What an AI file is for

Norm Koger's The Operational Art of War III is the next game in the award-winning Operational Art of War game series. TOAW3 is updated and enhanced version of the TOAW: Century of Warfare game series. TOAW3 is a turn based game covering operational warfare from 1850-2015. Game scale is from 2.5km to 50km and half day to full week turns. TOAW3 scenarios have been designed by over 70 designers and included over 130 scenarios. TOAW3 comes complete with a full game editor.

Moderators: ralphtricky, JAMiAM

Post Reply
User avatar
ralphtricky
Posts: 6675
Joined: Sun Jul 27, 2003 4:05 am
Location: Colorado Springs
Contact:

What an AI file is for

Post by ralphtricky »

One thing that hasn't been talked about much is 'AI' files in 3.4. They're created by hitting the X key.

What are they? Basically, I've externalized part of the AI in a scenario. Earlier scenarios have a poor AI programmed because the designers had to go out of their way to try to make the AI play even a little bit good. These same practices can hinder the AI with 3.4, in particular, spacing the objectives too close can make him look in circles to determine what percent of the enemy forces are present instead of looking in a semi-circle. This would effect how he knows whether he is in danger of being flanked.

One example would be the Red Thunder 1988.ai file. It modifies the scenario so that the bottom formation of the Soviets will properly ford the river instead of just waiting there for something to happen. Since the objectives were spaced closely together, the AI couldn't figure out that it needed to put a fording unit on the river.

By making the AI file separate, people should feel free to experiment with different AI tracks and post changes to their favorite scenarios without entering the editor, needing to get permission to post an updated scenario, etc.

I'm hoping that these will become somewhat popular, and we'll see alternate AIs for some scenarios.

One use for them would be to play one side (or both) using Elmer Assist. Once you've modified the tracks, you can press X to export the AI file. If you put it in the graphics or altgraphics directory, it should be used the next time you load the scenario and override what was in the scenario. This means that if you want to play a scenario multiple times, you won't have to create the AI paths each time for your troops. You could also play one side, then play the other side against the strategy you just used. I'm sure that there are lots of other uses that I haven't thought of.

You do need to be careful since I think the editor also looks for AI files, and you can accidentally change the AI tracks if you have an AI file in the search path.

I don't think that PBEM files will use or look at AI files. This is being overcautious to prevent a possible cheat during PBEM play, although I can't see any obvious issues. I'm thinking about providing a PBEM mode in a future patch that would allow 'Elmer Assist' to be used. It depends on what people think about this feature.

Enjoy,
Ralph
Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.
Oberst_Klink
Posts: 4877
Joined: Sun Feb 10, 2008 7:37 pm
Location: Germany
Contact:

RE: What an AI file is for

Post by Oberst_Klink »

Brilliant!

Btw, Happy new year and all the best! The AI script is good news. :D I remember the 1st CoSim that had an editable AI file was a freeware/shareware game called "Crisis", mid-90s... Never made it onto the shelves though and the programmer seems to be nicked by Aliens...

WHILE we're talking about all those .AI, .GAM... Any chance to get a short index/reference about the different formating/definition /lines/tabs? I found one bloke who also seems to be keen to use an XML editor to create scenarios or an OOB database. And even Larry is using Notepad++ for scenario creation (or at least editing?!).

kLiNk, Oberst
My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.
User avatar
larryfulkerson
Posts: 42547
Joined: Sat Apr 16, 2005 9:06 pm
Location: Tucson, AZ,usa,sol, milkyway
Contact:

RE: What an AI file is for

Post by larryfulkerson »

ORIGINAL: Oberst_Klink
The AI script is good news.
I agree.....and I'm already thinking of ways I can modify AI play. Thanks Ralph dude.
ORIGINAL: Oberst_Klink
Any chance to get a short index/reference about the different formating/definition /lines/tabs?
I concur that this could really be helpful.
ORIGINAL: Oberst_Klink
.... And even Larry is using Notepad++ for scenario creation (or at least editing?!).
And if I can do it anybody can. I love Notepad++. But there's just one tiny flaw. It's not immediately obvious how one does an edit called "replace" where you replace one word in your text with another. I haven't found it yet and have needed it. Anybody got a clue they want to share?
ORIGINAL: ralphtrick
One thing that hasn't been talked about much is 'AI' files in 3.4. They're created by hitting the X key.
Hey Ralph......did you mean that it would be created by hitting the X key while you were in the editor mode? I hit the X key just now and couldn't find the output file anywhere.
EDIT: never mind.........I figured out that AI files aren't created while you're in a PBEM game.
Naughty Grandma Has the Bank Manager by the Balls… LITERALLY!
https://www.youtube.com/watch?v=fBeUBBeqkhI
gianluca74_ai
Posts: 10
Joined: Mon Feb 14, 2011 12:26 pm

RE: What an AI file is for

Post by gianluca74_ai »

Hi,
in the AI file the information's regarding Formation Order and Emphasis are not recorded ?
Oberst_Klink
Posts: 4877
Joined: Sun Feb 10, 2008 7:37 pm
Location: Germany
Contact:

RE: What an AI file is for

Post by Oberst_Klink »

Ciao Gianluca,

any idea what the Banzai/Early Thresholds refer to?

<AI EarlyThreshold="30" MidThreshold="20" LateThreshold="10"/>
<AIBanzai EarlyThreshold="20" MidThreshold="10" LateThreshold="5"/>

Grazie,

kLiNk, Oberst

My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.
User avatar
ralphtricky
Posts: 6675
Joined: Sun Jul 27, 2003 4:05 am
Location: Colorado Springs
Contact:

RE: What an AI file is for

Post by ralphtricky »

ORIGINAL: Oberst_Klink

Ciao Gianluca,

any idea what the Banzai/Early Thresholds refer to?

<AI EarlyThreshold="30" MidThreshold="20" LateThreshold="10"/>
<AIBanzai EarlyThreshold="20" MidThreshold="10" LateThreshold="5"/>

Grazie,

kLiNk, Oberst

Early mid and late are the part of the turn, I hink they are 7 rounds and 5 rounds left. 10 20 and 30 are the odds 1.0 2.0 3.0 required for an attack. Banzai is the most aggressive ai setting.

This can be tuned by the designer to make the ai more aggressive in pursuing attacks when an initial breakthrough is needed.

Ralph
Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.
User avatar
Curtis Lemay
Posts: 14554
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

RE: What an AI file is for

Post by Curtis Lemay »

ORIGINAL: ralphtrick

Banzai is the most aggressive ai setting.

AKA "Berserk".
My TOAW web site:

Bob Cross's TOAW Site
Oberst_Klink
Posts: 4877
Joined: Sun Feb 10, 2008 7:37 pm
Location: Germany
Contact:

RE: What an AI file is for

Post by Oberst_Klink »

I
ORIGINAL: Curtis Lemay

ORIGINAL: ralphtrick

Banzai is the most aggressive ai setting.

AKA "Berserk".
Tenno, banzai! Hai! The term itself and that it means VERY aggressive was clear ;) The values weren't. Thanks for the reply though lads!
My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.
Post Reply

Return to “Norm Koger's The Operational Art Of War III”