AI vs Rules

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

Moderator: Shannon V. OKeets

Shannon V. OKeets
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Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
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RE: AI vs Rules

Post by Shannon V. OKeets »

ORIGINAL: bo

ORIGINAL: Shannon V. OKeets

ORIGINAL: bo

Thank you Steve for the information. Boolean?[&:]

Bo
Boolean variables are True/False. Boolean logic is branching logic based on binary operations and branches: AND, OR, NOT, et al.
Cool, errr how many Booleans have to be done yet[;)]

Bo
Many.

But hopefully not too many more like this one (testing whether moving a stack of units into a hex is permitted within the restrictions of foreign troop commitment):

Code: Select all

 // ****************************************************************************
 // C is the major power that controls the country (governed area) that
 // geographically owns the destination hex.  C does not necessarily = HexC.
 // ****************************************************************************
 	  C := MC.ControllingMajorCountry;
 // ****************************************************************************
 // Under very special circumstances, check for foreign troop commitment.
 // ****************************************************************************
   	if (C <> nil) and                 // Hex has an owner.
        (FirstMU.Side = C.Side) and    // Moving unit & hex on same side.
        ((not CheckShift) or
         (Game.Phase <> pNavalMovement) or
         LoadedInPort or
         (not (ssCtrl in Shift)) or
         NotEnoughMPOrRange) and       // Use MSHexList to check MPs and range.
 // ****************************************************************************
 // The phases pHQSupportD, pHQSupportA, pLandCombatDeclaration do not actually
 // 'move' the units into an adjacent hex.
 // ****************************************************************************
        (not (Game.Phase in [pHQSupportD, pHQSupportA, pLandCombatDeclaration]))
        and
        ((not (FirstMU is TLandUnit)) or
         (not ((Game.Phase in LandBombardmentPhases) or
               Game.RetreatSubphase))) and                      // CanMoveTo.
        ((not (FirstMU is TAirUnit)) or
         (Game.Phase in [pNavalAir, pLandMovement, pAirRebase, pReturnToBaseA,
                         pReturnToBaseD, pConquest]) or
         Game.NavalCombatAbortDigress or
         ((Game.Phase = pReinforcement) and
          (Game.Phase_Reinforce.CurrentSubPhase[Game.LocalDeciderMP] =
           RspPlaceUnits)) or
         ((Game.Phase in AirPhases) and
          (Game.AirSubPhase in [aspReturnA, aspReturnD])) or
         ((Game.Phase in [pAirTransport, pParadrop]) and
          (Game.AirSubPhase = aspFlyA))) and
        ((not (FirstMU is TNavalUnit)) or
         (not (Game.Phase in ShoreBombardmentPhases))) and
        (not CanMoveToCountry(MC.FTCCountry, Game.Phase = pParadrop)) then
 	  begin  // 'The foreign troop commitment limit for %s will not be satisfied.'
   		Result := mvForeignCommitment;
     	Exit;
 	  end;
 

The above is ~40 lines of code. The program currently has ~360,000 lines of code.
Steve

Perfection is an elusive goal.
Bibs
Posts: 29
Joined: Wed Jul 11, 2001 8:00 am
Location: Cincinnati

RE: AI vs Rules

Post by Bibs »

ORIGINAL: bo

ORIGINAL: Bibs

ORIGINAL: bo

sorry about this one how do you delete a post?

Bo

Yes, please tell me how to delete Bo's posts.
Bibs I like that, cool, all of them Bibs or just the negative ones, oooooops their all negative to some people [:D] Wow Bibs 2.5 posts a year not bad[;)] Drop in again next year please.[>:]

Bo


But I make more sense in my 2.5 posts/yr than you do in your 400 posts/yr. Quality counts!
John Bibler
pzgndr
Posts: 3704
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

RE: AI vs Rules

Post by pzgndr »

Somewhere I have a list of which optional rules the AI Opponent will agree to play with - which is not all of these 81 options.

Steve basically answers the original question right here. We should assume the allowable options will be verified to work properly with the AI. Hopefully many of the remaining options can be verified later and included as AI improvements in future patches? Sounds good.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
bo
Posts: 4175
Joined: Thu Apr 30, 2009 9:52 pm

RE: AI vs Rules

Post by bo »

ORIGINAL: Bibs

ORIGINAL: bo

ORIGINAL: Bibs




Yes, please tell me how to delete Bo's posts.
Bibs I like that, cool, all of them Bibs or just the negative ones, oooooops their all negative to some people [:D] Wow Bibs 2.5 posts a year not bad[;)] Drop in again next year please.[>:]

Bo


But I make more sense in my 2.5 posts/yr than you do in your 400 posts/yr. Quality counts!

True True[&o] my daddy always said when someone does things with more quality than you do learn from them to better yourself or shut your mouth and move on[:-] Moving on[:@]

Bo
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