you don't notice the difference in complexities from this and say Civilization unit movement.

For the A.I. it is exponentially more complex.

It's like comparing chess to go.

When I was developing this I realized most hex game developers cookie cutter each other's system and I didnt understand why. Now I do. It is much simpler to code and write A.I. for. MUUUCH simpler.

WP has multihex attacks, ZoC based on movement not stoppage, different size units. It is a lot harder to code.

What you are showing here is an abstract thinking concept. You need to balance X forces with Y forces if the Poles spazz out and run amok. Then positions those forces correctly. It is much easier to do for a human than an A.I.

Now if you want to give me a google deep mind server farm....

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