RE: AI for MWiF - USSR
Posted: Sat May 01, 2010 1:54 am
He should be so lucky when Barbarossa starts.
ORIGINAL: paulderynck
You would not retreat to the Urals unless forced there and often there may be other pockets of resistance like around Leningrad and/or in the Caucasus and/or holding railed factories in Archangel or Murmansk. Urals plus Caucasus is viable if you can keep convoys in the Caspian to bring oil to the factories in Siberia. Western Allies can send resources and build points to Murmansk and Archangel.
With only Siberia, you are in a tough spot to come back unless you have managed to build up a lot of stored oil there as well - to augment production.
But there is a problem as to how many saved build points can be used in production if you only have Murmansk for getting in Lend Lease from the Allies. I had to write special code to limit the number of saved BPs being used at each city - which was a pain to write.[:@]ORIGINAL: paulderynck
You would not retreat to the Urals unless forced there and often there may be other pockets of resistance like around Leningrad and/or in the Caucasus and/or holding railed factories in Archangel or Murmansk. Urals plus Caucasus is viable if you can keep convoys in the Caspian to bring oil to the factories in Siberia. Western Allies can send resources and build points to Murmansk and Archangel.
With only Siberia, you are in a tough spot to come back unless you have managed to build up a lot of stored oil there as well - to augment production.
Thank you. [&o]ORIGINAL: brian brian
you don't simply retreat straight back to the Urals. you carefully choose which units the Axis can attack, and where. the goal is to keep your HQ (even rail moving the slow ones) and ARM and MECH as long as you possibly can, hopefully all the way back to the valley south of the Caucasus and the Volga line in front of the Urals. At those points you have to turn and fight even with the armor. But before that you need to trade in your GARR and INF for railing out factories and impulses of Axis time (and some MIL, but over-reliance on weak MIL can make things too easy for the Germans; it is also key to scrap your 3 and 4 factor units after they are lost). keeping your ARM and MECH alive is a matter of managing your fighter cover well to help keep them from getting ground-struck, and just generally keeping them out of range of the Stukas at least. To do that you have to move them backwards, which is a retreat. two ARM/MECH units in a clear hex, outside of Stuka range, are a strong defense, especially when they can only be attacked from two hexes, and are unlikely to even be attacked while the Axis is also busy reducing your cities full of infantry. all that changes as soon as those tanks are without enough Fighter cover and within range of too many Axis bombers - watch carefully for strong Axis LND3.
trying to maintain a strong solid line in front of the Axis for too long allows them to use their air superiority and blitz bonuses (smart Panzer commanders change Shatter results to Retreat results to keep the Russian units from the safety of the production spiral) to destroy your units too fast for you to replace them. you will lose units no matter what; the key is to keep your best units until the Axis forces start to thin out as they have to divide their efforts on to the many strategic axes that are key to the long-term Russian defense - Leningrad, Archangel, the rail lines to the Urals (Saratov and Kuybyshev are key hexes now), the Turkish border and then Baku, and the Crimea.
and once the front stabilizes on those various axes, yes it is true that Russia is resource limited. key aids then are convoys in the Caspian, factories in Murmansk and Baku (for Persian Gulf / Suez resource and BP deliveries from the Western Allies), and also factories railed to Archangel to run off saved oil while the port is frozen (thanks Composer99). It also helps to store 8 oil in Leningrad to keep producing during the siege.
saved oil is a big help to the Russians in lots of places and ways. one saved in Rostov with the Koniev HQ might make the difference between a successful Axis attack and another turn of a large German force stuck on trying to clear the hex. an oil in Sevastopol will give the Axis concern about it someday fueling Russian aircraft for runs at Ploesti (an historic fear of Hitler's). a saved oil in Vladivostok can keep the Russian SUB threat against the Japanese alive. as much oil as you can sock away in Siberia can help keep those railed factories building units. and lastly, the West can ship in as much oil as they can build a convoy line for over each summer to the major port at Archangel.

(6) There is at least one US entry chit in the Ge/It pool that can be used for the entry action Eastern Poland. (If you accord the same WiF rules for human players to the AI should the AI know this?)
(8) Are the US Entry chit values in the Ge/It pool high? (If you accord the same WiF rules for human players to the AI should the AI know this?)
The AI plays all the allied nations and therefore all the allied nations will know the US entry.ORIGINAL: michaelbaldur
(6) There is at least one US entry chit in the Ge/It pool that can be used for the entry action Eastern Poland. (If you accord the same WiF rules for human players to the AI should the AI know this?)
(8) Are the US Entry chit values in the Ge/It pool high? (If you accord the same WiF rules for human players to the AI should the AI know this?)
the us entry chit value are hidden. so the AI should not know the value
ONLY US know the entry level
This is because if all Allies pass, then Russia can't occupy East Poland that impulse, and yet Warsaw and Lodz may have fallen and if the turn ends, then Poland gets conquered and the Russians lose the ability to occupy East Poland in that event - usually viewed as a significant disadvantage.ORIGINAL: Extraneous
(6) Is there a risk for a pass/total pass the next allied impulse? (I’m just wondering why this is important?)
The base rule whether to occupy Eastern Poland is decided by:
• The action has not been taken.
• The pre conditions are meet, (Poland has not been conquered,The USSR land movement step)
• Any USSR land unit has range to enter the region.
• The USSR can reserve one land move for Eastern Poland.
• There is at least one US entry chit in the Ge/It pool and one chit can be reserved for Eastern Poland.
• It’s the second allied impulse of Sep/Oct 39 or later.
The AIO (AI Opponent) Commander in Chief (CIC) decision maker decidesa bunch of stuff:ORIGINAL: ullern
The base rule whether to occupy Eastern Poland is decided by:
• The action has not been taken.
• The pre conditions are meet, (Poland has not been conquered,The USSR land movement step)
• Any USSR land unit has range to enter the region.
• The USSR can reserve one land move for Eastern Poland.
• There is at least one US entry chit in the Ge/It pool and one chit can be reserved for Eastern Poland.
• It’s the second allied impulse of Sep/Oct 39 or later.
Since I didn't involve myself much in this AI thing I don't understand for what purpose this script is supposed to run: If no USSR land unit has range to enter the region, then should this script tell the USSR needs to move a unit closer, or is this script just for evaluating what to do exactly right "now."
_or to take it a bit more further: Is this script used to evaluate what it will take to implement this action, or is that handled by some other planning method?
ORIGINAL: paulderynck
ORIGINAL: Extraneous
(6) Is there a risk for a pass/total pass the next allied impulse? (I’m just wondering why this is important?)
This is because if all Allies pass, then Russia can't occupy East Poland that impulse, and yet Warsaw and Lodz may have fallen and if the turn ends, then Poland gets conquered and the Russians lose the ability to occupy East Poland in that event - usually viewed as a significant disadvantage.
10. Choosing Actions
You must choose an action for each major power on your side. Each type of action will affect what that major power can do in the rest of the action stage. You can choose one action type in one impulse and a different type in the next impulse of the same turn.
10.1 Action types
If you are a neutral major power, you must choose either a pass or a combined action. The only exception is that Germany may instead choose a land action during the first impulse of Sep/Oct 1939.
13.3.1 Entry markers
The US entry level is changed by the entry markers you draw. You will have an entry level against Japan and another against Germany and Italy. This is explained in “9.4 US entry”.
Only you will know your entry levels, although your opponents will make guesses based on the entry options you choose and may learn some information from intelligence operations (option 63: see 22.1). (Option 63 will not be used in MWiF)
You can look at your own markers after you have committed them to a particular entry pool but you can’t show them to anyone else (even on your own side).
For Shannon V. Okeets:
In AI/human multi-player games how will the AI handle being assigned multi-major powers as “individual major powers” or “as a single major power group”?
Will a human player have the same information as the AI in reguards to US entry markers?
The point here is that whether 2-player or multi-player the Allies should try to act in concert, and if the decision is made that, overall, a Pass by all major powers is in their joint best interest, then the Russian player does not act alone in this sense. Or perhaps a Pass by all but one is a good idea and the one that does move should be the one with highest priority need - and this might be France, not Russia.ORIGINAL: Extraneous
ORIGINAL: paulderynck
ORIGINAL: Extraneous
(6) Is there a risk for a pass/total pass the next allied impulse? (I’m just wondering why this is important?)
This is because if all Allies pass, then Russia can't occupy East Poland that impulse, and yet Warsaw and Lodz may have fallen and if the turn ends, then Poland gets conquered and the Russians lose the ability to occupy East Poland in that event - usually viewed as a significant disadvantage.10. Choosing Actions
You must choose an action for each major power on your side. Each type of action will affect what that major power can do in the rest of the action stage. You can choose one action type in one impulse and a different type in the next impulse of the same turn.10.1 Action types
If you are a neutral major power, you must choose either a pass or a combined action. The only exception is that Germany may instead choose a land action during the first impulse of Sep/Oct 1939.
Note: the rule states each major power chooses an action. Even if all the other neutral/active major power players (AI or human) choose to pass the USSR (AI or human) would still have to choose an action.[/b]
• Any USSR land unit has range to enter the region.
• The USSR can reserve one land move for Eastern Poland.