AI?

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.

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meechsem
Posts: 12
Joined: Wed Mar 01, 2017 10:02 pm

AI?

Post by meechsem »

Read somewhere the game didn't come with an ai. Is this true? I am wanting to buy the game but only interested on playing vs computer
davidachamberlain
Posts: 326
Joined: Tue Jan 21, 2014 12:12 am

RE: AI?

Post by davidachamberlain »

ORIGINAL: meechsem

Read somewhere the game didn't come with an ai. Is this true? I am wanting to buy the game but only interested on playing vs computer
No, it does not. That will be a while in coming though. WIF is a very complicated game with many major powers and many units. It will be a very difficult AI development once it starts.

At this point, work is underway to make sure that basic rules, scenarios, and multiplayer (Netplay, in particular) are working well.

I would not expect to see an AI update in place before the end of this year.

Dave
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rkr1958
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Joined: Thu May 21, 2009 10:23 am

RE: AI?

Post by rkr1958 »

ORIGINAL: davidachamberlain

I would not expect to see an AI update in place before the end of this year.

Dave
That's an understatement. [:)]
Ronnie
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Courtenay
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Joined: Wed Nov 12, 2008 4:34 pm

RE: AI?

Post by Courtenay »

I would not expect it before the end of the decade. There is a chance it will appear before the end of the next decade.
I thought I knew how to play this game....
davidachamberlain
Posts: 326
Joined: Tue Jan 21, 2014 12:12 am

RE: AI?

Post by davidachamberlain »

ORIGINAL: rkr1958
That's an understatement. [:)]

[/quote]
I am maybe a bit more optimistic. As I understand it, Steve has lots of material, but I also see this as an evolutionary (phased approach) solution. With a solid basis for a functioning game (sans Netplay), it might be possible to start with some simplistic scenarios, like Barbarossa and without any optional rules and a simplistic strategy, you can probably come up with something that gets things started.

However, I have a lot of reservation regarding a human challenging AI for one of the global scenarios. There are just too many moving parts to keep track of to effectively (and on a timely basis) challenge a human player. It might be somewhat possible to include a couple of simple and direct strategies that don't pay attention to all of the different factors, but I consider WIF to be an exponentially more complicated game to add AI to than chess (with only 2 sides, 7 types of pieces and 64 locations) when compared with WIF's 7 major powers, several thousand units and many thousands of hex's

I think it would make Deep Blue programming look like preschool.

Dave
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ashkpa
Posts: 1513
Joined: Thu Jan 16, 2014 3:11 am

RE: AI?

Post by ashkpa »

I am maybe a bit more optimistic. As I understand it, Steve has lots of material, but I also see this as an evolutionary (phased approach) solution. With a solid basis for a functioning game (sans Netplay), it might be possible to start with some simplistic scenarios, like Barbarossa and without any optional rules and a simplistic strategy, you can probably come up with something that gets things started.

However, I have a lot of reservation regarding a human challenging AI for one of the global scenarios. There are just too many moving parts to keep track of to effectively (and on a timely basis) challenge a human player. It might be somewhat possible to include a couple of simple and direct strategies that don't pay attention to all of the different factors, but I consider WIF to be an exponentially more complicated game to add AI to than chess (with only 2 sides, 7 types of pieces and 64 locations) when compared with WIF's 7 major powers, several thousand units and many thousands of hex's

I think it would make Deep Blue programming look like preschool.
I would be happy if we could just get the convoy "AI" to work "properly".
Pat
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