will AI be improved greatly?

Norm Koger's The Operational Art of War III is the next game in the award-winning Operational Art of War game series. TOAW3 is updated and enhanced version of the TOAW: Century of Warfare game series. TOAW3 is a turn based game covering operational warfare from 1850-2015. Game scale is from 2.5km to 50km and half day to full week turns. TOAW3 scenarios have been designed by over 70 designers and included over 130 scenarios. TOAW3 comes complete with a full game editor.

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golden delicious
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RE: will AI be improved greatly?

Post by golden delicious »

ORIGINAL: Lava

While I know some people have "huge" expectations for dramatic improvements, the first priority is sales.

Thing is, I think companies can be counted on to look after their profits themselves.

Anyway, if Matrix's changes target some new demographic, they're going to be inclined to continue to pander to that demographic, which may very well not be any use to me and other existing TOAW players.
Note, I am not saying people shouldn't voice thier opinion, but that bashing each other over what's best is a totally destructive and is in the end, an unproductive adventure.

Not if I enjoy it.
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RE: will AI be improved greatly?

Post by Szilard »

ORIGINAL: golden delicious
ORIGINAL: Szilard

Not really. The main effect of noupdate seems to be just to skip the unit move animation; you still get a screen update for the unit's final destination, combat result (as far as I recall) etc etc. What I'm talking about is something where you don't get any screen updates at all, until you hit a breakpoint (presumably, implemented by new event type).

Just checked. You're thinking of the "nodelay" switch. I started a PO vs PO game of Balkans 12 using noupdate. No screen updates whatsoever right through the end of the first turn.

To break the flow, just click on the screen. This will give you the option to switch off the PO (as always in a PO turn).
You'd also want some way of capturing (at least) event news strings in a file, for later analysis.

That's what the 'uberdude' switch is for.

Really. Norm was very helpful when he designed this stuff.

That's not what I see. nodelay just speeds things up; you still get movement animation. noupdate cuts out the movement animation & has some other effects, but I still get multo screen updating, with Balkans 12 or any other scenario. Odd!

Really don't understand yr uberdude comment - it doesn't produce any kind of log file, by itself.
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RE: will AI be improved greatly?

Post by JMS2 »

I took some time figuring that one out, what it does is show what the engine is doing in the news screen at the start of the turn and at the bottom of the screen during the pre-turn calculations. Useful to see wether events are working or not, but little else IMO.
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RE: will AI be improved greatly?

Post by ralphtricky »

You also may need to add 'nosound' to the command line as well as 'nodelay'.

You can minimize the app to disable screen updates. I'm finding that the end of turn stuff takes up most of the time for larger applications.
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RE: will AI be improved greatly?

Post by ralphtricky »

ORIGINAL: golden delicious

ORIGINAL: Lava

While I know some people have "huge" expectations for dramatic improvements, the first priority is sales.

Thing is, I think companies can be counted on to look after their profits themselves.

Anyway, if Matrix's changes target some new demographic, they're going to be inclined to continue to pander to that demographic, which may very well not be any use to me and other existing TOAW players.
Ah yes, I can see it now...TOAW as an MMORPG, or should we make it into an RTS...Worlds of TOAW or Age of TOAW, which should it be...[8|] Maybe an action/RPG...Dungeon TOAW. How about about a FPS...No, I don't think it could be twisted quite that far.
ORIGINAL: golden delicious
Note, I am not saying people shouldn't voice thier opinion, but that bashing each other over what's best is a totally destructive and is in the end, an unproductive adventure.

Not if I enjoy it.
Ralph Trickey
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RE: will AI be improved greatly?

Post by golden delicious »

ORIGINAL: ralphtrick

Ah yes, I can see it now...TOAW as an MMORPG, or should we make it into an RTS...Worlds of TOAW or Age of TOAW, which should it be...[8|] Maybe an action/RPG...Dungeon TOAW. How about about a FPS...No, I don't think it could be twisted quite that far.

You know, maybe I'm just wierd, but I always fancied the idea of a wargaming RPG. Could be a multiplayer online thing- Eastern Front, everyone has to compete for Hitler's favour to get reinforcements....

Not really what I want to see from TOAW, though.
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RE: will AI be improved greatly?

Post by Widell »

ORIGINAL: golden delicious
You know, maybe I'm just wierd, but I always fancied the idea of a wargaming RPG. Could be a multiplayer online thing- Eastern Front, everyone has to compete for Hitler's favour to get reinforcements....

I´m kind of contemplating a little on an RPG'ish concept in the OTWG thingy I have somewhat overambitiously started (See link in my sig). That´d really be possible to see there if only (and that´s the catch really) the Command & Control structure can be implemented the way I envision it, and the code needs to be crunched, and the bugs need to be worked out and, and , and my teeth will probably fall out before its anywhere nere complete. Feel free to visit and read the documents (End of shamless plug!)
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RE: will AI be improved greatly?

Post by golden delicious »

ORIGINAL: Widell

I´m kind of contemplating a little on an RPG'ish concept in the OTWG thingy I have somewhat overambitiously started (See link in my sig). That´d really be possible to see there if only (and that´s the catch really) the Command & Control structure can be implemented the way I envision it, and the code needs to be crunched, and the bugs need to be worked out and, and , and my teeth will probably fall out before its anywhere nere complete. Feel free to visit and read the documents (End of shamless plug!)

Definitely looks like a site I should check out next time it's not 4am.

Anyway, one shameless plug deserves another;
http://www.geocities.com/maldenhill/mygame.htm
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RE: will AI be improved greatly?

Post by Erik Rutins »

ORIGINAL: Lava
While I know some people have "huge" expectations for dramatic improvements, the first priority is sales. Once you get the basic game selling, then the world's your oyster and all kinds of options present themselves.

I have no idea what the actual size of the TOAW community is, hopefully that community will fully support your efforts. From there, this is an excellent game for just about any experience level player. With luck it could be a great entry level game for people into wargaming. Getting those people "in" will ultimately determine if TOAW is a success or not.

So I am hopefully that the TOAW community will take the long view. Shortsideness will only lead to ugly confrontations and mixed signals. Note, I am not saying people shouldn't voice thier opinion, but that bashing each other over what's best is a totally destructive and is in the end, an unproductive adventure. If we want a future for this game, we will have to work hard together as a community.

You have it generally right, Ray. TOAW was continuing to be sold by Take 2 along with the other Talonsoft titles, generally at the original prices and without updates. Our goal is not to keep these titles off the market while we create some drastically new version. Our goal in TOAW's case is to get an updated version that includes Norm's unreleased updates and some additional fixes out ASAP. Then, as time goes on and as justified by sales, we will continue to improve TOAW. This is a change from TOAW being a dusty, generally unsupported and end of development title to one which is alive again with a chance for ongoing development and improvement. I think everyone can see how that is a good thing.

It's also worth keeping in mind that the final version of TOAW evolved over several years of development by Norm and Talonsoft and multliple releases. I think if folks keep their expectations on that timescale, they'll most likely be in sync with what is likely to happen (though we do not intend multiple releases or semi-annual "re-packaging", just the one Matrix Edition with ongoing support for customers).

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RE: will AI be improved greatly?

Post by ralphtricky »

ORIGINAL: golden delicious

ORIGINAL: ralphtrick

Ah yes, I can see it now...TOAW as an MMORPG, or should we make it into an RTS...Worlds of TOAW or Age of TOAW, which should it be...[8|] Maybe an action/RPG...Dungeon TOAW. How about about a FPS...No, I don't think it could be twisted quite that far.

You know, maybe I'm just wierd, but I always fancied the idea of a wargaming RPG. Could be a multiplayer online thing- Eastern Front, everyone has to compete for Hitler's favour to get reinforcements....

Not really what I want to see from TOAW, though.
Actually, thanks to you and Elephants, I've been daydreaming of Call of TOAW. Being able to say that some formations are computer controlled. Those pesky railroad engineers, for example. I might even have time to play some of those monster scenarios if I let some formations be controlled automatically. There's lots of stuff to work out for that idea, including whether it would be 'fun.'

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RE: will AI be improved greatly?

Post by *Lava* »

ORIGINAL: Erik Rutins
You have it generally right, Ray.

Thanks Erik,

Given that sales warranted, do you see any chances of any spinoffs using the TOAW engine.

The 19th century data base comes to mind right off hand, but I could imagine other stuff too (near or distant future for example).

Ray (alias Lava)
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RE: will AI be improved greatly?

Post by golden delicious »

ORIGINAL: ralphtrick
Actually, thanks to you and Elephants, I've been daydreaming of Call of TOAW. Being able to say that some formations are computer controlled. Those pesky railroad engineers, for example. I might even have time to play some of those monster scenarios if I let some formations be controlled automatically. There's lots of stuff to work out for that idea, including whether it would be 'fun.'

If you can, allowing some formations to be PO controlled (perhaps as a new formation orders setting, which would then allow it to be manipulated by event using the existing Form'n orders event) would really be a great tool for designers as well as players. The mind boggles as to the possibilities... unpredictable allies, disobedient subordinates, etc...
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RE: will AI be improved greatly?

Post by ralphtricky »

ORIGINAL: golden delicious

ORIGINAL: ralphtrick
Actually, thanks to you and Elephants, I've been daydreaming of Call of TOAW. Being able to say that some formations are computer controlled. Those pesky railroad engineers, for example. I might even have time to play some of those monster scenarios if I let some formations be controlled automatically. There's lots of stuff to work out for that idea, including whether it would be 'fun.'

If you can, allowing some formations to be PO controlled (perhaps as a new formation orders setting, which would then allow it to be manipulated by event using the existing Form'n orders event) would really be a great tool for designers as well as players. The mind boggles as to the possibilities... unpredictable allies, disobedient subordinates, etc...
I know. There's a lot to work out though first, including whether there's enough interest, it works it way onto the list of things to do, what testing a change like that would do to the release schedule, and whether the PO is smart enough to make it work. It's a question of if and when it would be put in, and exactly what 'it' is. With the three objective tracks, I think that you could even do elephants with it.<grins>

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RE: will AI be improved greatly?

Post by bwheatley »

Well i will buy a copy and eagerly await it. If it's going to just be a port of TOAW to play on XP without having to set it to run in 2000 MODE then i will be a little disappointed yes.


This game has alot of potential and it's still my favorite all time game probably up there with Steel Panthers. Just ignore the people who complain that it's not historical enough blah blah. I don't care about that i want to have a fun game play with a challenging AI. I don't do PBEM mostly because it takes so darn long. I might start PBEM with the new version though just because i have been PBEming with WITP/WPO and its not so bad :).

Please work on the AI and add in spiffy features i can even be your mascot. :)
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RE: will AI be improved greatly?

Post by rhinobones »

ORIGINAL: bwheatley

Just ignore the people who complain that it's not historical enough blah blah . . .

Completely agree with you.

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RE: will AI be improved greatly?

Post by ralphtricky »

ORIGINAL: golden delicious

ORIGINAL: Szilard

Another thing which would be really helpful for testing, especially larger scenarios, is the ability to let the AI play itself with screen updates turned off & news/debugging info sent to a log file. I assume that this would let an AI vs AI game play much faster. A breakpoint thing to go along with this (updating the screen & pausing) would be handy also.

You should read this page;
http://www.tdg.nu/download/Unsuported%20features.htm

The noupdate switch is basically what you're describing.
While testing the PO, I do noupdate nodelay nosound.

I'm not sure that all 3 are required, but the combination is pretty darn fast.

Ralph
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RE: will AI be improved greatly?

Post by Curtis Lemay »

ORIGINAL: ralphtrick
ORIGINAL: panzerariete
(3) the don't use their weapons wisely, in another desert fox huge scenario, Italian mass forces attacked my British army new sollum after advancing 20 tiles, they were decimated very easily by me, later I turn the axis in manual to see how they organize their attack, to my great surprise, ALL their artillery remains 20 tiles behind their assaulting troops, staying immobile for 20 turns, I mean All the artilery units
#3 sounds like a problem with the scenario.

I'm pretty sure he's talking about CFNA, and in the specific circumstance the Axis forces are under "very cautious" strategic bias, simulating Graziani's stalled push into Egypt. And they're on a objective track in which the objectives end at Sidi Barrani. So the Axis are at the end of their objectives and wouldn't have any aggression even if they weren't.

But even when the PO isn't hamstrung in that scenario (with "bezerk" bias and a track with objectives all across the map) it's no more than a practice dummy to get familiar with the scenario. The PO works best when objective and formation densities are very high, so that the entire map is covered with objectives. That's impossible with CFNA. The map is too huge and the unit density too small. If nothing else, there are only 39 objectives per formation, while the map is about 280 hexes long.
The PO is being looked at, but I don't know exactly what will or will not be done.

Just in case you've missed it, I'll repeat a post on the PO I earlier left on the StrategyZone board:

"The main problem with the PO, as I see it, is that it is singularly focused on positional objectives with virtually no consideration of enemy force dispositions. This results in the PO ignoring enemy forces in its rear area once they have been forced out of objective locations, until those enemy units retake those objectives, forcing the PO to then double back and force them out again – repeat over and over. Also, they will advance without concern to their supply communications. Finally, they will often abandon a complete envelopment of an enemy stack, allowing it a retreat path from combat, not to mention a supply communications path.

Therefore, my suggestion to improve PO performance is to add an item to the PO logic as follows:

The PO should never completely vacate an enemy controlled hex, once a friendly unit has occupied it.

An unlimited number of friendly units could pass through that hex so long as at least one remains in it. Under this condition, the only way that the PO could normally completely vacate that hex is via combat or enemy movement. The value of this change would be that the PO would always at least leave something behind to address enemy units left in its rear, communication paths would be held open by such units, and enemy retreat paths would remain blocked by them. PO performance should significantly improve.

Some will suggest that there are situations where it may be desirable to completely vacate an enemy controlled hex, such as during a general retreat. But it is usually best to leave a rear-guard, even in those situations, and it is probably too much to expect the PO to discern the cases where it is not. But, if desired, there could be conditions that would trigger the PO to temporarily cancel the above rule, such as immediately after a track change. Also, some formation orders (example – “Advance”) might be exempted from the rule."


I also want to point out another adverse consequence of the PO's ignoring the existence of enemy ZOCs - disengagement. I often see an entire PO formation, one unit after another, pass through an enemy ZOC, suffering disengagement attack after disengagement attack thereby incurring completely unnecessary attrition from those attacks. This is another problem that would be fixed by my suggestion.
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RE: will AI be improved greatly?

Post by golden delicious »

ORIGINAL: Curtis Lemay
But even when the PO isn't hamstrung in that scenario (with "bezerk" bias and a track with objectives all across the map) it's no more than a practice dummy to get familiar with the scenario. The PO works best when objective and formation densities are very high, so that the entire map is covered with objectives. That's impossible with CFNA. The map is too huge and the unit density too small. If nothing else, there are only 39 objectives per formation, while the map is about 280 hexes long.

Given that the map is linear, it would have been fairly straightforward to use all three objective tracks, switching between them as the battle raged across the map. That'd give you a better objective density.
Just in case you've missed it, I'll repeat a post on the PO I earlier left on the StrategyZone board:

"The main problem with the PO, as I see it, is that it is singularly focused on positional objectives with virtually no consideration of enemy force dispositions."

etc. Even if the PO were able to fight intelligently in one sector, the fact that it can only think at the level of individual formations is crippling.
The PO should never completely vacate an enemy controlled hex, once a friendly unit has occupied it.

!!! Correct me if I'm wrong, but doesn't this mean that the PO will end up rapidly neutering itself by flooding its rear areas with units?
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RE: will AI be improved greatly?

Post by ralphtricky »

ORIGINAL: Curtis Lemay
ORIGINAL: ralphtrick
ORIGINAL: panzerariete
(3) the don't use their weapons wisely, in another desert fox huge scenario, Italian mass forces attacked my British army new sollum after advancing 20 tiles, they were decimated very easily by me, later I turn the axis in manual to see how they organize their attack, to my great surprise, ALL their artillery remains 20 tiles behind their assaulting troops, staying immobile for 20 turns, I mean All the artilery units
#3 sounds like a problem with the scenario.

I'm pretty sure he's talking about CFNA, and in the specific circumstance the Axis forces are under "very cautious" strategic bias, simulating Graziani's stalled push into Egypt. And they're on a objective track in which the objectives end at Sidi Barrani. So the Axis are at the end of their objectives and wouldn't have any aggression even if they weren't.
That shouldn't have mattered. They Artillery still should have advanced.
But even when the PO isn't hamstrung in that scenario (with "bezerk" bias and a track with objectives all across the map) it's no more than a practice dummy to get familiar with the scenario. The PO works best when objective and formation densities are very high, so that the entire map is covered with objectives. That's impossible with CFNA. The map is too huge and the unit density too small. If nothing else, there are only 39 objectives per formation, while the map is about 280 hexes long.
What is CFNA, and where can I get it from?

You DON'T want to put objectives all over the map. That's not necessary or advisable. In special circumstances, you may want to do that, but the PO knows how to follow a straight line.
The PO is being looked at, but I don't know exactly what will or will not be done.

Just in case you've missed it, I'll repeat a post on the PO I earlier left on the StrategyZone board:

"The main problem with the PO, as I see it, is that it is singularly focused on positional objectives with virtually no consideration of enemy force dispositions. This results in the PO ignoring enemy forces in its rear area once they have been forced out of objective locations, until those enemy units retake those objectives, forcing the PO to then double back and force them out again – repeat over and over. Also, they will advance without concern to their supply communications. Finally, they will often abandon a complete envelopment of an enemy stack, allowing it a retreat path from combat, not to mention a supply communications path.
Yes. That's a shame that works that way. Someone really should change the way that works. That doesn't make any sense, and isn't 'fun' to play. I hope that changes for the MGE[;)]

Therefore, my suggestion to improve PO performance is to add an item to the PO logic as follows:

The PO should never completely vacate an enemy controlled hex, once a friendly unit has occupied it.

An unlimited number of friendly units could pass through that hex so long as at least one remains in it. Under this condition, the only way that the PO could normally completely vacate that hex is via combat or enemy movement. The value of this change would be that the PO would always at least leave something behind to address enemy units left in its rear, communication paths would be held open by such units, and enemy retreat paths would remain blocked by them. PO performance should significantly improve.

Some will suggest that there are situations where it may be desirable to completely vacate an enemy controlled hex, such as during a general retreat. But it is usually best to leave a rear-guard, even in those situations, and it is probably too much to expect the PO to discern the cases where it is not. But, if desired, there could be conditions that would trigger the PO to temporarily cancel the above rule, such as immediately after a track change. Also, some formation orders (example – “Advance”) might be exempted from the rule."


I also want to point out another adverse consequence of the PO's ignoring the existence of enemy ZOCs - disengagement. I often see an entire PO formation, one unit after another, pass through an enemy ZOC, suffering disengagement attack after disengagement attack thereby incurring completely unnecessary attrition from those attacks. This is another problem that would be fixed by my suggestion.
[/quote]
[/quote]
That's an AI setup issue. There is 'Lunge forward' which has that behavior, and should be used very rarely, and 'Push Forward' which does not have this behavior, it should pause when an enemy is encountered. This will probably be explained in more detail in the MGE edition of TOAW.

You'd end up leaving too many units behind, if you never vacated. Especially on the desert scenarios, there just aren't enough units.
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RE: will AI be improved greatly?

Post by ralphtricky »

ORIGINAL: golden delicious
Just in case you've missed it, I'll repeat a post on the PO I earlier left on the StrategyZone board:

"The main problem with the PO, as I see it, is that it is singularly focused on positional objectives with virtually no consideration of enemy force dispositions."

etc. Even if the PO were able to fight intelligently in one sector, the fact that it can only think at the level of individual formations is crippling.

That depends on the scenario too. I suspect that some scenarios suffer worse than others.
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