Yet Another AI Query

The new game by Brian Kelly, sequel to Desert War: 1941-1942

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MarechalJoffre
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Yet Another AI Query

Post by MarechalJoffre »

I looked through an earlier thread regarding the AI and the answers given by the dev were quite ambiguous, so I figured I might as well ask again before employing my anniversary coupon on this game.

I understand that human opponents are preferred (as with any other wargame, really) but I'm unable to keep a working schedule for PBEM. Mostly due to work. Maybe one day.

That said, if this game has an AI that at least does not let its units wander off aimlessly, leave fortified positions undefended for no reason and can overall provide a challenge for the player in smaller to medium sized scenarios, I am sold.

I've read earlier that the AI is scripted(?). That already is a vast improvement in my book but I just want to make sure before buying the game.

Thanks!
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bcgames
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Re: Yet Another AI Query

Post by bcgames »

Good question.

I think it is important to splain what a script is with regards to our games. WEGOWW2: Stalingrad has a scripting language we created specifically to enable scenario designers (who are not AI rocket scientists) to create a viable AI opponent. It is NOT a Broadway show that looks and sounds the same every show. Triggers determine the show. The better the scenario designer/AI scripter--the better the in-game AI.

The scripting system responds to specific in-game events/triggers. These triggers are tests that, when met, initiate corresponding actions or responses. The system's purpose is to enable amateur scenario designers to create historically accurate situations with custom AI behaviors, considering factors like mission objectives, enemy presence, terrain, friendly troop availability, and time constraints.

Each AI script contains two components: a Trigger and a Response.

1. Trigger: Triggers are tests that, when fulfilled, activate a response. For example, if a friendly unit occupies a hex with a Victory Location, it can trigger both friendly and enemy responses.

2. Response: Responses are tasks or actions triggered by in-game events. For instance, if the Axis occupies a specific hex, the Allies may be tasked to Attack that hex with a designated unit. If the trigger test is successful, the specified response is executed.

During the AI's first turn, the following steps occur:

1. All active triggers of the AI are tested, and if any pass, the corresponding response task is triggered.

2. A list of all triggered responses is generated.

3. The triggered responses are prioritized, with the highest priority response listed first.

4. Each triggered response is executed if the required units/organizations/assets are available.

5. Units used in a triggered response are removed from the available units list.

6. This process repeats until there are no more triggered responses or no available units/organizations/assets.

Ongoing responses are saved for the next turn, meaning the AI continues to pursue these responses until they are completed. However, if a higher-priority response is triggered in a subsequent turn, consuming units from an ongoing response, the higher-priority response takes precedence, and the current, ongoing response might be canceled. Nevertheless, the ongoing response can be triggered again in a later turn if it passes its trigger test.

Additionally, the game also features unscripted actions that can occur each turn:

1. AI units will attack adjacent enemies if they can achieve odds greater than 3:1, even if they have Defend orders.

2. Unused artillery, ground assets, and air units may conduct attacks, supporting ground attacks or launching standalone air/artillery attacks.

3. HQs will try to reposition themselves to bring units into supported supply range or to retreat from danger.

This system has limitations. The longer the scenario, the harder it is to anticipate the human player's actions--and thus--reduces the ability to script an adequate response for the AI. However, it does provide a good sparring partner for new players.

Did my response address your question?
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MarechalJoffre
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Re: Yet Another AI Query

Post by MarechalJoffre »

Sounds like an elegant system that would work for non theater level scenarios. Do vanilla scenarios that come included with the game have such scripts? If yes, that'd answer my question for sure.
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bcgames
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Re: Yet Another AI Query

Post by bcgames »

MarechalJoffre wrote: Sun Jul 30, 2023 9:45 am Sounds like an elegant system that would work for non theater level scenarios. Do vanilla scenarios that come included with the game have such scripts? If yes, that'd answer my question for sure.
All the scenarios in WEGOWW2: Stalingrad include AI scripts for both sides.
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MarechalJoffre
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Re: Yet Another AI Query

Post by MarechalJoffre »

Awesome, good to hear. Now I know what I have to try next!
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