AI - ??
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: AI - ??
I'm not on the team, so what do I know, but I think they've been working on the AI for a while now. And I think they intend to work on it for a while more. Perhaps most importantly, they say they will expose the AI to the editor, which means we may see AI mods from AI-whizzes in the playerbase. (I volunteer Herwin to make one!) I'm really hopeful that we'll see some good AI mods.

RE: AI - ??
A lot of effort has been going into the AI. I wouldn't expect miracles, but it should be fair bit better than stock.
Bill
Bill
WIS Development Team
RE: AI - ??
In a posting (maybe last month), we were told the AI will have assignable time-based sequences for event/objective alteration in the editor..This in itself will drastically improve the game as a whole for AI players.
Even if the AI makes dumb moves, we, the human players, will still need to keep our options open ref deployment as the AI might alter direction of priorities mid-stream..
Even if the AI makes dumb moves, we, the human players, will still need to keep our options open ref deployment as the AI might alter direction of priorities mid-stream..

RE: AI - ??
We are working as hard as we can but the AI will never be as outright sneaky as a human player.
When it works with the basic model (and it doesnt yet) then we will release the game with a core AI scenario.
After we get a single AI script working and acting sensibly I personally not in my AE capacity want to have a play and create a series of very slightly different scripts so that players on both sides get a little variation in AI scripts and I am sure others will do the same.
My ideal would be to have 10 - 12 player crafted AI scripts drawing from the knowledge of the sneakiest human players for both sides for the grand campaign and for players to pick one at random.
This is not an AE goal but its what I would like to do.
Probably post release and after a couple of months I will probably ask good players of either the Japanese or the Allies to feed me the nastiest tricks or strategic plans they can think of it shouldnt be to hard to create a selection of AI scripts that incorporate some real nasty human behaviours. The obvious ones are Japanese attack Ceylon, North Australia, Fiji, Tahiti, Line Islands, in different orders of strength.
FOr the allies it would be Historic, Options around AI moving initial deplyments around, perhaps concentrating SWPAC and CENTPAC offensives into one offensive on either axis, Attack Timor etc etc
Lots of options that are small and subtle and easy to do ONCE we get the core AI working
But this all requires getting the 1st core AI up and working and we aint there yet.
Andy
When it works with the basic model (and it doesnt yet) then we will release the game with a core AI scenario.
After we get a single AI script working and acting sensibly I personally not in my AE capacity want to have a play and create a series of very slightly different scripts so that players on both sides get a little variation in AI scripts and I am sure others will do the same.
My ideal would be to have 10 - 12 player crafted AI scripts drawing from the knowledge of the sneakiest human players for both sides for the grand campaign and for players to pick one at random.
This is not an AE goal but its what I would like to do.
Probably post release and after a couple of months I will probably ask good players of either the Japanese or the Allies to feed me the nastiest tricks or strategic plans they can think of it shouldnt be to hard to create a selection of AI scripts that incorporate some real nasty human behaviours. The obvious ones are Japanese attack Ceylon, North Australia, Fiji, Tahiti, Line Islands, in different orders of strength.
FOr the allies it would be Historic, Options around AI moving initial deplyments around, perhaps concentrating SWPAC and CENTPAC offensives into one offensive on either axis, Attack Timor etc etc
Lots of options that are small and subtle and easy to do ONCE we get the core AI working
But this all requires getting the 1st core AI up and working and we aint there yet.
Andy
RE: AI - ??
Pedal faster Andy Mac. [:)] Work longer hours. [;)]
bottom line - take the time to get it right.
bottom line - take the time to get it right.
RE: AI - ??
Thats excellant news .... take ya time... i can wait...just for a half decent AI but variable scripts for the future WOW. That would be amazing!!!
Keep it up
Drew
Keep it up
Drew
WitE2 - Alpha Tester/Beta Tester
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RE: AI - ??
Since AI is supposed to be able to modded a bit, I am sure there will be some modders releasing their AI mods in few months after initial relese.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


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Flying Tiger
- Posts: 496
- Joined: Mon Mar 10, 2008 11:45 pm
- Location: ummmm... i HATE that question!
RE: AI - ??
So will the AI in the stock game be trying to relive history? Or trying to win?
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Flying Tiger
- Posts: 496
- Joined: Mon Mar 10, 2008 11:45 pm
- Location: ummmm... i HATE that question!
RE: AI - ??
ORIGINAL: Flying Tiger
So will the AI in the stock game be trying to relive history? Or trying to win?
The question above was never answered, so i'll ask it again... Will the new modules/scripts in the AI be written to re-create history (ie. can we expect the Japanese AI player to basically follow the footsteps of history)? Or can we expect to see a totally different Japanese strategy (ie. maybe focus west not south, or prioritise China then move on, or ????). Or, ideally, will it be true AI, where the computer will actually have a strategic plan but still react to the player INTELLIGENTLY, and change it's plans accordingly, etc?
RE: AI - ??
Ummm can I take the 5th on that one or else I may end up hung by the forum [:D][:D].
Ach well I am trying to make the AI be as nasty as I can so it isnt just a script of history there is a lot more reaction to allied moves in the DEI I have designated so must have bases for the AI so it will bring in 'help' if the human player gets cute and as for a full Sir Robin ...... well the AI will keep coming as long as you let it so running away is NOT an option - if you do expect the AI to exploit.....
As for Scen 2 which is the enhanced Japan Scenario <evil laugh> well expect a lot of suprises in that one......
Ach well I am trying to make the AI be as nasty as I can so it isnt just a script of history there is a lot more reaction to allied moves in the DEI I have designated so must have bases for the AI so it will bring in 'help' if the human player gets cute and as for a full Sir Robin ...... well the AI will keep coming as long as you let it so running away is NOT an option - if you do expect the AI to exploit.....
As for Scen 2 which is the enhanced Japan Scenario <evil laugh> well expect a lot of suprises in that one......
RE: AI - ??
Hi there!
I will be very glad if AI will be improved in a way that it will know how to support or react to invasions correctly. I woul'd also like not to see again cases when AI send a single unescorted CV across the map, or even to attack enemy bases. I hope that at least these things are corrected now.
And my question is: as the AI script will be upgradet and enhaced... will we ba able to continue our saved games with the new script. Or even switch the current game in progress to another script. It is very annoying when you have to restart such a grand campaign over and over, and over again... [8|]
I will be very glad if AI will be improved in a way that it will know how to support or react to invasions correctly. I woul'd also like not to see again cases when AI send a single unescorted CV across the map, or even to attack enemy bases. I hope that at least these things are corrected now.
And my question is: as the AI script will be upgradet and enhaced... will we ba able to continue our saved games with the new script. Or even switch the current game in progress to another script. It is very annoying when you have to restart such a grand campaign over and over, and over again... [8|]
RE: AI - ??
You can't use the old savegames with AE, PBEM or not.
We are all dreams of the Giant Space Butterfly.
RE: AI - ??
I ment using savegames from stock AE with future patched AE.
And switching from stocka AI script to modded script witjhout need to restart the campaign?
Will that be possible?
And switching from stocka AI script to modded script witjhout need to restart the campaign?
Will that be possible?
RE: AI - ??
I'll have to admit that I don't know for sure. We're in the midst of making the damn AI work properly at the moment, so since I can't tell you how good or bad it'll get, I can't tell you how much work it'll need afterwards.
We are all dreams of the Giant Space Butterfly.
RE: AI - ??
thanks for the information and the feedback- we must be annoying for you guys trying to make AE running...[:D] I hope patched and stock saves will be "compatible".
RE: AI - ??
The AI file is part of the Scen file so I strongly suspect it will require a restart if you want to change the AI file.
One of the prices to be paid in exposing the AI in the editor as opposed to having it in the exe
One of the prices to be paid in exposing the AI in the editor as opposed to having it in the exe
RE: AI - ??
If the AI in the stock scenario will not:
-Send unescorted carriers through enemy waters
-send unescorted CVs to bomb enemy bases
-send merchant, resupply convoys, and small TFs to the ex-friendly bases
- create weird TFs (eg. 8BBs - without escorts)
-conduct unsupported operations (eg. invasions without any support)
- sit with 100s of shipsin ports while human player is invading it's bases
In that case, I'll be extremely happy [:D]
And I won't be the only one!
-Send unescorted carriers through enemy waters
-send unescorted CVs to bomb enemy bases
-send merchant, resupply convoys, and small TFs to the ex-friendly bases
- create weird TFs (eg. 8BBs - without escorts)
-conduct unsupported operations (eg. invasions without any support)
- sit with 100s of shipsin ports while human player is invading it's bases
In that case, I'll be extremely happy [:D]
And I won't be the only one!
RE: AI - ??
ORIGINAL: Andy Mac
Ummm can I take the 5th on that one or else I may end up hung by the forum [:D][:D].
Ach well I am trying to make the AI be as nasty as I can so it isnt just a script of history there is a lot more reaction to allied moves in the DEI I have designated so must have bases for the AI so it will bring in 'help' if the human player gets cute and as for a full Sir Robin ...... well the AI will keep coming as long as you let it so running away is NOT an option - if you do expect the AI to exploit.....
As for Scen 2 which is the enhanced Japan Scenario <evil laugh> well expect a lot of suprises in that one......
So 'enhanced' does not mean 'cheats'? It means a smarter AI plus maybe a few extras for the Jap player?
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John Lansford
- Posts: 2664
- Joined: Mon Apr 29, 2002 12:40 am
RE: AI - ??
I'll be pleased (definition: very upset at the AI) if the AI is more opportunistic than the current version in WitP. Right now as soon as the Allies start going on the offensive in 1943, the AI goes into a shell, starts a "fortress mentality" and won't come out to play. I could leave every advance base undefended and it wouldn't try and retake anything. In fact, starting in mid-1942 I've not seen any attempts by the AI to intervene to stop a landing, or advance in an undefended direction. IIRC the last offensive effort I saw from the AI was somewhere around September 1942, when a CA TF mauled one of my invasion TF's going after the Shortland Islands. It would be nice if the AI at least TRIED to do something with its surface forces other than moving them from base to base and providing submarine and dive bomber targets in mid ocean.





