RE: Concerning the AI
Posted: Sat Nov 17, 2018 6:48 pm
Several methods I use to circumvent 'easy AI' issue is:
1) Do manual set up for AI forces, and put more point size to AI, but not too much.
For example, for meeting engagement, I try usually 10k for me, and give 15k~20k, even 25k~30k sometimes for AI. But try not too much number of units for AI, because that would bring easy bottleneck, also there's a chance to game become like tower defense game. Use manual setup, and try to give AI good amount of artillery, proper mix of high/low tier tanks, and mortars/ATGM vehicles, gunships and etc. Try to balance AI army in a way to push in different way. Let them spam smoke shells and DPICMs. This will give you tough challenge. It would still unsatisfying in tactical sense, yet still a bit better experience than see easy peasy piecemeal assault attempts.
This is also somewhat more histrionically accurate. According to Operational Art and Tactics written by D. Glantz, (http://www.dtic.mil/dtic/tr/fulltext/u2/a216492.pdf) numerical advantage, as well as concentrated fire support and proper cover, is one of the key ingredients for PACT forces including Soviet army. Page 8, you can see typical assault operational formation of Soviet army against unprepared NATO defense. When compared to the battalion size NATO defense, the size of OPFOR operational maneuver group is amazing, consist of multiple MRR and TR, TC, TBs on 8~20km wide front. This is almost like ~1:5 numerical difference or even more.
So I always try to give some numerical advantage to PACT when I play NATO. On the other hand, when I play PACT, I set up my forces to have the same amount of point or only slightly more point than AI NATO to have more fun and challenge.
2) Try to choose map with more open field, especially AI-setup zone should have enough open field.
From my experience, if there are too many woods or city blocks or any "difficult" terrain in AI set up zone, AI feels hard to set up attack route, and AI's push become piecemeal attack. I looked via developer mode, and what's happening is that each AI units take different time to pass the difficult terrain, and then the gap among AI units are more increased. Then AI units push to friendly line, and this exactly looks like piecemeal attack. Their push is in order of "who cleared the difficult terrain first?", they push one by one, and wrecked by my tanks.
3) Try to give AI platoons, rather than company based units. This also coincides with 22sec mentioned above.
In real army, we use the concept of Attack Position and Line of Departure, and Axis of Advance. See FM 3-90 (https://fas.org/irp/doddir/army/adp3_90.pdf) page 3-4. I know it would be tough, but if it is possible, how about introduce similar concepts to AI?
Check the map -> look for the Attack Position or Line of Departure, by checking ETA to nearest VP and amount of cover on the possible attacking route. -> set up Attack Position / Line of Departure. -> move units to Attack Position or Line of Departure. -> Wait until friendly AI moves near AP or LoD -> Attempt assault.
Position of AP or LoD can be different among units, but amount of time takes to reach VP should be the same or very close among different units. In reality, typically company~battalion units share the same AP or LoD, depending on size of operation. So, for this game, I think it would be OK for AI forces to share 2~4 AP and LoD on the map depending on the game size.
Setting up of AP/LoD for AI would be really hard, but the position of AP/LoD should not have direct LOS from enemy point of view, but arrival time on enemy position should be the same or very comparable. I know it would be really tough, but this feature would make the assault more realistic, nicely timed and orchestrated effort from different direction.
Key here is, ability of AI to set up one or two phase lines and LoD, from various terrains and maps. This will make realistic AI, and solve the current "peacemeal" issue.... at least in some degree. Well, I know it won't be easy, but maybe worth a try?
Also, this is one of the reason why I think it would be great if we have PBEM in the future for this game. Human opponent can bring more headache with creative tactics to any players.
Plus, this will be very long term approach, but how about allowing 'save replay' and let players share the replay? Then you could collect the replay, make a database. Movements, positioning, unit types, geometry and etc... Then you could use those big data, in a way to optimize your AI, using some techniques like ML or genetic algorithm or etc... This would be long and hard way but it would be definitely a good way to improve AI. And this way is kinda already widely accepted in game industry.
Look at Starcraft AI tournament. https://sscaitournament.com/ and you can find some from youtube. It is amazing to see how 'enhanced' AI plays and win against each other. This tournament started from 2011, early AI engines were really bad. But these days it is surprising to watch how AI plans and reacts. I guess this approach will be accepted to any other RTS fields, as well as wargames someday. Then this could realize what would really realistic in wargame, such as mission oriented control.
1) Do manual set up for AI forces, and put more point size to AI, but not too much.
For example, for meeting engagement, I try usually 10k for me, and give 15k~20k, even 25k~30k sometimes for AI. But try not too much number of units for AI, because that would bring easy bottleneck, also there's a chance to game become like tower defense game. Use manual setup, and try to give AI good amount of artillery, proper mix of high/low tier tanks, and mortars/ATGM vehicles, gunships and etc. Try to balance AI army in a way to push in different way. Let them spam smoke shells and DPICMs. This will give you tough challenge. It would still unsatisfying in tactical sense, yet still a bit better experience than see easy peasy piecemeal assault attempts.
This is also somewhat more histrionically accurate. According to Operational Art and Tactics written by D. Glantz, (http://www.dtic.mil/dtic/tr/fulltext/u2/a216492.pdf) numerical advantage, as well as concentrated fire support and proper cover, is one of the key ingredients for PACT forces including Soviet army. Page 8, you can see typical assault operational formation of Soviet army against unprepared NATO defense. When compared to the battalion size NATO defense, the size of OPFOR operational maneuver group is amazing, consist of multiple MRR and TR, TC, TBs on 8~20km wide front. This is almost like ~1:5 numerical difference or even more.
So I always try to give some numerical advantage to PACT when I play NATO. On the other hand, when I play PACT, I set up my forces to have the same amount of point or only slightly more point than AI NATO to have more fun and challenge.
2) Try to choose map with more open field, especially AI-setup zone should have enough open field.
From my experience, if there are too many woods or city blocks or any "difficult" terrain in AI set up zone, AI feels hard to set up attack route, and AI's push become piecemeal attack. I looked via developer mode, and what's happening is that each AI units take different time to pass the difficult terrain, and then the gap among AI units are more increased. Then AI units push to friendly line, and this exactly looks like piecemeal attack. Their push is in order of "who cleared the difficult terrain first?", they push one by one, and wrecked by my tanks.
3) Try to give AI platoons, rather than company based units. This also coincides with 22sec mentioned above.
Company based formations are huge, and it seems that AI doesn't wisely adjust the formation type and gap among units in the formation. In this case, movement of AI unit become being slowed by so many reasons, just to keep formatino intact. So, give AI more freedom by choosing platoon based forces only. This will help AI to maneuver and push better.The AI does struggle sometimes with path finding. You can see this when you watch in Developer Mode. It’s why I don’t purchase company sized formations when creating scenarios. I think is what leads to occasional piecemeal attacks. I would like the ability as a scenario designer to set the AI’s preferred formations and movement path.
In real army, we use the concept of Attack Position and Line of Departure, and Axis of Advance. See FM 3-90 (https://fas.org/irp/doddir/army/adp3_90.pdf) page 3-4. I know it would be tough, but if it is possible, how about introduce similar concepts to AI?
Check the map -> look for the Attack Position or Line of Departure, by checking ETA to nearest VP and amount of cover on the possible attacking route. -> set up Attack Position / Line of Departure. -> move units to Attack Position or Line of Departure. -> Wait until friendly AI moves near AP or LoD -> Attempt assault.
Position of AP or LoD can be different among units, but amount of time takes to reach VP should be the same or very close among different units. In reality, typically company~battalion units share the same AP or LoD, depending on size of operation. So, for this game, I think it would be OK for AI forces to share 2~4 AP and LoD on the map depending on the game size.
Setting up of AP/LoD for AI would be really hard, but the position of AP/LoD should not have direct LOS from enemy point of view, but arrival time on enemy position should be the same or very comparable. I know it would be really tough, but this feature would make the assault more realistic, nicely timed and orchestrated effort from different direction.
Key here is, ability of AI to set up one or two phase lines and LoD, from various terrains and maps. This will make realistic AI, and solve the current "peacemeal" issue.... at least in some degree. Well, I know it won't be easy, but maybe worth a try?
Also, this is one of the reason why I think it would be great if we have PBEM in the future for this game. Human opponent can bring more headache with creative tactics to any players.
Plus, this will be very long term approach, but how about allowing 'save replay' and let players share the replay? Then you could collect the replay, make a database. Movements, positioning, unit types, geometry and etc... Then you could use those big data, in a way to optimize your AI, using some techniques like ML or genetic algorithm or etc... This would be long and hard way but it would be definitely a good way to improve AI. And this way is kinda already widely accepted in game industry.
Look at Starcraft AI tournament. https://sscaitournament.com/ and you can find some from youtube. It is amazing to see how 'enhanced' AI plays and win against each other. This tournament started from 2011, early AI engines were really bad. But these days it is surprising to watch how AI plans and reacts. I guess this approach will be accepted to any other RTS fields, as well as wargames someday. Then this could realize what would really realistic in wargame, such as mission oriented control.