WITP2 Ruminations (Was "OT:WitE Forum")

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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n01487477
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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by n01487477 »

ORIGINAL: fcharton
There are very few things in the game that Tracker cannot reach. Some might just be overlooked by Damian and Floyd (because they don't need them, eg weather forecasts). Others, like enemy DL, are clearly in the game file (since it contains "both sides"), but would need to be interpreted in the same way the engine does to put the enemy on the map. No code rewrite here, but some code reading.

On the input side, everything that can be undone in the current UI could be handled by a Tracker like tool. And everything you do can be restored, just by saving and reloading a file... We'd most certainly want a better solution, but I think it proves you dont need rewrites.

Not to break my NDA with Matrix but you are correct in that the save has a lot of information. Floyd has to hold me back at times from allowing Tracker to become bloatware with my craving to explore, data mine and add. The Java overhead and the DB requirements alone make maintaining all the data a difficult balancing act.
At the heart of the visualization tool would be a better, zoomable, easier to search, map, and a series of user customizable reports, with data intensive reports like tracker, and more graphic visualization. I believe modern UI frameworks can handle this. One point I would really like to have is a report generator, something where you build your own dedicated screens. Something I don’t like with the current UI and Tracker is that you can’t choose what gets displayed and what doesn’t. Also, I’d love the UI to allow for “historical reports”. This would be practical for AAR, but also to keep tracks of past information.

I agree, we've made some design decision errors. Not that we won't add this functionality eventually but I'd rather be part of a team improving the witp-ae interface much like what Francois is suggesting. MichaelM has done a wonderful job within the parameters of the current code - a more extensive code rewrite might be my retirement dream, I'd settle for something like an interface upgrade, more hard coded data points for the editor and maybe a better AI script editor utilising a more powerful language.

Importantly, any witp-ae 1.5 requires access to the existing code - otherwise this conversation is mute.
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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by fcharton »

Hi Damian,
ORIGINAL: n01487477
Floyd has to hold me back at times from allowing Tracker to become bloatware with my craving to explore, data mine and add. The Java overhead and the DB requirements alone make maintaining all the data a difficult balancing act.

A related problem would be the amount of "disclosure" you allow through Tracker. To a certain extent, the current UI acts as a form of FOW, by making some calculations so tedious dans you wouldn't do them on a daily basis. The opposite extreme would be a data-mining tracker that crunches everything into some ready to implement actions (ie "one convoy lacking here, please transfer ship XX YY and ZZ from that port, and assign them to...").
ORIGINAL: n01487477
I'd rather be part of a team improving the witp-ae interface much like what Francois is suggesting.

So would I...
ORIGINAL: n01487477
Importantly, any witp-ae 1.5 requires access to the existing code - otherwise this conversation is mute.

Actually, I believe a NDA like the one you have in Tracker might be enough, but access to code would be much better. In order to avoid losing benefits of AE (and possible maintenance by HFD), a clear delimitation of what 1.5 can touch, and what it won't change, would be needed upfront.

It is clear that some agreement from Matrix and HFD (what's copyright status of the current code) would be needed in any case. But then, our mute ramblings might help being taken seriously.

Francois
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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by janh »

ORIGINAL: jwilkerson
... I want something that plays like I do .. that thinks like I do ... that can react to circumstances ... that looks at data across time (trends) and not just "what are we doing this turn". Each level of the AI essentially solves the same problem ... how to I accomplish my mission with the forces I have available, given what I know about the enemy and given what I know about terrain, weather, supply, etc.

... I've learned that experienced game players have a lot going on "under their hoods" ... I think we do this mostly without realizing we do it! As I've tried to break down what I do and why I do it - I've realized how much I am doing that I do not even know I am doing!

...I'd say at least four people - game players who are willing to analyze and write down how they play- and do this a lot for the first year - from all this we synthesize the AI "algorithms" ...

I can only totally agree with what you are saying. There are many aspects to writing a good AI for solving a given problem, and all starts with understanding the rule set, i.e. how as a human player your logic approach is structured. Sort of like a complex, branched tree taking into account the parameters from pilot fatigues to weather or available of reinforcements within an interval that you believe you ought to have back-up available within. The better you can describe your thinking (the more systematic it is, aka the better it fits into a logic diagram), the better you can teach the AI to do the same. Which means that input from the more experienced players is essential. The knowledge that the really best players here are very systematic in their procedures and planning (even when improvising), and essentially have their routines set in mind, is clear evidence that you can also create an AI that could essentially do the same -- if you can put your routines down to paper and reflect even on all the parameters that you perhaps only subconsciously take into account.

Now once you'd start to explore your own logic from the very first turn where you define your global strategy, goals, industry etc. to any given turn in the long run and tried to write "a very detailed rookie guide", you'd probably lose yourself in details soon. It is doable, but it will require to make some approximations -- for example ignore those things that even amongst human players is considered more chrome than of important effect.

Start out with the key things it needs to do, keep it object-oriented and well-structured code so it can be expanded on systematically. Which is were the 2nd art comes in -- writing something that is systematically expandable and allows add more and more cases previously ignored, or refined existing ones by adding more subcases. That's where I most often struggle since I never really studied informatics. And I also often trip over my own codes because when sometimes one realizes that AI does poorly one learns that there were more parameters that one subconsciously checked, and need to be implemented as well. The code will grow, and as many things in AIs interact with or depend on others (say the loading/unloading of LCU, HQs, supply on the availability of transports, and in turn on the availability of enough escort ships, air cover, the target's properties, the preceding bombardment TF..., so if the BB gets into some issues, this may for example need to get feedback all the way back to the set-up of the amphib TF), it sometimes grows into a chaotic underbrush that one needs to clear out later if one again wants to systematically improve that. I think very good coders are a key to getting all those "thinking routines" but into a systematic code.

Lastly, you also want the code to run quick, which is perhaps less of an issue with a turn based game. Yet I wouldn't want to go back to old commodore times with the Chuck Krogel games, say Battle of Chickamauaga, where the computer spent sometimes plotting for almost 2 hours. So plenty of your routines, like sorting units by ranges, capacities, wherever you have large vectors or arrays, or where multiple loops are concerned need to be optimized using efficient codes/routines/functions or using some more approximations and "cheating/tricks".
ORIGINAL: jwilkerson
that can react to circumstances ... that looks at data across time (trends) and not just "what are we doing this turn".

Ultimately you'd perhaps end with an engine consistent of two (interacting) parts, just as one (or at least I) approach the game: A "parent" routine that determines all the strategic level issues, checks whether the previously chosen targets remain viable/were achieved/were failed so new offensive of defensive goals can be chosen, looks in which local theaters/bases supply is short or resources need to be gathered etc. And a more local "child" routine that checks TFs, bases, adjusts air transfers, CAP, sweeps, supply runs etc. for each local theater.

Now the most difficult part might be what you mention with trends, for e.g. following the enemy dispositions over time. And over what time interval for deriving what information? I think that would be a hard task. They'd be very different for the strategic AI, and the local AIs.Yet even if the local AI's would only take the present setup and the last turn into account (plus some "see thru fow" checks to prevent worst screw-ups), and not include any long-term trend, it may already react much better to a situation than any static scripting that has its assets given prior to game start.

One could define a "AI knowsabout" level based on detection that decayed (exponentially) slowly, say forgetting any unit only after it hasn't been spotted again for say 4 weeks.I would probably allow it some tiny cheating capabilities, maybe be a benefit in the detection levels, to the quality of recon assets, or add a small chance (or not so small, to be tuned...) let it see any unit randomly from time to time. The you need AI to calculate a threat level based on the "known" assets, for each mission type, and have that evaluated for example to predict where the player has weak LCU/air/naval defenses, or where AI spots the player build up units that combine amphib offensive with naval bombardment, CV and/or LBA sweep, cap or bombing and supply/engineering capabilities above a threshold. AI may have to weight that by distance, as obviously a huge ampbib/BB/CV fleet sitting at San Diego won't be much of short-term threat to say Adamans. And the naval parts of it none at all to inland bases in Burma. Maybe you have to use hindsight and experience here to smartly define theaters, which AI could use to evaluate its local situations -- like we for instance know that any invasion in the DEI will likely come via OZ. The theater determination might be really tricky, but maybe one can come up with something based on geography and years of AARs here.

I think a good AI is doable, but it may take a long time even if one finds a team that was willing to remove the present AI engine from AE and implement one that would purely run on external scripts to resolve moves, allocations and orders. For implementing the core scripting commands it would need "only" skilled coders, but for creating the AI it would need a dedicated team like the one that brought us AE: with experience with the topic, time, doctrines, but also with the real playing experience and experience with the habits that other people have shown over the years here. At best, a commercial venture could perhaps provide the core scripting engine and a very basic set of scripts that maybe on par with the present scripts we have, being able to handle anything "standard" in a crude fashion, and perhaps with more cheating trick than would be needed with a more refined AI. If we had that, I am pretty sure I'd abandon a lot of other projects for that.
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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by DD696 »

As an AI player, the thought of a greatly improved AI is something that I have a great deal of interest in. I have played PacWar, UV, WiTP and AE as they appeared, and the improvements have kept coming. Why stop now? An improved UI would be a boon to all players, but I am just as sure that those who suggest making a grand effort to enhance the AI will find considerable resistance from the hard core PBEM group who believe that anyone who plays against the AI has only the brainpower of the lesser intelligent zombies.

It's been 20 years since I did any serious coding so I am not qualified for that. I just play the game.

If this is ever to happen, don't wait for Matrix to do anything. They do not develop games. Their role is to take the games that are "somewhat ready for prime time" and market them and take a big slice of the pie to do so. The development group makes and maintains the game - Matrix is the retailer. A group has to present the idea to them, and if they see some profit in it, they may agree to market it. At least, that is my understanding.

I have 24 hours a day of free time to devote to whatever I want, and I would be willing to help out in a project of this type in any way that I could. In the WiTP days when AE was announced I was a PITA on the forum there because I spoke up for the AI player and did try to get across the idea that if the AI players were ignored and nothing was done to enhance the game for them, then the chances of making the game a financial success were doomed. I was soundly opposed by those who felt that any improvements to the AI were a waste of time and they were the vocal majority there. Luckily someone took up the banner and the game was delayed while the AI was enhanced to what we have today.

I think it can still be better still. A group has to form and come up with a plan. Obviously, the game is still supported by a part of the Henderson team, so discussions have to be done with them, namely Joe Wilkerson. Then you have to get involved with Gary Grigsby & Co as their name is on the game. Matrix would also be involved. I would look at the effort as something in line with current development, as an extension of that with the focus on UI and AI improvement. Throw some bones at the PBEM crowd to get them on board.

I'd buy it again then for a bigger price. Shucks, I may even provide some financial backing to get it done. Maybe called War the the Pacific: Admiral's Edition: AI/UI Enhanced or some such thing.
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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by Nikademus »

ORIGINAL: Bullwinkle58



I'm looking for reasons to do this, not reasons it can't be done. Realizing you were on the team are you perhaps being a bit defensive about HFD? I tried very hard to give appropriate praise for what HFD did. It was a remarkable achievement and is still delivering and still being supported. But I sometimes get the feeling that some current devs think that any call for movement forward denegrates the AE achievement. If that is the case I will once again say "not from my corner." However, that said, nothing is perfect and most creative products don't ever have to settle out and die.

Read into it whatever you want. My post was meant for the general public before any who havn't seen the bulk of past "WitP2" threads before they get their hopes up. HFD's has no plans for a WitP2.


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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by Bullwinkle58 »

ORIGINAL: Nikademus
ORIGINAL: Bullwinkle58



I'm looking for reasons to do this, not reasons it can't be done. Realizing you were on the team are you perhaps being a bit defensive about HFD? I tried very hard to give appropriate praise for what HFD did. It was a remarkable achievement and is still delivering and still being supported. But I sometimes get the feeling that some current devs think that any call for movement forward denegrates the AE achievement. If that is the case I will once again say "not from my corner." However, that said, nothing is perfect and most creative products don't ever have to settle out and die.

Read into it whatever you want. My post was meant for the general public before any who havn't seen the bulk of past "WitP2" threads before they get their hopes up. HFD's has no plans for a WitP2.

Noted.
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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by Bullwinkle58 »

ORIGINAL: witpqs

AARs would not do it. Even for people who put a lot in their AARs, the stuff Joe is talking about is WAY more that doesn't get into AARs much. Even the notes players would make for a year would then need to be analyzed to suss out the details.

OK, I'm understanding better what level of detail is meant. Would it be possible do you think to perhaps have some of the better players write in essay, outline, bullet, etc. format what they do in a typical GC, from memory, and then follow up with a turn-by-turn log in the succeeding year? To get some early work done? Just a thought. Many of these players have done multiple games now, at least through mid-war.

Edit: Maybe Matrix would toss some free goods their way in lieu of cash?
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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by Bullwinkle58 »

ORIGINAL: fcharton

Picture a tool like an expanded Tracker, with a "drillable" map, customisable reports, and which can not only edit, but also modify, the save file it takes as input. Such an aide could be used to play AE: after the combat replay, you save the turn, load it into the tool, modifiy it, then fire AE and just push on the "turn complete" button, send it to your opponent (assuming PBEM, against AI, the process ands there), who does the same, feed the finished turn into AE for the turn resolution, and here you go again.

You now have a new User Interface, without ANY code rewrite.

On the good side this might be easier. On the "uh oh" side two thoughts/questions posed to me in different form in an off-line discussion of this topic:

1) Matrix has historically had a line in the sand against any utility or program which will modify a save game file. Is there a way around this in what you're suggesting?

2) Could a method be inserted to disallow a PBEM opponent from re-running multiple passes to optimize resuts before commiting them to a re-save?

I think the idea of a to-the-side management interface is very good if it allows normal Windows functionality but also links back to EXE hooks and variables in existing algorithms. It would allow a lot more creative freedom in layout, graphics, and customization than working inside the pixel-counting layouts of the current management screens and tables. I just think there would need to be security lock-downs in place before saved games could float out of the current structure.

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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by Bullwinkle58 »

Bullwinkle said: Again, here, I'm leery. I've played all three cycles, and find the 3-days are past the point I'm comfortable. A week-turn cycle in WitE works due to the scale POV of control (larger formations mostly) as well as speed of advance of the units against a contested, old-school front-line of battle. Going past 3-days in WITP and ships and planes can be in and out before the opponent ever sees them. The PTO is not a battle line enviro. At certain times in the war it's a 360 degree problem for each side. I do agree that longer cycles addresses issues like attracting different types of players, and it does somewhat disguise AI weaknesses by letting the AI always play 1-day turns even when the human is tied gagged to a stake for five days or a week, but I think you'd have to be very careful not to break a system designed around very low-levels of unit abstraction.

You are certainly right here. Maybe the good idea would be to have different cycles for different tasks, and, perhaps, to put a bit more inertia into the system. I always have a slightly unreal feeling when I can modify my plans just after I got the combat report. Human organization (no matter how they like to picture themselves in books and films) never are that efficient and smooth.

As this thread goes on I see better what each person is saying. This gave me a far better idea of what you mean by a "Tracker type" UI.

Your comment on different cycles made me think more about how the turn-by-turn routine goes. Certianly you are correct that the game allows human players to react and change virtually any factor in war management each and every 24 hours. Completely insane even today with instant comms. In the 1940s, a manual typewriter and carbon paper environment, things took time.

How about this: in the Tracker-like environment allow a player setting, either up front in game set-up or interactive, to move certain game functions to a "Staff Meeting" planning envioronment. Players who want to stay as is could. Players who wanted a more period flavor would choose a staff meeting every seven game days. Players who were masochists, or who wanted to give the AI the ultimate help, or who wanted to play a GC pretty fast in RL terms, could choose a monthly staff meeting.

The tactical/local elements of the game would largely stay as is now. Air unit orders, TF loading and routing, LCU moves and attacks, etc. But the management functions would move to the staff meeting screens. (Full-screen, Windows functions like right-click menus, drag&drop, no tiny buttons, etc.)

These would include:

-Ship repair queues and priority assignments
-Assignment of objectives for LCU prep
-LCU replacements on/off; ditto aircraft and pilots; pilot replacements would need to come from Group Reserve between staff meetings
-all pilot pool lateral moves
-all withdrawl orders
-R&D changes; aircraft model production changes
-Industry on/off, repairs on/off, all industry expansions
-all shipbuilding decisions
-TOE upgrade orders
-all at-will leader replacements
-assignment of surface ASW patrol zones
-assignment of sub patrol zones; make the subs rest for a week between patrols (or a month)
-orders to fortify above level 6


Again, all this could be put into the UI, without touching the original code. You could have some new orders be delayed, or have a risk of not being implemented, or limit the number of orders you can give a unit over a period of time, since the UI could keep track of it.

The planning points idea was put into WitE and is both loved and hated from what I see in the forum. It recognizes that senior leaders have finite time, energy, and mental bandwidth. They force the human player to prioritize what needs to be done now, and what can wait. Some WITP palyers would like this; others would feel handcuffed. I think the per-turn points alloted would be the most critical decision.
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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by witpqs »

ORIGINAL: Bullwinkle58
ORIGINAL: witpqs

AARs would not do it. Even for people who put a lot in their AARs, the stuff Joe is talking about is WAY more that doesn't get into AARs much. Even the notes players would make for a year would then need to be analyzed to suss out the details.

OK, I'm understanding better what level of detail is meant. Would it be possible do you think to perhaps have some of the better players write in essay, outline, bullet, etc. format what they do in a typical GC, from memory, and then follow up with a turn-by-turn log in the succeeding year? To get some early work done? Just a thought. Many of these players have done multiple games now, at least through mid-war.

Edit: Maybe Matrix would toss some free goods their way in lieu of cash?
I'm not sure what people would be willing (or able?) to do. The things that we take into consideration often get done very quickly, often automatically. You are (IMO) talking about something along the lines of a significant research study. Can you get federal funding? [:'(]
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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by Bullwinkle58 »

ORIGINAL: witpqs
ORIGINAL: Bullwinkle58
ORIGINAL: witpqs

AARs would not do it. Even for people who put a lot in their AARs, the stuff Joe is talking about is WAY more that doesn't get into AARs much. Even the notes players would make for a year would then need to be analyzed to suss out the details.

OK, I'm understanding better what level of detail is meant. Would it be possible do you think to perhaps have some of the better players write in essay, outline, bullet, etc. format what they do in a typical GC, from memory, and then follow up with a turn-by-turn log in the succeeding year? To get some early work done? Just a thought. Many of these players have done multiple games now, at least through mid-war.

Edit: Maybe Matrix would toss some free goods their way in lieu of cash?
I'm not sure what people would be willing (or able?) to do. The things that we take into consideration often get done very quickly, often automatically. You are (IMO) talking about something along the lines of a significant research study. Can you get federal funding? [:'(]

I know some very good grant writers, but Matrix FOR SURE can't afford them! [:'(]
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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by US87891 »

Everybody whining about their own little problems is what's going to put this in the dumper, where it belongs.

But, if you are precipient, do it in a two step process. Make the AI editor separate from the scenario editor and then have HFD people code in the hooks to the game engine.

The present day AI editor is just like the scenario editor. It consults and displays lists of units and lets a modder say when and how a unit gets used, from a start date to an end date, and maybe not. It all depends. The manual is ok as far as it goes, but it is not extensive. There is a lot of things going on the Manual doesn’t cover but are bread and butter for AI modders.

There’s a lot that a specific AI editor can do. It can be context searchable and be able to show what scripts are running and what units (Bases, LCUs, AGs) are allocated to an active script. This alone improves the efficiency. And then allow for selectable units for selected ops according to the scenario OOB, and allow for a double flag for defense and assault units. Too much to talk about even briefly.

This is something that can be done under the same NDA that covers Floyd and Damian.

Part two involves hooking into the code, so it is more involved (a lot more involved). Things like Francois’ designated hitter, 3-day AI helpmates, but things that depend on what’s defined by the editor, so the editor has to be right.

Have been doing this on Excel for many scenarios for Babes team players. It’s a PITA. But understand how it works. Would be very interested in talking to Francois about how to make some of these things happen. Please PM and will respond with real emails.
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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by fcharton »

ORIGINAL: Bullwinkle58
2) Could a method be inserted to disallow a PBEM opponent from re-running multiple passes to optimize resuts before commiting them to a re-save?

I am not sure I understand the problem. Right now, you can't "test" a turn you've played because you need to send it to the other player before it is replayed. The new system would work exactly the same.
ORIGINAL: Bullwinkle58
1) Matrix has historically had a line in the sand against any utility or program which will modify a save game file. Is there a way around this in what you're suggesting?

It depends on how the guideline is to be interpreted.

It could mean Matrix wants to protect their format, and security algorithms. I believe this is currently done through a specific dll. Basically, Matrix provides Damian, Floyd and other third party coders with a "black box" that reads the secret format for them. If a similar black box can be provided for encryption, we are fin. When a player finishes his turn, a black box function is called, which provides (lo and behold!) a valid AE savefile. The "external UI", would use a different saving format, but exchanges with AE would be done under the pws format we all love.

If the rule is stricter : no encoding dll will ever be provided (no sure I understand why, but let's not discuss security), then we could provide Matrix with our internal secure format and let them write the bridge. More work on their side, but their code remains at home.

The rule could be even stricter. If no external program should be able to edit turns, we could develop a tool, and then provide it to Matrix as a dll for them to integrate. This would make the testing more difficult (ie rely more upon them), and imply more work on Matrix side, but it would work too.

Of course, if the point is "no one but Matrix can develop a UI" it won't work...

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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by Bullwinkle58 »

ORIGINAL: fcharton

ORIGINAL: Bullwinkle58
2) Could a method be inserted to disallow a PBEM opponent from re-running multiple passes to optimize resuts before commiting them to a re-save?

I am not sure I understand the problem. Right now, you can't "test" a turn you've played because you need to send it to the other player before it is replayed. The new system would work exactly the same.

I re-read the original post and put it with this one and I see what you meant now. I'm sure a work-around could be done with Matrix's help and/or blessing.
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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by Andy Mac »

ORIGINAL: US87891


There’s a lot that a specific AI editor can do. It can be context searchable and be able to show what scripts are running and what units (Bases, LCUs, AGs) are allocated to an active script. This alone improves the efficiency. And then allow for selectable units for selected ops according to the scenario OOB, and allow for a double flag for defense and assault units. Too much to talk about even briefly.


There is an AI debug file that is generated by adding an extension - I have posted it several time before - it allows you to identify which script uses an LCU or air group
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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by CaptDave »

I'm following this whole discussion with interest, but have kept silent. I think I can finally contribute something partly-constructive, anyway.

1. As Bullwinkle alluded to a few posts back (whether he meant to or not), part of both the allure and the frustration of AE is that we have to simultaneously work at the levels of highest HQ, platoon leader, and everything in between. I like the idea of the weekly "staff meeting," although I worry about the complexity of the code to carry out decisions reach. Of course, there are other considerations, such as which staff level (and how many staffs), what if a more frequent schedule is required, and so on.

2. I play mostly against the AI, mostly because few opponents would put up with my availability for PBEM. Many laugh at it, but I'm just glad it's as good as it is! Consider how long it took the IBM programmers to get a computer to play a decent game of chess. Each turn a chess player has a finite number of available moves, each has a finite number of possible responses, and so on -- and all combat results, as it were, are 100% certain (a piece is taken or it isn't). Granted, the number of possible situations explodes exponentially, but their numbers are infinitesimal compared to the possibilities in AE. Not only do we have many more possibilities at the start of the sequence, they're all complicated by the randomness involved in determining the results. Even if the computer has the advantage of knowing the exact algorithms (which would be ludicrous for the human players to know, at least if the point is to somewhat simulate reality), this is still a massive undertaking.

Like DD696, I haven't done any actual programming in many years (not quite 20, but close) -- unless you count testing scripts. It's been about 25 years ago since I even looked at anything remotely involving artificial intelligence. Still, I can picture how big an effort any of this is (i.e., anything that's been discussed in this thread). As far as development as a whole goes, I think the way it's going to happen is as Joe suggests for just the AI: a team of volunteers, working diligently with defined roles. I'd go so far as to say that a redesign effort would have to start in a fashion similar to the old waterfall development model, carefully defining requirements in great detail. The trick, of course, is to keep the requirements logical, rather than physical. THAT is something I can help with (besides QA, my work while in the IT field was in the area of data base and process requirements).

Of course, I have my ideas about where improvements are most needed, and I haven't seen any of them mentioned in a while, but that's not the point of this particular thread. More on that when it's appropriate.
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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by fcharton »

ORIGINAL: Bullwinkle58
How about this: in the Tracker-like environment allow a player setting, either up front in game set-up or interactive, to move certain game functions to a "Staff Meeting" planning envioronment. Players who want to stay as is could. Players who wanted a more period flavor would choose a staff meeting every seven game days. Players who were masochists, or who wanted to give the AI the ultimate help, or who wanted to play a GC pretty fast in RL terms, could choose a monthly staff meeting.

This is pretty much what I had in mind. Basically, you could split the input part of the system (ie the orders you give, settings you change) into subsystems, which would follow different cycles. Pilot training or ship production could be monthly, base building fortnightly, sub patrols weekly and so on. To avoid having mammoth turns at the beginning of the month/week (and worse still when both coincide), you could turn that into a "minimal distance between system change".

Suppose pilot training is monthly, you are not required to handle it every first of the month for every squadron, but once you've done it, you need to wait a month before you can countermand the orders.

This would help game play, by reducing the amount of work compulsive micromanagers have to do on a specific turn. Yes, you could review all your bases every day, but since you can't change them...


Thinking along there lines, and after reading your reply, I was wondering whether we could implement something that looks like "information lag". Apart from the administrative issues, another reason why real generals lack the perfect control we exert on our make believe armies is that all information travels instantaneously over the map. An invasion of a faraway base is known at once, and you can move ships, transfert planes, send reinforcements the next day, because they're always on the phone and ready.

I might be wrong, but I think real information takes more time to travel (and be taken into account), and orders given to troops at the periphery (say, a japanese tank column marching on Urumchi, or squadrons based in the jungle).

In game terms, this means the map you see should not be perfectly up to date (it could be a few days old for remote areas), and orders you send might take a while before being implemented.

Turn delays are relatively easy to implement in our Tracker like model. The UI just keeps in mind your orders, and "delays" them.
Delayed information is a different beast. If it were limited to the map display, it would be possible to show, say, Urumchi with the situation for yesterday. But turn replays and report provide the player with additional information. So you'd need to edit those (basically, tear the replay and report into pieces, and broadcast them at different times.

This is still a half baked idea, and probably sounds a bit silly at this point. But I think this would provide the player with a series of "reports from the front", and a map (and reports) which incorporates them (that's the virtual staff), but would suffer from realistic delays and lags (errors, even?)

And again, this would provide the AI with yet another possibility to "cheat in a realistic way", just by being more information efficient...


I've been reading Andy Mac posts on the AI scripts. More about that later.

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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by jwilkerson »

ORIGINAL: witpqs

AARs would not do it. Even for people who put a lot in their AARs, the stuff Joe is talking about is WAY more that doesn't get into AARs much.
As usual, witpqs is an accurate translator of Joe speak [:)]
Even the notes players would make for a year would then need to be analyzed to suss out the details.
I do think we can analyze as we go - that's how I've been doing it. So a more complete discription of year one is write down how we play, analyze these writings and create the rudimentary rules to run the AI.

A few boardgames like Jon Southard's Solomons have AI engines and these do not have any computer programming, they just have some extra charts and tables and die rolls that allow the human player to determine what the enemy will do. Similar to the old book version of D&D, the "game master" had charts and tables to generate game actions. An AI can and should be designed by game players, not programmers. If the game players do a good job, the programming part will be easy. [:)]
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RE: WITP2 Ruminations (Was "OT:WitE Forum")

Post by Bullwinkle58 »

I think your ideas of informaiton lag and increased FOW, including more on the map (there's some now), are interesting. However, I think in a game environment, if you went this way, you'd need extra mechanisms to inform the player of expected lags, or to provide the player-CINC information a staff would have that Order X has not been receipted by the end-user. Else the whole thing could break down in player frustration at not knowing what his pixel men knew or when they might know. In RL although orders took time to transit the senior officer had a rough idea of how long things would take in that one case depending on the circumstances of distance, transmiisson tech, era, weather, and a host of other factors.

In general I think order lag has merit as a concept for making the human job harder and sheltering the AI. But I'd be more in favor of a universal lag for game playability, even if it was a kludge versus RL.
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RE: WITP2 Ruminations (Was "OT:WitE Forum")

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