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AI?

Posted: Sat Mar 04, 2017 2:12 pm
by meechsem
Read somewhere the game didn't come with an ai. Is this true? I am wanting to buy the game but only interested on playing vs computer

RE: AI?

Posted: Sat Mar 04, 2017 2:18 pm
by davidachamberlain
ORIGINAL: meechsem

Read somewhere the game didn't come with an ai. Is this true? I am wanting to buy the game but only interested on playing vs computer
No, it does not. That will be a while in coming though. WIF is a very complicated game with many major powers and many units. It will be a very difficult AI development once it starts.

At this point, work is underway to make sure that basic rules, scenarios, and multiplayer (Netplay, in particular) are working well.

I would not expect to see an AI update in place before the end of this year.

Dave

RE: AI?

Posted: Sat Mar 04, 2017 7:39 pm
by rkr1958
ORIGINAL: davidachamberlain

I would not expect to see an AI update in place before the end of this year.

Dave
That's an understatement. [:)]

RE: AI?

Posted: Sat Mar 04, 2017 9:24 pm
by Courtenay
I would not expect it before the end of the decade. There is a chance it will appear before the end of the next decade.

RE: AI?

Posted: Sat Mar 04, 2017 10:52 pm
by davidachamberlain
ORIGINAL: rkr1958
That's an understatement. [:)]

[/quote]
I am maybe a bit more optimistic. As I understand it, Steve has lots of material, but I also see this as an evolutionary (phased approach) solution. With a solid basis for a functioning game (sans Netplay), it might be possible to start with some simplistic scenarios, like Barbarossa and without any optional rules and a simplistic strategy, you can probably come up with something that gets things started.

However, I have a lot of reservation regarding a human challenging AI for one of the global scenarios. There are just too many moving parts to keep track of to effectively (and on a timely basis) challenge a human player. It might be somewhat possible to include a couple of simple and direct strategies that don't pay attention to all of the different factors, but I consider WIF to be an exponentially more complicated game to add AI to than chess (with only 2 sides, 7 types of pieces and 64 locations) when compared with WIF's 7 major powers, several thousand units and many thousands of hex's

I think it would make Deep Blue programming look like preschool.

Dave

RE: AI?

Posted: Sun Mar 05, 2017 1:00 am
by ashkpa
I am maybe a bit more optimistic. As I understand it, Steve has lots of material, but I also see this as an evolutionary (phased approach) solution. With a solid basis for a functioning game (sans Netplay), it might be possible to start with some simplistic scenarios, like Barbarossa and without any optional rules and a simplistic strategy, you can probably come up with something that gets things started.

However, I have a lot of reservation regarding a human challenging AI for one of the global scenarios. There are just too many moving parts to keep track of to effectively (and on a timely basis) challenge a human player. It might be somewhat possible to include a couple of simple and direct strategies that don't pay attention to all of the different factors, but I consider WIF to be an exponentially more complicated game to add AI to than chess (with only 2 sides, 7 types of pieces and 64 locations) when compared with WIF's 7 major powers, several thousand units and many thousands of hex's

I think it would make Deep Blue programming look like preschool.
I would be happy if we could just get the convoy "AI" to work "properly".