Problem with AI's build routines

WW2: Road to Victory is the first grand strategy release from IQ Software/Wastelands Interactive, which covers World War II in Europe and the Mediterranean. Hex-based and Turn-based, it allows you to choose any combination of Axis, Allied, Neutral, Major or Minor countries to play and gives you full control over production, diplomacy, land, air and naval strategy. Start your campaign in 1939, 1940 or 1941 and see if you can better the results of your historical counterparts. A series of historical events and choices add flavor and strategic options for great replayability.
dave74
Posts: 328
Joined: Tue Jun 19, 2007 12:11 pm

RE: Problem with AI's build routines

Post by dave74 »

Another thing that may need tweaking with how the ai uses its pp's - ive noticed france dont buy any new units they just upgrade constantly - shouldnt some of their production be focused on expanding their armed forces ?
User avatar
Widell
Posts: 890
Joined: Wed Apr 27, 2005 2:25 pm
Location: Trollhättan, Sweden

RE: Problem with AI's build routines

Post by Widell »

ORIGINAL: dave74
Another thing that may need tweaking with how the ai uses its pp's - ive noticed france dont buy any new units they just upgrade constantly - shouldnt some of their production be focused on expanding their armed forces ?

It weas reported somewhere else that the Soviet Union was spending PP's in strange ways. I guess that's one of the historical things to have in the game (moddable if possible) = by which I mean that each country should have a preference as to what to spend PP's on. Preference should possibly change by events or change of alignment, upgraded tech's etc.
User avatar
GJK
Posts: 542
Joined: Sat Jul 17, 2004 3:37 am
Contact:

RE: Problem with AI's build routines

Post by GJK »

ORIGINAL: dave74

Another thing that may need tweaking with how the ai uses its pp's - ive noticed france dont buy any new units they just upgrade constantly - shouldnt some of their production be focused on expanding their armed forces ?

My history may be faltered, but ISTR that the 'problem' with France was that they spent the time/money/resources on the Maginot Line instead of upgrading and building new units.
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer
dave74
Posts: 328
Joined: Tue Jun 19, 2007 12:11 pm

RE: Problem with AI's build routines

Post by dave74 »

i agree GJK, but my point is that if all countries have a generic spending policy, they all may spend on upgrading and research at the expense of building a large enough army, air force and navy.

Widell, i agree with your idea of nation specific spending priorities, sounds good.
comrade
Posts: 167
Joined: Wed Jun 07, 2006 6:35 pm
Contact:

RE: Problem with AI's build routines

Post by comrade »

ORIGINAL: Widell
ORIGINAL: dave74
Another thing that may need tweaking with how the ai uses its pp's - ive noticed france dont buy any new units they just upgrade constantly - shouldnt some of their production be focused on expanding their armed forces ?

It weas reported somewhere else that the Soviet Union was spending PP's in strange ways. I guess that's one of the historical things to have in the game (moddable if possible) = by which I mean that each country should have a preference as to what to spend PP's on. Preference should possibly change by events or change of alignment, upgraded tech's etc.

This is moddable, but only to certain extent. In ai_data.csv you can set AI preferences for purchasing new units (ie build motorized army and air units, focus on submarines etc.), however the higher-level preferences ie. buy new unit vs replace losses vs upgrade level is not moddable at the moment.

Nevertheless, I can't see reason why AI should prefer buying new units to replacing losses. Buying a strength point of new unit is twice as much expensive as replacing strength point of the existing one. Plus, you have to move the new unit to front (takes time, SMP, etc.). PP-wise, buying new unit is very ineffective. Correct me if I'm wrong but it was exactly the same in SC and SC2.

The problem is that AI will never be as smart as human and will never be able to have the "big picture" e.g. calculate that it may pay off to sacrifice existing unit to get some larger benefit in the long run. AI has to rely on very simple rules.
dave74
Posts: 328
Joined: Tue Jun 19, 2007 12:11 pm

RE: Problem with AI's build routines

Post by dave74 »


comrade,

you make valid points and of course the ai is never going to be able to work out build preferences to that level.

I am starting to think that the lack of production points is resulting in less units for the ai which on such a large map is causing problems for It to replace its losses.

Im going to boost PP's in my next game to see what happens.
comrade
Posts: 167
Joined: Wed Jun 07, 2006 6:35 pm
Contact:

RE: Problem with AI's build routines

Post by comrade »

In 1.20 base PP in Moscov and Stalingrad been increased by 30. War Economy for Russia has been increased by 40%, so when the war breaks out they should have many more PP. And there's lend-lease from USA (another 50 PP per turn). This should help balance the barbarossa.
dave74
Posts: 328
Joined: Tue Jun 19, 2007 12:11 pm

RE: Problem with AI's build routines

Post by dave74 »

sounds good,

i am thinking of writing an aar for this, is it worth hanging back for the patch or will it be a while yet... ?

(sorry i had to try[;)])
comrade
Posts: 167
Joined: Wed Jun 07, 2006 6:35 pm
Contact:

RE: Problem with AI's build routines

Post by comrade »

1.20 will be released in about 2 weeks. 
dave74
Posts: 328
Joined: Tue Jun 19, 2007 12:11 pm

RE: Problem with AI's build routines

Post by dave74 »

thanks comrade,

think i will go ahead with an aar , but boost the ai's starting pps.

User avatar
doomtrader
Posts: 5319
Joined: Tue Jul 22, 2008 5:21 am
Location: Poland
Contact:

RE: Problem with AI's build routines

Post by doomtrader »

ORIGINAL: dave74

think i will go ahead with an aar ,


That would be awesome.
comrade
Posts: 167
Joined: Wed Jun 07, 2006 6:35 pm
Contact:

RE: Problem with AI's build routines

Post by comrade »

ORIGINAL: Jim D Burns


Which reminds me, how exactly can the US get its air groups to Europe? It’s too far for a transfer move and planes can’t board ships. Am I missing something obvious here?

That's a problem and it'll also be fixed in 1.20 (a small island added in Atlantic allowing to move air units to the UK in two hops)
User avatar
AZKGungHo
Posts: 506
Joined: Wed Jun 07, 2006 6:26 pm
Contact:

RE: Problem with AI's build routines

Post by AZKGungHo »

Wouldn't it be better just to allow unlimited range for transfers and let it go at that? It seems like a lot of work, and does having just one little island mean you can only transfer one per turn? I would think there would be times when you'd want to do more than that.
"In Arduis Fidelis"
Louie Marsh

Books:
Once A Raider… http://tinyurl.com/89mfnnk
Getting Real - http://tinyurl.com/7zhcjlq
Websites:
www.usmcraiders.com
discipleup.org
comrade
Posts: 167
Joined: Wed Jun 07, 2006 6:35 pm
Contact:

RE: Problem with AI's build routines

Post by comrade »

ORIGINAL: AZ Gung Ho

Wouldn't it be better just to allow unlimited range for transfers and let it go at that? It seems like a lot of work, and does having just one little island mean you can only transfer one per turn? I would think there would be times when you'd want to do more than that.

This seemed most obvious, first thing I did, was increasing rebase range to 80 hexes. But when I saw British and French AI moving their air units to Poland in 1939 i realized it would create too much opportunity for such exploits. It was not that much work to make this one-hex stop in atlantic. It isn't perfect but it works quite well (I also made the AI aware of this island ;) )
User avatar
Howard7x
Posts: 214
Joined: Sat Aug 19, 2006 1:16 pm
Location: Derby, England
Contact:

RE: Problem with AI's build routines

Post by Howard7x »

Im having a similar problem with the AI but at a city not mentioned yet. Please see screenshot below. Only way i can see to destroy it now is to get superior air forced to weaken it, then maybe the AI will attack.

Image
Attachments
WIA.jpg
WIA.jpg (102.27 KiB) Viewed 320 times
"In times of peace, a good general is preparing for war" - Gaius Julius Ceasar
User avatar
JMass
Posts: 2363
Joined: Sat Jun 03, 2006 4:45 pm
Location: Italy

RE: Problem with AI's build routines

Post by JMass »

ORIGINAL: Howard7x

Im having a similar problem with the AI but at a city not mentioned yet. Please see screenshot below. Only way i can see to destroy it now is to get superior air forced to weaken it, then maybe the AI will attack.

And there is another thing, it seems that units cut off but in a city with own supply can receive too many replacements (75% for 15 points of supply) so it could be very difficult to destroy them unless in only one lucky turn of combat.
"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

My boardgames collection: http://www.boardgamegeek.com/collection ... dgame&ff=1
comrade
Posts: 167
Joined: Wed Jun 07, 2006 6:35 pm
Contact:

RE: Problem with AI's build routines

Post by comrade »

Good point, I'll tweak that too.
User avatar
Howard7x
Posts: 214
Joined: Sat Aug 19, 2006 1:16 pm
Location: Derby, England
Contact:

RE: Problem with AI's build routines

Post by Howard7x »

Yes i dont quite understand the logic behind isolated units being able to reinforce themselves. Air drops would only allow for a limited amount of refitting. Its like an entire new army can be built in a city completely surrounded and cut off from its own forces. It does indeed require some tweaking.
 
All these niggly things aside, its a great game with alot of potential. Im enjoing it.
"In times of peace, a good general is preparing for war" - Gaius Julius Ceasar
Post Reply

Return to “WW2: Road to Victory”