RE: Artifical Intelligence for World in Flames
Posted: Thu Mar 29, 2007 4:38 am
After 8 months of neglect, I am in the process of bringing my AI notes up to date. The design document now has 86 pages, but all the stuff on strategic plans for each major power are separate.
Here is a question for you all to consider:
What criteria should be used for assigning fighters to missions?
I have already done a lot on this topic, so let me give you some background.
1 - After analyzing a theater of operations (TOO - some well defined portion of the map), the AIO will know the number of fighters and other air units in the TOO and their relative capabilities. This will be for both sides: friendly and enemy. In this case I am most concerned with air-to-air ratings.
2 - Knowing the quantity of non-fighters, the AIO works out how many fighters are going to:
a - escort friendly bombers (non-fighters)
b - attack enemy bombers
c - attack enemy fighters (I think of b and c as 'shadowing' the enemy air units and only flying to intercept them)
3 - So, given that the bombers are in the air, which units do we send as escorts/interceptors?
My concern is choosing which fighters would be best to send. Here are some criteria I have come up with off the top of my head. They are not in any particular order:
A - If all else is equal, send the unit with the smaller range
B - If all else is equal, send the unit whose air-to-air number, when compared to the enemy's expected air-to-air factor best matches the relative, still organized, air-to-air relationship in the TOO overall. That is, if have slightly better fighters available, send a slightly better fighter.
C - If the mission's importance is high, and the choice of fighter can influence its chance of success, send the best fighter
D - If it is a night mission, send a night fighter
E - If it is a day mission and a night mission might happen later in the turn, do not send a night fighter
F - If an enemy fighter that is being shadowed remains on the ground, then do not send the fighter that is in the best position to reach target hexes the enemy fighter can reach
G - If there are simultaneous missions requiring fighters, then perform a post analysis after the first assignments and see if a better combination of allocating fighters is possilbe.
I am sure there are more, and I haven't thought about how to proritize within the list yet.
Any ideas? Comments?
Here is a question for you all to consider:
What criteria should be used for assigning fighters to missions?
I have already done a lot on this topic, so let me give you some background.
1 - After analyzing a theater of operations (TOO - some well defined portion of the map), the AIO will know the number of fighters and other air units in the TOO and their relative capabilities. This will be for both sides: friendly and enemy. In this case I am most concerned with air-to-air ratings.
2 - Knowing the quantity of non-fighters, the AIO works out how many fighters are going to:
a - escort friendly bombers (non-fighters)
b - attack enemy bombers
c - attack enemy fighters (I think of b and c as 'shadowing' the enemy air units and only flying to intercept them)
3 - So, given that the bombers are in the air, which units do we send as escorts/interceptors?
My concern is choosing which fighters would be best to send. Here are some criteria I have come up with off the top of my head. They are not in any particular order:
A - If all else is equal, send the unit with the smaller range
B - If all else is equal, send the unit whose air-to-air number, when compared to the enemy's expected air-to-air factor best matches the relative, still organized, air-to-air relationship in the TOO overall. That is, if have slightly better fighters available, send a slightly better fighter.
C - If the mission's importance is high, and the choice of fighter can influence its chance of success, send the best fighter
D - If it is a night mission, send a night fighter
E - If it is a day mission and a night mission might happen later in the turn, do not send a night fighter
F - If an enemy fighter that is being shadowed remains on the ground, then do not send the fighter that is in the best position to reach target hexes the enemy fighter can reach
G - If there are simultaneous missions requiring fighters, then perform a post analysis after the first assignments and see if a better combination of allocating fighters is possilbe.
I am sure there are more, and I haven't thought about how to proritize within the list yet.
Any ideas? Comments?