A question about AI architecture?
Posted: Sun Nov 14, 2021 9:51 am
Please forgive me for always bringing up other titles in the forum, but I am truly trying to understand THIS game.
A user by the ID of Kull explained to me on the WITP-AE forum that this is how the total AI works:
* There is a generic AI. So like we see. "Forming front line" "Moving into vacated hexes"
* However, there is also a strategic AI for every included campaign or scenario which is a script; known as a variant. That there may be as many as 20 or more. And one is selected at scenario launch.
So, I was curious is WITE-2 also a hybrid of hard coding and scripting (variants)?
If there are variants, given the enormous nature of the 41GC, what does the scripting portion of the AI do when things are not going to plan?
When we were working on the Panther Games series, we had a 100% generic AI without scripting other than the use reinforcement schedule and influencing behavior with VLs (like we would simulate securing a supply line with a trail of low point bread crumbs (along a highway) approach as the AI was not supply aware). So, often an attack might get stalled (based on the losses and rout status), and an AI replan would be propagated throughout the side to reevaluate resources and goals. The FUP|axis of the attack might change. An attack might break into two axis. A decision might be made to bypass and look to cross a river else where. ...
So, what does WITE-2 do?
And I am also thinking of our AI we for the AGE engine of AGEOD. In general, there was no continuity across plans. Every turn (WEGO) was a complete reevaluation of the map situation and a response to it.
So does WITE-2 form plans that persist for longer than a single turn?
Finally, beyond rules regarding OOBs and units is doctrine represented in the hard coded portion of the AI? (As I find most games have a single AI regardless of which side it plays.) (Which was true of PG. We discussed doctrines and it has always been on the list.)
Thanks.
PS: Don't give away any spoilers, but I find the AI to be quite good for a game, and am curious how you did it?
A user by the ID of Kull explained to me on the WITP-AE forum that this is how the total AI works:
* There is a generic AI. So like we see. "Forming front line" "Moving into vacated hexes"
* However, there is also a strategic AI for every included campaign or scenario which is a script; known as a variant. That there may be as many as 20 or more. And one is selected at scenario launch.
So, I was curious is WITE-2 also a hybrid of hard coding and scripting (variants)?
If there are variants, given the enormous nature of the 41GC, what does the scripting portion of the AI do when things are not going to plan?
When we were working on the Panther Games series, we had a 100% generic AI without scripting other than the use reinforcement schedule and influencing behavior with VLs (like we would simulate securing a supply line with a trail of low point bread crumbs (along a highway) approach as the AI was not supply aware). So, often an attack might get stalled (based on the losses and rout status), and an AI replan would be propagated throughout the side to reevaluate resources and goals. The FUP|axis of the attack might change. An attack might break into two axis. A decision might be made to bypass and look to cross a river else where. ...
So, what does WITE-2 do?
And I am also thinking of our AI we for the AGE engine of AGEOD. In general, there was no continuity across plans. Every turn (WEGO) was a complete reevaluation of the map situation and a response to it.
So does WITE-2 form plans that persist for longer than a single turn?
Finally, beyond rules regarding OOBs and units is doctrine represented in the hard coded portion of the AI? (As I find most games have a single AI regardless of which side it plays.) (Which was true of PG. We discussed doctrines and it has always been on the list.)
Thanks.
PS: Don't give away any spoilers, but I find the AI to be quite good for a game, and am curious how you did it?