General AI Issues

Tigers on the Hunt is a World War 2 hard-core tactical wargame for PC.

It creates a truly and immersive depth tactical simulation. Tigers on the Hunt boasts a ferocious and adaptive AI which will dynamically respond to a player’s maneuvers.

Moderators: Paullus, Peter Fisla

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basilstaghare
Posts: 237
Joined: Sun Jul 05, 2015 7:26 am

General AI Issues

Post by basilstaghare »

Enjoying the game immensely...

Just some feedback on AI:

1. AFV's do not seem to turn to face the closest/more dangerous enemy armor threat. I am seeing a pattern emerge that when enemy armor is attacked from the rear, it simply stops and tries to shoot back but will not turn to face the enemy with its front. They usually die from rear penetrating shots...
2. When deploying reserve armor, the AI seems to deploy the armor facing the wrong way...same deal, it will turn its turret to engage, but it wont face you with its front armor...
3. I notice that when the AI is trying to move routed squads (especially in the open), they sometimes will simply move back 'n forth, effectively staying place, even when cover is available nearby...

Thanks.
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basilstaghare
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RE: General AI Issues

Post by basilstaghare »

ORIGINAL: basilhare_ssl

2. When deploying reserve armor, the AI seems to deploy the armor facing the wrong way...same deal, it will turn its turret to engage, but it wont face you with its front armor...

It appears that proper use of the "covered arc" special rule might help this issue somewhat....

Thanks.

okiefire1
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Joined: Tue Mar 01, 2016 7:08 pm

RE: General AI Issues

Post by okiefire1 »

I've also noticed AFV AI is a bit weak. I've seen one start engine, not do anything, then stop engine. Others have bounced back and forth between two hexes and change facing several times in both (like it's looking for something). But they don't get into the fight.
DingBat
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RE: General AI Issues

Post by DingBat »


There's one scenario, I'm not sure which it is but it's the one where the Germans get VPs for exiting units off the west edge.

Anyway, in that scenario, the computer, as Soviets basically set up in the exit hexes on the west edge of the map. At least half the units were set up in the open. I won with a massively overwhelming victory. It feels like this scenario was a major problem for the AI.
Paullus
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RE: General AI Issues

Post by Paullus »

Try Scenario 26 - Tigers on their own as a German player. [;)]
For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus
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DoubleDeuce
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RE: General AI Issues

Post by DoubleDeuce »

ORIGINAL: DingBat

There's one scenario, I'm not sure which it is but it's the one where the Germans get VPs for exiting units off the west edge.

Anyway, in that scenario, the computer, as Soviets basically set up in the exit hexes on the west edge of the map. At least half the units were set up in the open. I won with a massively overwhelming victory. It feels like this scenario was a major problem for the AI.
I had a similar issue with a scenario I am working on. All the British units moved the map edge after entering on turn 4 and set up in big stacks there with 2 of the 3 stacks sitting in the open. They sat there the remaining 4 turns.
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UP844
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RE: General AI Issues

Post by UP844 »

ORIGINAL: DingBat


There's one scenario, I'm not sure which it is but it's the one where the Germans get VPs for exiting units off the west edge.

I think it is scenario "020 - Open the Gate". Victory conditions are listed as follows:
Victory Objective: The side with the most Victory Points at the end is the winner. Both sides get VPs for owning VP Objectives
and the Germans gains VP for exiting units at off the map via Exit hexes.

There are no VP Objectives, however, and the Soviets - with the exception of a non-mobile AT gun - place themselves on the Exit hexes, becoming easy meat for the German AFVs and for infantry shooting from the safety of buildings.

I met a similar situation in scenario "012 - 7th Somerset at Oosterhout": when playing with the British, the Panther goes straight to the bottom left Exit hex and the infantry that is supposed to guard the lower bridge follows. The first time I played as the British, I exited all my units from the right side of the map: sometimes I heard the Panther moving, but I never saw it (and with a single Sherman III, I was not exactly eager to met it [:D]).

I tried adding a VP Hex near the large stone building where the infantry sets up: some times they stay here, some others they don't [&:]. The Panther, however, invariably goes to hide in the exit hex at the bottom left corner of the map [&:] [&:].
Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
iPhoneAppz
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Joined: Sun Jan 10, 2016 12:06 pm

RE: General AI Issues

Post by iPhoneAppz »

I'm having a similar issue with the AI. I implemented the first scenario from (the excellent) An ASLSK Tutorial by JAY RICHARDSON. In this scenario, the Americans have 1 turn to take a victory point and the Germans have to just hold it. When I play as the Germans, the American AI makes no effort to get the VP even though he'll lose if he doesn't take it. I'll upload the scenario when I get home tonight.
Paullus
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RE: General AI Issues

Post by Paullus »

You can try changing the AI behavior a bit. Add a couple of AI only units that has an AI Special Command. Try Either ATTACK or DEFEND A HEX and set the hex to a VP Objective hex.
For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus
DingBat
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RE: General AI Issues

Post by DingBat »

ORIGINAL: Paullus

You can try changing the AI behavior a bit. Add a couple of AI only units that has an AI Special Command. Try Either ATTACK or DEFEND A HEX and set the hex to a VP Objective hex.

I hate to be a pest, but the unasked question here is: Did no one play test these scenarios? It seems like the behavior of the AI in situations where the victory is determined by exit hex should be called a defect. It also seems as if this would have been hard to miss in a play test.
iPhoneAppz
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RE: General AI Issues

Post by iPhoneAppz »

Yep, I tried that. I set all of the units to attack the VP hex. No dice. Then I set them all to defect the hex. No dice.
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