Ai
Posted: Sat Jun 28, 2003 11:30 pm
I would like to know how AI problem is resolved in UV.
I've noticed recently that AI has information how many planes covers tasks forces. So if you put your carriers one hex near enemy TF and other small TF few hexes away, AI will go after that second TF leaving carriers alone. I wonder if AI has info about mission assigned, eg if you set bombers to attack it would attack carriers in mentioned situation. It is "a little bit" annoying - when I repeated my experiment with just one carrier TF, AI responded moving its TF twice towards mine but didn't attack.
Unfortunately it doesn't work both ways - AI on players side is dumber than year old baby. When I assign TF to Nagumo or others I expect to act reasonably and predictably - after all those guys served many years and had great experience. I can make mistakes not assigning enough air cover, but if carrier TF responds by approaching toward enemy TF i expect that TF leader is going to scramble some planes for protection (i don't even require him to attack enemy TF). After all it was his decission to act aggressively.
The same with target selection. Computer AI always assignes escort for raids attacking enemy carrier TF. Player TF is more that happy to send 100 fighters escorting few bombers to attack life boat and 100 bombers without protection to attack carriers. It also loves overusing resources - I can't really imagine 100 planes bombing minesweaper over and over again. If there is enemy carrier TF nearby none captain would devide his forces to attack insignificant targets at the same time.
All those AI problems make the game irritating. I really can't imagine playing WiTP - huge scale, and much more risk of "crazy behaviour".
The developers should put more attention to AI. I don't think comp AI should have any advantage other player AI. I am not game programmer but to create few strategies for AI shouldn't be such a problem (eg target priority, if in danger with no CAP assigned assign default CAP and so on). All in all such strategies exist on comp AI side.
I've noticed recently that AI has information how many planes covers tasks forces. So if you put your carriers one hex near enemy TF and other small TF few hexes away, AI will go after that second TF leaving carriers alone. I wonder if AI has info about mission assigned, eg if you set bombers to attack it would attack carriers in mentioned situation. It is "a little bit" annoying - when I repeated my experiment with just one carrier TF, AI responded moving its TF twice towards mine but didn't attack.
Unfortunately it doesn't work both ways - AI on players side is dumber than year old baby. When I assign TF to Nagumo or others I expect to act reasonably and predictably - after all those guys served many years and had great experience. I can make mistakes not assigning enough air cover, but if carrier TF responds by approaching toward enemy TF i expect that TF leader is going to scramble some planes for protection (i don't even require him to attack enemy TF). After all it was his decission to act aggressively.
The same with target selection. Computer AI always assignes escort for raids attacking enemy carrier TF. Player TF is more that happy to send 100 fighters escorting few bombers to attack life boat and 100 bombers without protection to attack carriers. It also loves overusing resources - I can't really imagine 100 planes bombing minesweaper over and over again. If there is enemy carrier TF nearby none captain would devide his forces to attack insignificant targets at the same time.
All those AI problems make the game irritating. I really can't imagine playing WiTP - huge scale, and much more risk of "crazy behaviour".
The developers should put more attention to AI. I don't think comp AI should have any advantage other player AI. I am not game programmer but to create few strategies for AI shouldn't be such a problem (eg target priority, if in danger with no CAP assigned assign default CAP and so on). All in all such strategies exist on comp AI side.