Future of wargaming AI

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cdsys
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Future of wargaming AI

Post by cdsys »

I wonder if in the future wargaming AI could become trained instead of programmed. And not make use of rules or information that are any different than those available to the human player.

Programs like MuZero train without knowing the rules.

Not only could such an AI be more challenging than most of today’s AI's, but it could reveal if there are any exploits in game mechanics (and as such help find these during the development process).
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Re: Future of wargaming AI

Post by ncc1701e »

This would be interesting yes. I agree. After the risk is to have plenty of people quitting because the AI is too strong and no one can win.
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Re: Future of wargaming AI

Post by sPzAbt653 »

Playing an AI that doesn't know the rules sounds quite messy.
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Re: Future of wargaming AI

Post by ncc1701e »

sPzAbt653 wrote: Sat Aug 06, 2022 1:52 pm Playing an AI that doesn't know the rules sounds quite messy.
At start, but I think he says that the AI will learn the rules i.e. machine learning.
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Re: Future of wargaming AI

Post by springel »

Computer software can translate without grasping any of the meaning.

Likewise, wargamers can talk about AI.
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Re: Future of wargaming AI

Post by cdsys »

Yes, that is what I was thinking of. Some future version of machine-learning. Of course, the level of complexity for strategy games is far greater than for Chess or Go. So, such a system might not be feasible in my lifetime (and too costly for the game industry).

To make such an opponent ‘enjoyable’ there should be levels of the AI (maybe by selecting various generations of the AI in development). You don’t want to play an AI that you never can win from 😉

Another aspect of AI in strategy games would be options to have different styles of opponents (instead of difficulty levels). More aggressive or defensive play styles for example.
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Re: Future of wargaming AI

Post by cdsys »

sPzAbt653 wrote: Sat Aug 06, 2022 1:52 pm Playing an AI that doesn't know the rules sounds quite messy.
To be clear the AI wouldn’t train/learn on your machine. By the time the game is released the resulting AI knows how to play the game.
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Re: Future of wargaming AI

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springel wrote: Sat Aug 06, 2022 4:37 pm Likewise, wargamers can talk about AI.
Likewise, non-programmers can talk about machine-learning for computer opponents. Uh-huh. :roll:
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Re: Future of wargaming AI

Post by RangerJoe »

One option would be for the AI to "remember" how opponents have previously moved and the counter moves to those. It would be a separate "memory" for each person logging in and/or selective based on skill level. That way a chess master can play one game and a person just learning can play the next game without having the "memories" or challenge that the chess master had.

There is a story in the Berserker Series of books by Fred Saberhagen that actually had a creature play chess against the machine with moves mapped out according to the positions on the board. The moves that worked stayed and the ones that did not work were thrown out.
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cdsys
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Re: Future of wargaming AI

Post by cdsys »

pzgndr wrote: Wed Aug 10, 2022 12:25 pm
springel wrote: Sat Aug 06, 2022 4:37 pm Likewise, wargamers can talk about AI.
Likewise, non-programmers can talk about machine-learning for computer opponents. Uh-huh. :roll:
Likewise, non-mechanics can talk about car engines ;-)

I'm not a machine-learning or game developer (though I am a professional developer). I was just thinking about AI for wargames in the far future after seeing the documentary on AlphaGo (from 2017).
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Re: Future of wargaming AI

Post by Kuokkanen »

cdsys wrote: Wed Aug 10, 2022 9:04 am Another aspect of AI in strategy games would be options to have different styles of opponents (instead of difficulty levels). More aggressive or defensive play styles for example.
I'm all for this. And would you believe it, there are games with such feature. Some of Sid Meier's Civilization games have features associated with leaders that grant civilization of that leader with certain benefits. Maybe that don't have significant influence on AI (it should). Space wargame/sim Rules of Engagement (think Great Naval Battles in space) from 1991 has starship commanders who acknowledge and obey every order player gives them, or outright don't care, or something between. MegaMek has a number of options and sliders for its AI. In addition any given side can have multiple AIs with different settings, so AI commanding heavy tanks would charge and AI commanding MLRS/Grad equivalents would stay back.

Certainly there are more games like these. Can you name more?
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Re: Future of wargaming AI

Post by cdsys »

Kuokkanen wrote: Thu Aug 11, 2022 5:58 pm
cdsys wrote: Wed Aug 10, 2022 9:04 am Another aspect of AI in strategy games would be options to have different styles of opponents (instead of difficulty levels). More aggressive or defensive play styles for example.
I'm all for this. And would you believe it, there are games with such feature. Some of Sid Meier's Civilization games have features associated with leaders that grant civilization of that leader with certain benefits. Maybe that don't have significant influence on AI (it should). Space wargame/sim Rules of Engagement (think Great Naval Battles in space) from 1991 has starship commanders who acknowledge and obey every order player gives them, or outright don't care, or something between. MegaMek has a number of options and sliders for its AI. In addition any given side can have multiple AIs with different settings, so AI commanding heavy tanks would charge and AI commanding MLRS/Grad equivalents would stay back.

Certainly there are more games like these. Can you name more?
In for example Stellaris the AI has 'personalities' build in for all the races.
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Re: Future of wargaming AI

Post by *Lava* »

RangerJoe wrote: Wed Aug 10, 2022 12:39 pm One option would be for the AI to "remember" how opponents have previously moved and the counter moves to those.
Games-Lab's "Ultimate General: Civil War" does this. If you repeat a battle during the campaign, the AI will respond differently, many times VERY differently. So if you have a strategy you want to do that will get you a stunning victory, you best do it the first time around. Otherwise, you must play the battle several times again, but with a totally different strategy, so that you can then execute the initial strategy you had in mind.

There are, of course, some battles where the AI has a very limited response, but others where a docile enemy, counter attacks you and kicks your butt.

So this is do-able and has been done. No reason other games can't do it as well.
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