Strange AI behavior

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

Moderators: Joel Billings, Sabre21, elmo3

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JamesM
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Strange AI behavior

Post by JamesM »

I reported this before with the latest betas, I restarted the main campaign after I noticed this the first time and the same thing has happened on both occasions. I am playing as the Soviets and in the summer months of 1942, the AI barely launched any attacks and as my forces were not that strong I remained on the defensive. Then come the winter months and the AI attacked all along the front. It made a number of inroads but at the cost of heavy causalities.

In the South I then Launched an offensive and trapped 20+ divisions (mainly Romanian) and the AI did not do much to reinforce this sector or launch any significant attacks to relieve the surrounded units.

I hope this information helps in the continuous efforts to improve the AI.
Schmart
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RE: Strange AI behavior

Post by Schmart »

What difficulty level are you playing on? In my games I've started to give the Axis AI a morale settings boost for 1942 to stimulate more attacks. The morale setting is the most important factor in determining AI 'intelligence'.
JamesM
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RE: Strange AI behavior

Post by JamesM »

I have all axis settings set to 110 while the Soviets are all set to 100.
Grungar
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RE: Strange AI behavior

Post by Grungar »

in one of my 41 games the german ai became very agressive and succesful after a 3-4 turn pause exept for local attacks. its morale was set at 105. i am far from an expert player and so i may have encouraged it by poor play.
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AFV
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RE: Strange AI behavior

Post by AFV »

What I see the AI is atrocious at when I am the Soviet is under two situations- when a pocket is made or a near pocket is made.

1) Units are pocketed: Invariably, when the AI relieves a pocket, it will attack with the units that are in the pocket (even though you know they are contributing very little to the battle) along with the main force relieving it. Its much more effective to attack only from the outside, force one of my units to retreat, and then the units that were in the pocket can at least move one hex towards their own lines.
2) Units that are in danger of being pocketed: The AI seems to use the Hitler "no retreat" rule. Even when outnumbered and in danger of being isolated, it holds it ground. Rarely, if ever, will it use the "move 1 hex rule" and slide back towards its own lines.

The setting I use is AI 110% (everything), me 100%.
JamesM
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RE: Strange AI behavior

Post by JamesM »

ORIGINAL: AFV

What I see the AI is atrocious at when I am the Soviet is under two situations- when a pocket is made or a near pocket is made.

1) Units are pocketed: Invariably, when the AI relieves a pocket, it will attack with the units that are in the pocket (even though you know they are contributing very little to the battle) along with the main force relieving it. Its much more effective to attack only from the outside, force one of my units to retreat, and then the units that were in the pocket can at least move one hex towards their own lines.
2) Units that are in danger of being pocketed: The AI seems to use the Hitler "no retreat" rule. Even when outnumbered and in danger of being isolated, it holds it ground. Rarely, if ever, will it use the "move 1 hex rule" and slide back towards its own lines.

The setting I use is AI 110% (everything), me 100%.

I have to agree I am now into January 1944 and the count of destroyed axis divisions 64. In 43 it was mainly satellites but not many of them left so it is now mainly German infantry divisions.
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Joel Billings
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RE: Strange AI behavior

Post by Joel Billings »

If you have a save just before the AI move where it should slide back to avoid being trapped, please email it to 2by3@2by3games.com. For awhile the computer was too good at getting out of near pockets (it cheated). Not sure we can do anything to improve it, but if we get a save or two Gary might have a way to make it better.
All understanding comes after the fact.
-- Soren Kierkegaard
Schmart
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RE: Strange AI behavior

Post by Schmart »

2) Units that are in danger of being pocketed: The AI seems to use the Hitler "no retreat" rule. Even when outnumbered and in danger of being isolated, it holds it ground. Rarely, if ever, will it use the "move 1 hex rule" and slide back towards its own lines.

I agree. Playing a GC as Soviet (90%) vs AI (110%) and in first blizzard I'm seeing/thinking the same thing. I've isolated and eliminated several singular units/stacks, including multiple Motorized, Panzer, and SS Divisions, and wondering why the AI didn't pull back the single hex so that it could've saved the units. Poor AI has lost a number of it's best Divisions. I'm later in the blizzard now, and going a little easy at least when it comes to cutting off those single stacks.

I'll see if I can dig up a couple saves.
juret
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RE: Strange AI behavior

Post by juret »

AI need more advantage againt a human soviet player.

i am playing axis on 120 mainly and soviet on 80 exept 90 on AP
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gingerbread
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RE: Strange AI behavior

Post by gingerbread »

Don't feed the partisans.
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AFV
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RE: Strange AI behavior

Post by AFV »

Joel I have plenty of saves and will do so when I get a chance (I will be away from the game for a few days).
Of all the things I have seen the AI do, or not do, this is the thing that would improve its play the most. I do hope Gary can look at it. And it might give him some good ideas for the AI for WITW...
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